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So, too in this game.
Your concern should be to focus on ensuring that your specialised agricultural industry (or any of the specialised industries for that matter) is actually fulfilling it's purpose in supplying your generic industry with what it needs to reduce the agricultural imports that the generic industry makes.
Therefore, monitor your generic usage of agricultural resources in terms of source and supply. When you are supplying what it needs, then there is no point in increasing agriculture as exporting surplus doesn't make much income.
I suppose you could use the Move It mod that way, although I would prefer the Eyedropper mod instead, since you wouldn't have to see what will grow. You would be cloning what already exists and plopping what you need and where yourself.
So, basically what I'm saying is normally if you see imports are like 3000 in farming, then you'd build more farming. This however doesn't solve the issue in my game as part of the specialized farming ends up being farming buildings that don't use the local farming goods; instead it imports farming goods. So, even though I add more farming it ends up importing more farming goods. So, I end up in the same situation.
What would make since is if those farming buildings used the local farms goods instead of importing them.
I suppose I could keep creating more farms to see if that solves the issue.
You need to make sure agriculture is close to generic or it will just import it instead of waiting for deliveries. Everything has a timer on it and if you're late then bad things happen. In this case it will import. even at it's most efficient delivery, it will still import/export agriculture, it shouldn't be 3,000. maybe anywhere from a few to a few hundred at max. on a very large city.
If you have 3,000 I'd check that you're on fertile ground. Otherwise, if it light yellow or no yellow, it will import. Maybe you need Extra Landscaping Tools mod in that case to give you more and stronger fertile ground (dark yellow).
http://steamcommunity.com/sharedfiles/filedetails/?id=1320802267
http://steamcommunity.com/sharedfiles/filedetails/?id=1320801348
The commercial area is on the top left of the screen; it's not importing anything, so it looks like it's getting the industry deliveries ok. But, my farming area is importing; even in some of the dark yellow areas (I also zoned those areas as farming areas.)
I wasn't aware that generic industry gives farming industry goods. I guess that'd make since if it was providing plastic, etc. for packaging?
I now got it down to about 1850 imported farming, but still trying to figure it out.
There are two types of specialized industry freight. For forestry you have A raw materiel like trees and a processed material like lumber. If you have heavy trees coverage, then it sometimes mostly makes only tree farms, and little lumber mills. So it has to import lumber that it can't create. Make sure there is balance between raw materials and processing plants. You can try bulldozing some of the raw buildings and hope a processing plants pops up. Or build outside if the resource area and it will only create processing plants. That should balance it out.
Generic industry only creates Goods (purple) and send them to commerce. Specialized industry gets sent to Generic industry to create goods.
It's looking better, but it make take a while to figure out the balancing.
Ah ok. I think that's almost the way I orginally understood it. I'm going to fire up the game and try it more. I also tried to produce more generic industry thinking you meant that generic industry produce packaging or something. So, I'm exporting a lot of generic industry now. I'll try and cut that back and balance the other things.
You can create a district ON fertile (yellow) land and it will spawn a mixture of industrial types (more later).
You can create a district NOT on fertile (yellow) land and it will only spawn ONE industrial type.
On fertile land you will have producers: farms, livestock etc, AND processors: meatpackers, cereal manufacturers, juice packers. OFF fertile land you will only get the processors.
The fertile land producers have names like 'Animal Farm', 'Mary's Livestock', 'Fruit For All', and 'Phil's Fields'. This is just a selection. The non-fertile-land processors (which will nevertheless spawn on fertile land given the chance) have names like 'Beef Cakes', 'Baconerie', 'Juice Press', and 'Ami's Baking Company'.
I wouldn't expect to see any of the 'producers' importing stuff, but the 'processors' certainly will if it turns out your district has spawned more processors than producers.
There is pretty much only one solution and that is to force the spawning of the building types you need either with the eyedropper mod or move it, but even then it is likely you will continue to see imports unless you want to go down the route of isolating your farms by road and introduce rail cargo terminals with one-way rail connections so that the only way for cargo is 'out'.
In addition I swtiched the traffic manager president edition to turn on dynamic lane selection to 45%. My imports total for everything has decreased to 73! Huge difference..
I also added a cargo train station before all this.