Cities: Skylines

Cities: Skylines

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Clutchtastic Nov 22, 2018 @ 7:06pm
Industries DLC vs. District Industry
Before Industries DLC came along, creating industry was either (a) zone general indusry/office; or (b) use the district tool to paint an area above a resource, specialize it (say farming), then paint another district not on a resource but still specialized as farming. The game would produce raw materials, process them, and sell them. But with the new Industries DLC, does this replace the old way of creating industry? I don't know how to integrate them both....
Last edited by Clutchtastic; Nov 22, 2018 @ 7:08pm
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Showing 1-15 of 33 comments
scpool1986 Nov 22, 2018 @ 7:52pm 
You still have both options for industrial areas. It’s just that the areas within the Industries DLC gives you more control over the entire supply chain from raw material to finished goods as well as the ability to choose what goes where. You can even place an Industries DLC industrial area over an existing district and the two will function as long as they get what they need. Having the Industries DLC buildings side by side won’t cause any problems and the generic industry buildings will have a new source for getting raw materials; the processors from the DLC. Just keep an eye on how much you’re producing, the storage capacity you have, as well as how quickly the materials are being used. They’ll pretty much integrate themselves.
TNT Nov 22, 2018 @ 7:59pm 
sadasdasd
BLÀde Nov 23, 2018 @ 12:11am 
yep do both that's what i do i have an industry area but i also paint a normal district over it and designate it to oil, ore etc and build normal industrial zones there too amongst the industries. like this
https://steamcommunity.com/sharedfiles/filedetails/?id=1571211031
Last edited by BLÀde; Nov 23, 2018 @ 12:13am
kristofburger Nov 23, 2018 @ 1:09am 
Originally posted by Clutchtastic:
(b) use the district tool to paint an area above a resource, specialize it (say farming), then paint another district not on a resource but still specialized as farming
You don't have to separate extractors and processors, both will spawn over a natural resource. Not sure where that misinformation is originally from.
lozacenz Nov 23, 2018 @ 3:57am 
Originally posted by kristofburger:
Originally posted by Clutchtastic:
(b) use the district tool to paint an area above a resource, specialize it (say farming), then paint another district not on a resource but still specialized as farming
You don't have to separate extractors and processors, both will spawn over a natural resource. Not sure where that misinformation is originally from.

I don't recall where it came from (I actually have a vague recollection that it might be in a tooltip somewhere, but I wouldn't put money on that), but it sort of holds up?
Industry in a specialised industry zone which is Not on the relevant resource will spawn processors. Industry which is on the relevant resource will spawn extractors. It does seem that if all the industry is on the resources it will still spawn processors every now and then, though, just not very many.

That said, it certainly doesn't require that extractors and processors be in seperate zones.

