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Pre Industries DLC, if you created a forestry zone where there were no natural resources, the industry created would all be processers with the raw materials imported. The DLC works the same way, you can't place extractors because of no resources, but you can place processers.
If you don't want to plant trees first (you can check in the resoruce overlay when you have planeted neought), or for the other industries if you lack the natural resources: You can ismply palce the various storage buildings (e.g. log yard) and set them to 'fill'. That one is mislabeled and basically is the 'import' setting currently.
The building will send import orders to fill tiself, but onc eit has resource sin it fro mthat it will also start to distribute them to oyur variosu processing plants.
That setting currently doesn't exist. The 3 we have do this:
- empty: Just exports all the resoruces delivered to it by local extractors.
- balanced: tries to import when under 50% full, tries to export when over 50%.
- fill: improts till about75% or so full.
All 3 settings have the same inclination to distribute resoruces to local processors/factories, though with balanced/empty it works badly in my experience since the trucks of the building ar emostly away to export stuff.
However, with the 'fill' option you can probably get the best version of local only if you produce enought. It will import a ton at first, but once its' 90%+ full your local extratcors will basically fill it back up when it sends out resoruces to processing/factories before it can sne dotu import orders.
With my 'fill' storages that have been that way for a while, i only see liek 1 import truck every 4 weeks or so per building.
Because the 'Raw Material' foresty needs for base production is preexsiting forests in the area.
Basically for oil and ore, you need an underground deposit below an extractor. For farming you need fertile ground, and for forestry it requires woodlands.
Unlike Ore and Oil, forestry and farming don't run our of their natural resoruce.
And unlike farming, forestry doesn't check ground quality, but simply checks tree density.
If there's enought tree's in an area it will coutn as woodlands, so you can use landscaping/decorating functiosn in the game to manually turn an area into woodland before plopping down the foresty industry to then produce tree's there.
So, despite it is a plantation which produces the trees it also needs landscaping trees in the vecinity? the trees they plant in their area is not enough? they need additional trees arround? is that so?
Basically the way the game handles it for famring (similar to real life) is that you need a certain soil quality, ingame refered to as fertile gorund/farmgorund. You can see it in the natural resoruce view, appears light green/yellow-ish. That represents the soil you mention in your potato example. And unlike Ore and Oil it doesn't get used up, it's simply either there or not, which allows for farming or not.
For Forestry it's slightly different. Instead of having a premade 'tree-soil' quality to parts of the map like the farming soil, the game checks for a certain denstiy fo tree's in an area. if the are ahs more than X trees per Y area, then it counts as woodland (shown as dark green ingame).
Which actually makes sense when you comapre farmign and forestry in real life. tree's can generaly grow in a lot poorer soil than farmign can work in. As in, many palces simpyl have soil or a geography that is not suited to make famring worthwhile, as oyur worktime/plant production is to low.
Meanwhile, trying to start a forestry business in the games timelines (dependingon playstyle probabyl usualy a few decades) requires there to already be trees. Since the tree's you plant at the start of the game on a plantation would only be harvestable after multipel decades.
The only thing that is nto fitting abotu this in a way is that the tree's oyu can plant manualyl plop up instead of growing, but that's because they are mainly intended as deco objects.
So, if I got you straight, the land check is prior to placing the building, meaning the region should have existing trees and the more green it is the more available resources it calculates for tree proeduction buildings (tree plantations), right?
If so, can I affect the productivity by adding trees to the landscape within the sector or it just counts how many trees it counts at the time I place the building?
(forgive any struggle you see to express my idea, despite I have a decent english, it's not my mother tongue)
I use the aforementioned trees as they are hardwoods that are good for furniture, whereas pine is a softwood that can be used at building material though I do not think the game cares about such. The game will produce planed timber and paper (which uses both hard and soft woods in real life) once you place the sawmill and pulp plant (this is just one of the 2 plants that make paper in game).
Flowering trees, bamboo and other trees are good for decoration around the city as are the ones that are good for forests as they cut down on noise pollution as well.