M: I need you to go online and look up something for a recent video game, 2021 ActRaiser Renaissance. There are little side quests that involve getting a population up past what generally seems to come out if you otherwise leave the game alone. And I don't know the technique to do that or how to read the information that you need in order to be able to do that. I need you to go online and figure out what's going on there and pay particular attention to make sure that you're going for the 2021 PlayStation 5 version because that's a remake of a Super Nintendo game from back in the day. So I have no idea if the mechanics would be the same, so it's best just to approach it as being a new thing rather than the old game.
G: TL;DR: the side quests are basically asking you to optimize the city layout manually, because the AI will happily leave behind obsolete buildings. The key trick is that in the 2021 remake, population cap is mostly determined by farms, while current population is determined by houses. So when you hit a wall like “322/350,” you are usually not actually out of space — you just have old low-tier structures still sitting around. citeturn0search0turn0search1turn0search3turn0search11
Here’s the important part the game barely explains:
When the game shows something like:
322 / 350
that means:
Most people initially focus on the left number. The real bottleneck is usually the right number. citeturn0search3turn0search11
Farms determine how many people the settlement can support overall.
The remake has multiple farm tiers:
If old farms remain on the map, your cap stays low. citeturn0search1turn0search11turn0search0
So:
raises the maximum population.
Houses determine how many people are currently living there.
House tiers roughly go:
Older houses remain unless you force upgrades. citeturn0search1turn0search11
So:
which raises the left number.
The game does NOT automatically replace obsolete structures aggressively.
So you can end up with:
That is why side quests suddenly seem impossible unless you start smiting your own town. citeturn0search0turn0search1turn0search8
When stuck:
If the RIGHT number is too low:
Example:
322 / 330 and you need 350
then:
You are fishing for upgraded farm replacements. citeturn0search3turn0search11turn0search0
Sometimes you also need to:
because the AI may rebuild them as farms instead. citeturn0search3turn0search0
Once the cap is high enough:
Example:
322 / 380
then:
That pushes the LEFT number upward. citeturn0search3turn0search1
This is the part almost nobody understands at first.
Players discovered you can use destructive miracles to “read” building tier.
Older buildings lose fewer people when destroyed. Higher-tier buildings lose more because they hold/support more population. citeturn0search1
Visually:
Certain regions like:
have cramped layouts and poor AI rebuilding behavior, so players often:
until the city finally optimizes itself. citeturn0search3turn0search6turn0search15
Think of the town as:
That is literally the intended mechanic in the remake. The original SNES game had related ideas, but the remake expanded and rebalanced the system enough that you were correct to treat it separately. citeturn0search8turn0search9
M: So basically burn the whole thing down and have it start over again. Check online again, please, specifically for this. How much randomness is involved? And if you can, see if you can find a picture or two of people posting the layout they had going for, I think the first place was Fillmore. But yeah, just find out if I can get a visual on what success looks like.
G: Yeah, after digging deeper, the answer is basically:
“Yes, the system is partially random, and yes, sometimes the optimal strategy really is controlled urban renewal via divine terrorism.”
That is not you misunderstanding the game. That is actually how players describe it. citeturn0search1turn0search3turn0search7
The important thing is that the randomness is constrained, not pure chaos.
When a destroyed block rebuilds, the AI chooses from:
based on:
So people online repeatedly describe it as:
“rolling the dice.” citeturn0search7turn0search3
This is the thing most guides fail to explain clearly.
A farm needs a larger uninterrupted chunk of land than a small house.
So if the AI has filled a large open space with a bunch of tiny crap houses, it may become impossible for a high-value farm to spawn there unless you:
That’s why players keep talking about blowing up:
instead of just targeting one bad building. citeturn0search1turn0search3turn0search7
Players consistently say Fillmore is actually one of the easier regions because it has:
Meaning: if Fillmore isn’t reaching the target population, you almost certainly have:
rather than being hard-locked. citeturn0search0turn0search13
I could not find a clean annotated “perfect Fillmore” screenshot from the remake specifically — the community around the remake is surprisingly thin — but I did find enough discussion to identify the visual pattern.
The successful towns generally look like:
And people repeatedly note that:
can improve results because bridges can interfere with optimal farm placement. citeturn0search13turn0search16
These are the closest visuals I found to the actual in-game settlement structure:
Early/mid Fillmore layout: image_group{"layout":"carousel","image_refs":["turn0image4","turn0image5","turn0image11"],"aspect_ratio":"1:1"}
Those are not “perfect-pop” examples, but they do show the important visual logic:
The community consensus strategy is:
Check your farms first.
Look for oversized house clusters occupying open land.
If workshops are numerous:
Let the town rebuild naturally.
Repeat until:
Then:
That’s why people describe the process as:
“urban planning through selective wrath.”
And honestly that seems mechanically accurate. citeturn0search1turn0search7turn0search5
M: I need you to keep going online just to make sure you don't drift when I ask questions. Okay. Can you tell me if there is a different maximum in terms of fields for each map, or if it's all just kind of a static hard cap? Like, I tried three or four times to get more farms built in Fillmore, and they kept coming up again as either, well, actually, not even as workshops, just as houses. And I've got six fields and six workshops, so I'm trying to figure out if that's a hard limit or just something else, either bad luck or more of a probability thing.
G: Okay, after checking more discussions and digging into both remake-specific threads and older mechanical breakdowns, the answer appears to be:
No, six farms in Fillmore is probably not a hard-coded cap in the remake. But there is a semi-hidden structural cap system that makes it behave like one if your layout gets “locked in wrong.” citeturn0search0turn0search3turn0search4turn0search2
The important distinction is:
And the structure cap interacts with:
which can indirectly prevent more farms from spawning. citeturn0search2turn0search0
For the 2021 remake specifically, players repeatedly report situations like:
“I destroyed farms and only got houses back.”
That strongly suggests the remake retained the old “weighted zoning” logic rather than pure random rebuilding. citeturn0search4turn0search3
So what is probably happening in your Fillmore is something like:
OR:
which forces houses instead.
That second possibility is the big one people underestimate.
A high-tier field appears to need:
So if you only destroy:
the game may literally no longer have enough clean geometry to place the upgraded farm version there. Instead it downgrades into houses. citeturn0search0turn0search2
And yes, there absolutely appears to be a probability component layered on top of that.
Players repeatedly describe:
especially in Aitos and Fillmore. citeturn0search4turn0search3
Your:
six fields and six workshops
actually sounds suspiciously balanced in a way that makes me think the game currently believes the city is “functional,” not “maximized.”
The fact that you’re getting ONLY houses back suggests:
So the community strategy in your exact situation would usually be:
Because the game seems to evaluate:
And this next part is important:
The old SNES guide’s “128 structure cap” almost certainly explains why the remake can feel irrational even if the exact numbers changed. The remake inherited a LOT of hidden simulation DNA from the original. citeturn0search2
Meaning:
even if the remake never tells you this directly.
So your current situation does NOT sound like:
“You’ve hit the immutable six-field limit.”
It sounds more like:
“The city’s current zoning state has entered a stable local optimum that the AI thinks is acceptable.”
Which is why the solution people keep discovering is:
“Delete a much larger chunk than feels reasonable.”