Cities: Skylines

Cities: Skylines

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TLHeart Jun 4, 2019 @ 10:30pm
Cargo train stations and import exports.
I have read here on the forums that 2 cargo train station will not work close together. I beg to differ, and have built my city to be a net exporter of agricultural products, just like many small farming communities are. Mountain Home has excelled at being a net exporter. So much so that the trucks interaction with the farming cargo station, were causing huge traffic jams due to the limitations of the cargo station... so I built another one right beside it, with the entrance on a different street... now the load is split between the two stations, no more huge traffic jam, and trains use both stations...
Here is a screenshot of the two stations, and you can see the trucks using both stations.
https://steamcommunity.com/sharedfiles/filedetails/?id=1761294812

the city has 5 total train cargo stations, the 2 in the farms, 1 near the original center of town and a small industrial area, 1 for the combined ore/forestry, and one for the oil. There is also a port hub, bringing the total to 6. Now I do use Cargo hold fix to not have the 7% loaded trains jamming up the network.

the imports are 43

https://steamcommunity.com/sharedfiles/filedetails/?id=1761294831

and the exports are 7,070

https://steamcommunity.com/sharedfiles/filedetails/?id=1761294843

The city of 50,000 has been a huge success, and all built with low density zoning. So the city is spread out, and looks like a middle class industrial town.

So imports and exports do not need to be balanced, depending on your goals.

High demand will support cargo trains stations close together.
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Showing 1-9 of 9 comments
BucketBrain Jun 5, 2019 @ 3:06am 
Greetings
Nice city , is this the one at 3% unemployment ? l don´t think so
Your placement of the stations is the reason why they use both , not the demand . They simply take the quickest way , well done .
macluk Jun 5, 2019 @ 8:24am 
Of course they work when next to each other.
Not sure what was that referring to but there is one type of cargo station that needs to have slightly different layout - it's a very narrow one, and it's explained on its page how to set it correctly.
TLHeart Jun 5, 2019 @ 9:32am 
Originally posted by BucketBrain:
Greetings
Nice city , is this the one at 3% unemployment ? l don´t think so
Your placement of the stations is the reason why they use both , not the demand . They simply take the quickest way , well done .

Well here is the screenshot that shows I have 3% unemployment...

https://steamcommunity.com/sharedfiles/filedetails/?id=1761655832

As I grow the town/city, it will grow to 8%...
OneJasonBradly Jun 5, 2019 @ 12:03pm 
Most folks issue is they put them "beside each other" which does not work out so well. I too put them close to each other but just like you I made sure they served different areas.The quickest route always applies unless all roads are the same speed limit then "the shortest route" applies.
https://steamcommunity.com/sharedfiles/filedetails/?id=661082102
https://steamcommunity.com/sharedfiles/filedetails/?id=661106684
https://steamcommunity.com/sharedfiles/filedetails/?id=1137838754
https://steamcommunity.com/sharedfiles/filedetails/?id=1136599273
I enjoy exporting too and agree balance is based upon what the goal is. In this clip you can see the terminals are often close to each other.
https://steamcommunity.com/sharedfiles/filedetails/?id=1304364762
Last edited by OneJasonBradly; Jun 5, 2019 @ 3:22pm
BucketBrain Jun 5, 2019 @ 12:11pm 


Originally posted by tenderloveheart:
Originally posted by BucketBrain:
Greetings
Nice city , is this the one at 3% unemployment ? l don´t think so
Your placement of the stations is the reason why they use both , not the demand . They simply take the quickest way , well done .

Well here is the screenshot that shows I have 3% unemployment...

https://steamcommunity.com/sharedfiles/filedetails/?id=1761655832

As I grow the town/city, it will grow to 8%...

Thank you
So you don´t get issues about workforce shortage at your big agri culture ? Ok fine
And your exports are fine too , maybe a little short in finished goods , but if your commerce don´t complain ...
Please don´t get me wrong , l don´t want to rant or something else . The 10 % thing was and is the short and easy way to avoid workforce trouble at vanilla industries . I used vanilla industries + Hadron Collider before Industry DLC and my rule of thumb was to stay between 5%-15% while l rebuild parts of my city , it worked .

