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definition

Owns three demand valves (residential, commercial, industrial) updated from the balance of population, jobs, and outside trade, and read by zone growth. In Micropolis, the SimCity engine, projected residents = residents + migration (proportional to jobs per resident - 1) + 2% births; projected commerce = total population / 3.7 x a labor ratio capped at 1.3; projected industry = industry x labor ratio x an external market factor (1.2, 1.1, or 0.98 by difficulty). Each valve moves by (projected / actual - 1) x 600 plus a tax offset (+200 at 0% tax, 0 at 7%, -600 at 20% on easy), is clamped to +/-2000 (residential) or +/-1500, and is held at 0 until a needed stadium, seaport, or airport exists. A zone grows when valve + a local score (land value for homes) passes a random test. SimCity's RCI bar and Cities: Skylines' demand bars display these valves.

player experience

A steering signal. The player glances at three bars, zones whatever is in demand, and learns that homes need jobs, jobs need workers, and industry needs outside trade. When a bar stays pinned despite growth, the player hunts for the missing stadium, port, or tax cut.

design levers

  • inputs to each valve (jobs per resident, internal market size, external trade, taxes)
  • gain and clamp on each valve, which set how fast demand swings
  • caps that hold demand at zero until a specific building is placed
  • how much local factors (land value, traffic, pollution) add to the global valve
  • whether demand is split further by wealth or density tier

failure modes

  • Players treat the bar as an instruction and zone mechanically, so the city grows without plan or tradeoff.
  • Hidden caps (needing a stadium or port) freeze growth with no explanation unless an advisor says why.
  • High gain makes demand oscillate between booms and abandonment.

dynamics

  • Residential and job growth chase each other, producing alternating waves of house and workplace construction.
  • Raising taxes depresses all three valves at once, so tax policy shows up as slower development rather than a direct penalty.
  • Valve caps create milestone moments when one building unlocks a growth spurt.

open questions

  • Would demand derived bottom-up from simulated households and firms be more interesting than a three-valve controller, and could players still read it?
  • Can an AI advisor turn valve inputs into a plain causal explanation of why demand is low?

relations

2 stored edges
requires
synergy

Zoning

The demand meter tells the player which zone to paint next; zoning answers it.

backlinks

computed from other records

sources

1
Will Wright, Don Hopkins (2008). Micropolis: open-source SimCity source code. GitHub (SimHacker/micropolis)

provenance

runs in log/runs
2026-10-24
created2026-10-24-taxonomy-m2taxonomy