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A town grows when the town supply % is positive. This can be achieved by delivering goods demanded to the city. The rate at which a city growth depends on the % of goods you deliver. If you deliver 100% of the goods demanded, the town will grow very quickly. However, this is not easily achieved as you will have to strategically build up your industry empire and you are just fine with reaching less than 100%.
A city that grows is getting larger and larger and will eventually swap into an adjacent zone. Small shops will always provide an entire zone no matter where they are built. Medium shops will also provide for an adjacent zone and Large Shops even for 2 adjacent zones!
Well, to achieve that, you will need to upgrade the buildings of a city and not just the city, though this sometimes goes along. To upgrade a building from level to level you will have to meet the demands of the individual buildings, if you do that the building will be upgraded and eventually be replaced with a skyscraper. To check demands of individual buildings you can click on them to see what they want. Together the building demands result in the city demand, but it is possible to grow only in width or height sometimes.
It is important to know the following. You can remove buildings for a cost if you want to make way for a building, a road or a bridge. However, we recommend pausing the game, as the city will try and regrow its original size immediately, and it might regrow the building immediately before you can do anything, if you did not pause.
Yes, you can to a certain degree. The town will grow automatically and adjust to already existing roads before building its own roads. This means by placing roads you can influence the direction a town is growing and how.
Open the town window and check the yearly demand of a city
If you want to go in detail you can check for quarterly demands. You will realize that certain demands remain the same all year while others might change season by season. To get started chose an industry with a steady income. In IG 4.0 you will only ever earn money by actual sales. This means producing a small amount of goods for a single season is probably not worth it to begin with. This might change over time when the city grows.
In a later video I will show you how to set up transport lines and optimize the lines to use less vehicles and optimize your production.
Use upgrades on Industries instead of building a 2nd industry until you can no longer upgrade. This will save money in both upkeep and building. Increase the production to the maximum before opening another production with the same product. The more you produce, the cheaper the product becomes per unit.
It is advisable to have a slightly higher production than the demand to be able to increase the delivery immediately, once the town demands increase. However, be careful, if you produce too much at the start your storage will overflow and you will pay fines to overflown storage. This can quickly ruin your company! Rounding up to the next hundred is a good value to get started with.
If you are playing a map with either an airport or a harbour, you have access to the global market. You can reach in your company window or by clicking on the location. You can deliver products and than export them, giving you a nice financial bonus instead of paying for an overflown storage.
You access the overlays using shortkeys i.e. 5 for zones. It will help you to quickly access certain vital information like storage usage etc.
Compared to IG2 many people feel the zones are lacklustre as they limit the player in where they can build. However, in IG2 this was usually a pixel hunt, and we wanted to shorten the hunt for the best” spot to a certain degree. Now you will only ever be able to build an agricultural farm in a farm zone.
This of course is a strategic choice. We do want to have short delivery time for some of the goods as we need to produce a lot of them, while other might not be needed as much and we can live with a longer time on the road.
From our point of view, this deepens the games strategic depths instead of reducing it to a search for the best spot.
However, we know some of you will still not be persuaded by our argument and would prefer to build there industry right into the nature reserve and we want to try and make everybody happy, so we will give you a small outlook on the future of IG 4.0. During EA, we will implement additional resources, lets call them favors for now, that will allow you to change the status of a zone. You do not care for a nature reserve, cause you want to build a beautiful Chemistry factory? Well soon, you can, but be aware of the price you will have to pay…
a) Delivery quantity already reached for the quarter
b) The route does not work because something is not connected.
1) Trains need a flat angle; a right-angle connection is not possible.
2) Trains can only change direction in industries. This is not possible in the middle of the route. This means that a route from the destination back to the depot is necessary! For a route to work, a complete cycle must be guaranteed. It is not possible to change tracks in industries.
You can replace or better rebuild roads with better versions. Also, you can choose straight or curved road building before you start constructing your network. This combined with the height control allows you to build beautiful structures and crazy traffic knots.
And remember: The road type influences the speed of the trucks. A gravel road slows down the delivery at least a bit.
Build a shop at the edge of the zone. It will still cover the entire zone, but it will allow you to grant your trucks access without having to go through city traffic! Secret hint: You do not even have to have a road from the shop to the city, you only need a road to grant access for your trucks! Eventually the town will swallow” your shop in the middle of nowhere, but you can use this little advantage at the start if you are min/maxing.
You can setup your production lines per quarter instead of per year. This allows you to gain more control. For example, you could only produce the wood shaving the quarter before the town demands them, so you can deliver them only when they are needed. This allows you to use a smaller number of trucks and be more efficient with your production, but it is only possible, if you do not need the entire production capacities of your industry in any other way.
Produce slightly more than the demand to be able to deliver higher amounts immediately, when the demands increase. This will allow for easier scaling of your production while keeping the town growth at an optimal level and not overflowing your storage.
You can simply set the line and sell the product in the city and pay the fines for overflown storage. This might be an expensive option, but you are not wasting any goods, but in the end, you will sell of the products and grow the town as well as earning money back. For this to work the city does need to have high demand for your goods though.
Another option would be to sell the goods at the global market. This is recommended instead of selling in the city, if you just have overproduced and you do have the option and/or time to deliver them to the airport or harbour. You will earn money from this.
Sometimes you do not have the option to sell on the global market, because it is not available on the map and your town’s demand is covered. In that case, you can go into the overflown storage and throw away the goods. You have a choice of just throwing all away for a small fee or specifically choosing which delivery to remove. The latter option is also good if you for example just want to get rid of spoiled goods.
It is important to note, that demand does not only grow, but will also decrease from time to time. It is important to check your productions and deliveries for this as this can easily result in overflown storages.
Resources: Many a product needs resources to be produced. Let’s take a shirt for example. We need 2 yarn to produce 1 shirt. Yarn can be produced from cotton, so we will need 2 cotton to produce 2 yarns. This means, we need to set up production of cotton, yarn and shirts. Those productions need to be adjusted and delivered to each other and if we make a mistake here, we will quickly end up with either not enough products or overflown storages.
Transportation: Your trucks and trains will deliver the goods from A to B automatically. You do not have to specifically allocate a vehicle to a line. All vehicles from the allocated depot will be eligible to deliver the goods. How many times the vehicles will drive between A & B will depend on the amount that needs to be delivered. In the line setup, the amount is shown on a yearly basis, so if you deliver 1000 goods to the city, that means you are delivering 250 in a quarter. Two medium trucks with a load of 160 will easily cover this in 2 deliveries. So, if you are wondering why your trucks are not driving, the most common answer will be, that you set the delivery too low.
Vehicle capacity: Vehicles have a capacity to carry. If you set up a new line, vehicles will always try to deliver products immediately. This can result in empty vehicles driving around if you do not have enough products yet.
Batch time: Production can be set to individual quarters and most products will have several production cycles or batches. A batch is the amount of time needed, before you have finished goods and trucks or trains can start transporting those. Some products have 4 batches in a quarter, while others might have 1 batch in half a year. You will have to plan accordingly.
Secret hint, make good use of the different street types! While dirt roads are also dirt cheap, they will reduce the speed your trucks can go with. If you expect a lot of traffic due to for example a lot of goods coming in from on direction, invest into large roads to avoid traffic jams.