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. citeturn0search0turn0search1turn0search3turn0search11

Here’s the important part the game barely explains:

Two separate numbers matter

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. citeturn0search3turn0search11


What actually controls population

Farms = population cap

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. citeturn0search1turn0search11turn0search0

So:

raises the maximum population.


Houses = actual current population

Houses determine how many people are currently living there.

House tiers roughly go:

Older houses remain unless you force upgrades. citeturn0search1turn0search11

So:

which raises the left number.


The unintuitive mechanic

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. citeturn0search0turn0search1turn0search8


The practical method players use

When stuck:

Step 1 — raise the cap first

If the RIGHT number is too low:

Example:

322 / 330 and you need 350

then:

You are fishing for upgraded farm replacements. citeturn0search3turn0search11turn0search0

Sometimes you also need to:

because the AI may rebuild them as farms instead. citeturn0search3turn0search0


Step 2 — raise actual population

Once the cap is high enough:

Example:

322 / 380

then:

That pushes the LEFT number upward. citeturn0search3turn0search1


How to identify outdated buildings

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. citeturn0search1

Visually:


Why some maps are especially annoying

Certain regions like:

have cramped layouts and poor AI rebuilding behavior, so players often:

until the city finally optimizes itself. citeturn0search3turn0search6turn0search15


The important mental model

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. citeturn0search8turn0search9

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. citeturn0search1turn0search3turn0search7

The important thing is that the randomness is constrained, not pure chaos.

What’s random vs. not random

NOT random:

PARTIALLY random:

When a destroyed block rebuilds, the AI chooses from:

based on:

So people online repeatedly describe it as:

“rolling the dice.” citeturn0search7turn0search3


The big hidden mechanic: buildable footprint size

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. citeturn0search1turn0search3turn0search7


Fillmore specifically

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. citeturn0search0turn0search13


The “successful layout” look

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. citeturn0search13turn0search16

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 practical “I’m stuck at 480/500” method

The community consensus strategy is:

  1. Check your farms first.

    • Any farm below the highest tier gets nuked.
  2. Look for oversized house clusters occupying open land.

    • Blow up the whole block.
  3. If workshops are numerous:

    • destroy some
    • force rerolls
  4. Let the town rebuild naturally.

  5. Repeat until:

    • max population increases

Then:

  1. Stop destroying farms.
  2. Upgrade houses instead.

That’s why people describe the process as:

“urban planning through selective wrath.”

And honestly that seems mechanically accurate. citeturn0search1turn0search7turn0search5

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.” citeturn0search0turn0search3turn0search4turn0search2

The important distinction is:

And the structure cap interacts with:

which can indirectly prevent more farms from spawning. citeturn0search2turn0search0

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. citeturn0search4turn0search3

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. citeturn0search0turn0search2

And yes, there absolutely appears to be a probability component layered on top of that.

Players repeatedly describe:

especially in Aitos and Fillmore. citeturn0search4turn0search3

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:

  1. Save state/manual save.
  2. Destroy an ENTIRE district, not one building.
  3. Especially target:
    • workshops near rivers
    • dense house blocks
    • awkward bridge-connected areas
  4. Let the AI fully reroll the zone.

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. citeturn0search2

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.”