Cities: Skylines

Cities: Skylines

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Hurkaleez Dec 13, 2017 @ 11:36am
Lumber District placement?
So when the forest resource shows on the map, I am unclear how to properly set up the Lumber district for highest yield.

Do I need to have trees abut to the Lumberyard or can I simply just zone in the area and does the Lumberyard require no adjoining trees? Because the Lumberyard itself will be created on top of the formerly forested ground.

In other words, does adding spaces between industrial lanes which I fill with trees improve my revenue stream?
Last edited by Hurkaleez; Dec 13, 2017 @ 11:37am
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grapplehoeker (Banned) Dec 13, 2017 @ 12:52pm 
As long as it is a valid natural resource for lumber, then both resource collection and processing industries will spawn there.
However, let's get something straight... Specialised industries should only be used to supply your generic industry. This means you won't need much.
Forget about making much revenue from exportation of your specialised industry products, because no specialised industry makes much money doing so.
Now that you understand what it's for and what it's not for, in terms of placement, you want to put it where it can easily ship its freight to your generic industry as efficiently as possible. That may mean it's own highway if it is distant or better yet its own cargo rail line.
Try to avoid linking it to an outside highway connection, otherwise you might find it will export its goods as an easier option than supplying your own generic, and as I said above, that isn't going to earn you much at all.
Hurkaleez Dec 13, 2017 @ 2:29pm 
Originally posted by grapplehoeker:
Forget about making much revenue from exportation of your specialised industry products, because no specialised industry makes much money doing so.

I never knew this although I was dismayed at the revenue generated early on when I first started my city.

If I never specialize, is it a big problem? IE If I make no lumber/ore/oil industry they just import it from the nether right?
grapplehoeker (Banned) Dec 13, 2017 @ 2:41pm 
Originally posted by Duder:
Originally posted by grapplehoeker:
Forget about making much revenue from exportation of your specialised industry products, because no specialised industry makes much money doing so.

I never knew this although I was dismayed at the revenue generated early on when I first started my city.

If I never specialize, is it a big problem? IE If I make no lumber/ore/oil industry they just import it from the nether right?
Yes, but you'll pay for imports and you'll have imported freight vehicles to deal with coming from the outside.
Using homegrown natural resource products negates the need to import and while it doesn't make much to export, it does offset the cost of importing it.
Plus, since you designate where the lumber (in this case) comes from, it allows you to dictate where those freight vehicles come from and they won't clog up your highway traffic - which is why I advised you not to link your lumber district to an outside highway.
Still, the choice is yours Mr Mayor ;)
Last edited by grapplehoeker; Dec 13, 2017 @ 2:42pm
Hurkaleez Dec 13, 2017 @ 2:55pm 
Originally posted by grapplehoeker:
Using homegrown natural resource products negates the need to import and while it doesn't make much to export, it does offset the cost of importing it./quote]

So based on what you've said I'm going to take your advice and just have a small district for each resource and let them feed my city over the course of a long while before the ore/oil runs out.

Last question:

Oil feeds the oil power plant and what else consumes it? Plastics factories should. Gas stations should. Ore factories feed what industry? Lumber industry feeds what? Not sure if the game works like this.

I'm wondering because of placement to keep things off the road.
grapplehoeker (Banned) Dec 13, 2017 @ 4:39pm 
Last question:
Oil feeds the oil power plant and what else consumes it? Plastics factories should. Gas stations should. Ore factories feed what industry? Lumber industry feeds what? Not sure if the game works like this.
I'm wondering because of placement to keep things off the road.
If you're not using the Infinite Oil/Ore mod to prevent resource depletion, then perhaps considering using an oil or coal fuelled power plant isn't going to be a good long term strategy. Yes, you can import it, but there's no guarantee that you'll always get the deliveries of imported fuel to those power plants in time. So, if that's the case, then perhaps you shopuld look to renewable energy sources instead.
That said, in answer to your question, your generic industry uses all forms of natural resource products.
Oil is used by the Oil Power Plant and the Boiler Station for water heating.
Coal is used for the Coal Power Plant.
Both agricultural and lumber products are only used by your generic industry and nothing else.
mbutton15 Dec 13, 2017 @ 5:00pm 
Originally posted by grapplehoeker:
Try to avoid linking it to an outside highway connection, otherwise you might find it will export its goods as an easier option than supplying your own generic
That's disappointing to learn as I'd previously thought that any specialised industry went to your generic industry first and any left over would be exported. But if it escapes down an easier route then I guess that explains why I'm having problems on my current map as my specialist forestery is right next to an external cargo train station !! Oh well, time for a re-design.
Last edited by mbutton15; Dec 13, 2017 @ 5:03pm
Hurkaleez Dec 13, 2017 @ 5:08pm 
Huge help to me grapplehoeker. Thanks for taking the time to reply to all these questions. :steamhappy:

Hopefully this thread will help some others as well.
ancienthighway Dec 13, 2017 @ 6:27pm 
In addition to the advice grapplehoeker provided, you can make your own Forest to harvest. Keeping the placement of your generic industry in mind, pick a nearby location and start planting trees. A lot of them. Use a mod to speed up the process if desired. Once it's dense enough to your satisfaction, you can build your lumber industry. Keep an eye on the Imports and Exports to ensure you build enough, but not too much.
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Date Posted: Dec 13, 2017 @ 11:36am
Posts: 8