(I'm half asleep and may be getting my terminology muddled)
BLÀde Nov 23, 2018 @ 4:31am 
yes that's correct ore, oil etc district zones will spawn extractors and processor on their own at random. you can control what they spawn though using themes.
grapplehoeker (Banned) Nov 23, 2018 @ 8:22am 
Originally posted by Clutchtastic:
But with the new Industries DLC, does this replace the old way of creating industry? I don't know how to integrate them both....
Generic Industry is still required in order to supply Commercial with consumer goods in order to avoid imports. As a source of exports though, it was never a good way to make money.
Industries DLC on the other hand, is all about making money by either/both selling finished unique products to Commercial and export rather than keeping Commercial supplied with consumer goods. It is effectively an extra sub game in itself and a very profitable one!
As for specialised industries, these may still be used in order to supply Generic Industry in order to reduce imports and as such should be quite limited in size since Generic really doesn't need much.
scpool1986 Nov 23, 2018 @ 8:39am 
Originally posted by grapplehoeker:
Originally posted by Clutchtastic:
But with the new Industries DLC, does this replace the old way of creating industry? I don't know how to integrate them both....
Generic Industry is still required in order to supply Commercial with consumer goods in order to avoid imports. As a source of exports though, it was never a good way to make money.
Industries DLC on the other hand, is all about making money by either/both selling finished unique products to Commercial and export rather than keeping Commercial supplied with consumer goods. It is effectively an extra sub game in itself and a very profitable one!
As for specialised industries, these may still be used in order to supply Generic Industry in order to reduce imports and as such should be quite limited in size since Generic really doesn't need much.
And if I may add something; when building warehouses for zoned industries (generic or specialized) you need to select one of the “zoned industry” options (zoned industry oil, ore, forestry, farming, or goods) for that warehouse to accept anything from zoned industries. If you select anything else it’s going to only be available for the processors from the Industries DLC or the Unique Factories.
grapplehoeker (Banned) Nov 23, 2018 @ 8:51am 
Originally posted by scpool1986:
Originally posted by grapplehoeker:
Generic Industry is still required in order to supply Commercial with consumer goods in order to avoid imports. As a source of exports though, it was never a good way to make money.
Industries DLC on the other hand, is all about making money by either/both selling finished unique products to Commercial and export rather than keeping Commercial supplied with consumer goods. It is effectively an extra sub game in itself and a very profitable one!
As for specialised industries, these may still be used in order to supply Generic Industry in order to reduce imports and as such should be quite limited in size since Generic really doesn't need much.
And if I may add something; when building warehouses for zoned industries (generic or specialized) you need to select one of the “zoned industry” options (zoned industry oil, ore, forestry, farming, or goods) for that warehouse to accept anything from zoned industries. If you select anything else it’s going to only be available for the processors from the Industries DLC or the Unique Factories.
In my vanilla playthrough with Industries DLC I opted to do without any specialised industry to serve my rather large Generic Industry district. You can see it just above the Briarwood District in this screenie. This was because I didn't mind Generic importing specialised resources if necessary as they effectively paid for themselves by having to pass through my tollbooths and my road layout was optimised to handle the freight delivery traffic they caused ;)
https://steamcommunity.com/sharedfiles/filedetails/?id=1564164483
And here's the Industries DLC area of the city including the storage and distribution. This is all just above the Generic Industry and the cargo rail terminal (one of three) on the right directly serves the Generic Industry. This further reduces the traffic and optimises delivery.
https://steamcommunity.com/sharedfiles/filedetails/?id=1565032287
Last edited by grapplehoeker; Nov 23, 2018 @ 8:52am
BTZ Nov 23, 2018 @ 9:01am 
This DLC adds a lot of cool looking industry things, now you can paint your city with an additional colors, and manage some traffic issues with warehouses. as RCI just illusion in this game, and does not simualate much, everything else doesnt really matter in this DLC (Producation Chains are also fake), so you can consider Industies DLC as a large, relly cool looking set of assets with ability to make money fast, but again this game meant to be played with unlimited money in creative mode (because it totally lack in simulation), so money doesn't really matters.
Last edited by BTZ; Nov 23, 2018 @ 9:02am
scpool1986 Nov 23, 2018 @ 9:07am 
Originally posted by grapplehoeker:
Originally posted by scpool1986:
And if I may add something; when building warehouses for zoned industries (generic or specialized) you need to select one of the “zoned industry” options (zoned industry oil, ore, forestry, farming, or goods) for that warehouse to accept anything from zoned industries. If you select anything else it’s going to only be available for the processors from the Industries DLC or the Unique Factories.
In my vanilla playthrough with Industries DLC I opted to do without any specialised industry to serve my rather large Generic Industry district. You can see it just above the Briarwood District in this screenie. This was because I didn't mind Generic importing specialised resources if necessary as they effectively paid for themselves by having to pass through my tollbooths and my road layout was optimised to handle the freight delivery traffic they caused ;)