Same city now , including all DLCs , no vanilla industry , no Hadron Collider
https://steamcommunity.com/sharedfiles/filedetails/?id=1761766297
3 % unemployment and 11000 export
TLHeart Jun 5, 2019 @ 2:23pm 
Originally posted by BucketBrain:

Thank you
So you don´t get issues about workforce shortage at your big agri culture ? Ok fine
And your exports are fine too , maybe a little short in finished goods , but if your commerce don´t complain ...
Please don´t get me wrong , l don´t want to rant or something else . The 10 % thing was and is the short and easy way to avoid workforce trouble at vanilla industries . I used vanilla industries + Hadron Collider before Industry DLC and my rule of thumb was to stay between 5%-15% while l rebuild parts of my city , it worked .

Same city now , including all DLCs , no vanilla industry , no Hadron Collider
https://steamcommunity.com/sharedfiles/filedetails/?id=1761766297
3 % unemployment and 11000 export
I don't have the industry dlc at this time. I do have to balance the education level to the demands of the work force... and with the rebalancing with the campus dlc, that is actually easier to do now. Industry 4.0 makes a big difference on the generic and vanilla game industries.

Even before the latest dlc changes, I Hated running above 10% unemployment... yes some businesses and new industry will complain for a short period of time, but they get over it as the population grows... it is about slow steady growth, instead of the big waves of growth followed by a downturn.

I am just trying to show that there are different approaches to handling the game...

TLHeart Jun 5, 2019 @ 2:32pm 
Originally posted by OneJasonBradly:
Most folks issue is they put them "beside each other" which does not work out so well. I too put them close to each other but just like you I made sure they served different areas.The quickest route always applies unless all roads are the same speed limit the "the shortest route" applies.

I enjoy exporting too and agree balance is based upon what the goal is. In this clip you can see the terminals are often close to each other.

Making sure that they serve a different area is important... and having more than one to handle all the trucks, so there is NO long conga line is important to me. I have put 2 cargo stations on the same road, facing the same way 20 units apart, one served the oil industry, and the other served the ore industry, and the incoming freight split between them...

I see that you use the two lane both direction connection straight into the cargo interaction point. I find that a T junction at the interaction point works very well, giving the outgoing traffic quick dispersion on their routes.
OneJasonBradly Jun 5, 2019 @ 3:26pm 
Originally posted by tenderloveheart:
Originally posted by OneJasonBradly:
Most folks issue is they put them "beside each other" which does not work out so well. I too put them close to each other but just like you I made sure they served different areas.The quickest route always applies unless all roads are the same speed limit the "the shortest route" applies.

I enjoy exporting too and agree balance is based upon what the goal is. In this clip you can see the terminals are often close to each other.

Making sure that they serve a different area is important... and having more than one to handle all the trucks, so there is NO long conga line is important to me. I have put 2 cargo stations on the same road, facing the same way 20 units apart, one served the oil industry, and the other served the ore industry, and the incoming freight split between them...

I see that you use the two lane both direction connection straight into the cargo interaction point. I find that a T junction at the interaction point works very well, giving the outgoing traffic quick dispersion on their routes.
I noticed your entry/exit, driveway for the terminals.
I build the entry/exit roads (driveways) that way to reduce the slowdown caused by the 90 degree turns when using the terminal or intersections. The other feature is that in and out traffic never cross each other further reducing slowdowns in the flow in and out of the terminals. The rail yard is a great example of my meaning.
https://steamcommunity.com/sharedfiles/filedetails/?id=1137838754
Last edited by OneJasonBradly; Jun 5, 2019 @ 3:27pm
BucketBrain Jun 5, 2019 @ 3:39pm 
Originally posted by tenderloveheart:
Originally posted by BucketBrain:

Thank you

... yes some businesses and new industry will complain for a short period of time, but they get over it as the population grows... it is about slow steady growth, instead of the big waves of growth followed by a downturn.

I am just trying to show that there are different approaches to handling the game...

l ´m 100 % with you
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Date Posted: Jun 4, 2019 @ 10:30pm
Posts: 9