Bias won't help. Those have plenty of bias already. It's probably RWG's Tile selection, but taking a look:
factory_01 is 100x100 tagged industrial
factory_02 is 100x100 tagged industrial
This gave me a reason to use Claude Code and find all of their competition, instead of doing a bunch of greps myself:
Claude said, here are the XML files that meet both criteria (Tags containing "industrial" AND PrefabSize with x=100 and z=100):
- factory_01.xml - PrefabSize: 100, 55, 100
- factory_02.xml - PrefabSize: 100, 78, 100
- remnant_lot_industrial_01.xml - PrefabSize: 100, 21, 100
- utility_refinery_02.xml - PrefabSize: 100, 33, 100
- warehouse_01.xml - PrefabSize: 100, 20, 100
These 5 POI files have the "industrial" tag and are exactly 100 blocks wide (x) and 100 blocks deep (z), with varying heights

.
And I looked up the Tier for each because that will influence their default bias:
factory_01 is Tier 5
factory_02 is Tier 5
remnant_lot_industrial_01 is Tier 0
utility_refinery_02 is Tier 3
warehouse_01 is Tier 4
So the game should want to place the two factories first, then the warehouse, then the utility_refinery, and finally the remnant, assuming it has 5 100x100 industrial POI Markers on the map.
I'd be curious to know how many of each of those 5 POIs you get on a sample map.
Next I want to see what industrial tiles support a 100x100 POI. Again, I turned to Claude Code to do the greping for me.
rwg_tile_industrial_cap.xml:
rwg_tile_industrial_corner.xml:
- 42, 0, 42
- 25, 0, 25
- 25, 0, 25
- 42, 0, 42
- 42, 0, 42
rwg_tile_industrial_t.xml:
- 42, 0, 42
- 42, 0, 42
- 60, 0, 60
- 60, 0, 60
rwg_tile_industrial_straight.xml:
- 42, 0, 42
- 42, 0, 42
- 25, 0, 25
- 42, 0, 42
- 42, 0, 42
- 25, 0, 25
- 25, 0, 25
rwg_tile_industrial_intersection.xml:
- 60, 0, 60
- 42, 0, 42
- 42, 0, 42
- 42, 0, 42
So, only the Industrial Cap tile can support those POIs.
The next question is how many of rwg_tile_industrial_cap Tiles got placed on your map.
I'm wondering if that number will be zero. If so, I'll bet it probably relates to how the cities are being built. If the industrial district is internal to the city I'll bet RWG is reluctant to use a Cap because it makes a dead end.
I looked at the map for my current playthrough:
<decoration type="model" name="factory_01" position="-3034,49,865" rotation="2" />
<decoration type="model" name="factory_02" position="-3158,44,1043" rotation="0" />
None of: remnant_lot_industrial_01, utility_refinery_02, warehouse_01.
None of: rwg_tile_industrial_cap
So I'm getting those factory POIs because my modlet adds more industrial tiles with support for 100x100 POIs. I'll bet I got two of those tiles on my map.