https://steamcommunity.com/sharedfiles/filedetails/?id=1564164483
And here's the Industries DLC area of the city including the storage and distribution. This is all just above the Generic Industry and the cargo rail terminal (one of three) on the right directly serves the Generic Industry. This further reduces the traffic and optimises delivery.
https://steamcommunity.com/sharedfiles/filedetails/?id=1565032287
Very nice. The experiment I’m currently running with my city is to beef up both extractors and processors to attempt to supply both my unique factories and generic industries from the processors because I remember reading a guide where they mention that the materials made by the processors are the equivalent of what the vanilla specialized industries made. Then to optimize delivering materials where they’re needed I’m using a 3 tier approach; an internal loop that is completely separated from the regional rail that was on the map when I started, high speed tunnels (4 lane freeway going in both directions) connecting the different industrial areas with traffic restrictions so they can only be used for freight and service vehicles, and a network of 3 cargo air hubs to help with exports(even though there is that annoying bug). So far other than a little glitch at my international airport things are running smoothly.
grapplehoeker (Banned) Nov 23, 2018 @ 9:11am 
Originally posted by FoxtrotF:
This DLC adds a lot of cool looking industry things, now you can paint your city with an additional colors, and manage some traffic issues with warehouses. as RCI just illusion in this game, and does not simualate much, everything else doesnt really matter in this DLC (Producation Chains are also fake), so you can consider Industies DLC as a large, relly cool looking set of assets with ability to make money fast, but again this game meant to be played with unlimited money in creative mode (because it totally lack in simulation), so money doesn't really matters.
Hmm... I do use unimited money mod quite often in order to build my cities from scratch which involve a lot of expensive terraforming and laying out of inrastructure that would take months or years to pull off in vanilla.
However, I wouldn't say that it is how the game is meant to be played.
I also play strictly vanilla, because there is some fun to be had in restricting your city constuction expenses to only what you can afford as the city grows. Ultimately, I will have more money than I can possibly spend, but the fun that can be had before I get to that point shouldn't be discounted ;)
grapplehoeker (Banned) Nov 23, 2018 @ 9:14am 
Originally posted by scpool1986:
Then to optimize delivering materials where they’re needed I’m using a 3 tier approach; an internal loop that is completely separated from the regional rail that was on the map when I started, high speed tunnels (4 lane freeway going in both directions) connecting the different industrial areas with traffic restrictions so they can only be used for freight and service vehicles, and a network of 3 cargo air hubs to help with exports(even though there is that annoying bug). So far other than a little glitch at my international airport things are running smoothly.
Ah yes, the air cargo! I never got to use them in my vanilla playthrough, but I am planning to use them in my modded version of the same city. I've looked forward to air cargo for years lol!
I just had to edit the map some more to allow for both air and shipping ;)
BTZ Nov 23, 2018 @ 9:20am 
Originally posted by grapplehoeker:
Originally posted by FoxtrotF:
This DLC adds a lot of cool looking industry things, now you can paint your city with an additional colors, and manage some traffic issues with warehouses. as RCI just illusion in this game, and does not simualate much, everything else doesnt really matter in this DLC (Producation Chains are also fake), so you can consider Industies DLC as a large, relly cool looking set of assets with ability to make money fast, but again this game meant to be played with unlimited money in creative mode (because it totally lack in simulation), so money doesn't really matters.
Hmm... I do use unimited money mod quite often in order to build my cities from scratch which involve a lot of expensive terraforming and laying out of inrastructure that would take months or years to pull off in vanilla.
However, I wouldn't say that it is how the game is meant to be played.
I also play strictly vanilla, because there is some fun to be had in restricting your city constuction expenses to only what you can afford as the city grows. Ultimately, I will have more money than I can possibly spend, but the fun that can be had before I get to that point shouldn't be discounted ;)

You just play how you like, to enjoy, this should be totally up to you, and game not restricting this in any way, more over it tells you cheat money, cheat landscape, install any mod, do whatever you like, and this is great, this game has all the tool to layout, zone and build fantastic looking cities full of cims and cars.
Last edited by BTZ; Nov 23, 2018 @ 9:23am
grapplehoeker (Banned) Nov 23, 2018 @ 9:32am 
Originally posted by FoxtrotF:
You just play how you like, to enjoy, this should be totally up to you, and game not restricting this in any way, more over it tells you cheat money, cheat landscape, install any mod, do whatever you like, and this is great, this game has all the tool to layout, zone and build fantastic looking cities full of cims and cars.
Indeed. This is why I took exception to your comment that one way or another is the way it is meant to be played.
Play however you like as long as that entertains you. You may wish to bypass any limitations and while I also do so, I do enjoy playing with those limitations too ;)
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Date Posted: Nov 22, 2018 @ 7:06pm
Posts: 33