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What does it matter if your factories and processing buildings are importing?
What is it costing you? And, those exports aren't going to be making a lot of money, so they're not really important either.
The problem you need to solve is how to ensure your extractors and processors can both meet the demand for supply of goods to your generic industry. It doesn't matter if some surplus is sent to be sold outside as long as the buildings that require that goods receive a consistent supply. Because ultimately, it is the sale of the unique consumer products to your own commercial which is where the best money is to be made.
A mod isn't going to change your strategy. That's something you have to do yourself ;)
Buy Green Cities DLC. It converts IT offices into generic industry with no freight systems. It teleports all of your goods to commerce, then you don't need to worry about the freight traffic system!
I highly recommend you look through this guide for how to make Industries work for you.
https://steamcommunity.com/sharedfiles/filedetails/?id=1550292479
It's simple. Self control. It is you that is placing the buildings that create the traffic. So you are the one controlling the import/exports.
All that is needed is balance, and it will work fine. The balancing act is a bit tricky, but the new dlc list outputs, and the wiki list inputs and amounts.
He's another wall of text with charts of production to help balancing (it's a little easier to read):
https://skylines.paradoxwikis.com/Supply_chain
Screenshot 1
https://steamcommunity.com/sharedfiles/filedetails/?id=1457277106
Screenshot 2
https://steamcommunity.com/sharedfiles/filedetails/?id=1659165189
Screenshot 3
https://steamcommunity.com/sharedfiles/filedetails/?id=1621868301
Screenshot 4
https://steamcommunity.com/sharedfiles/filedetails/?id=1572163419
I still have the same issue as Fist Of Zen and totally still agree. Industries is a great DLC but it needs to be tweaked. If you rely 100% on DLC industry and build slow you can manage to avoid importing entirely. My issue is that once you build a DLC farm you can no longer use the base game's zoned farms or else they will use your silos and it costs you money. In reality it should work the exact opposite. If they are using your facilities they should pay rent for it, making you more money, but instead the game treats it as if you are buying their crops even though you don't need them and end up just exporting them again anyway.
I'm going to experiment with it some more tonight but I don't think there's a way around this. Farms don't make a lot of money to begin with, so $1,000 of unnecessary imports can either mean you make no money on your farm, or negative money. Money is incredibly abundant in this game so it's really more of the principle of it. I want to set up an efficient farm, not have pretty assets of a farm that cost me weekly to maintain. There should be a way to make zoned farms not negatively impact DLC farms. It seems an easy fix would have been to make it work like the warehouses, where there is an option for zoned farming goods versus your silos which are "crops". Unfortunately zoned farms also produce "crops" and it interferes with the DLC farms' crops. But having just one relatively small DLC farm is unrealistic. A good farming economy would have lots of little zoned farms sprinkled around, but that is what messes up the efficiency and makes the DLC suffer.
I have no zoned farmland and my DLC farm is made up of: 3 cattle sheds, 2 pastures, 1 milking parlor, 2 flour mills, 1 medium orchard, 1 small fruit greenhouse, and 5 small orchards. I also have 1 small barn and 1 small silo for storage. It is totally self-sufficient with 0 imports and makes about $3,000.
If I move the barn and silo outside my farm boundary I get charged for imports when I need to bring those crops back in for my cows. That makes no sense because all of those crops in there are mine to begin with. I have to pay to use what I grew. Some of these loads were costing me over $800. Maybe it evens out and I "exported" them for the same price I re-introduce them in for, I don't know, without a clear receipt it's impossible to say. Regardless, having your storage units outside your DLC farm's boundaries is not a good idea since you gain nothing, and potentially lose money.
So I moved my barn/silo back inside my farm boundary and built one 4x4 zoned farm. It became "Phil's Field".
I'd noticed every few days Phil would take 8 tons of crops to dump off at either my barn, pasture, or flour mill. I know it's 8 tons because my Acquisition went from 53 to 61 after I saw his truck leave and afterward it would drop back down to 53. So for Phil's 8 tons it cost me $160 to import that, or $20 per ton, or $10 per 1 square of zoned farmland. That is not very much, but if you have zoned hundreds of farms that will really add up fast, and my DLC farm was only making about $3,000 profit to begin with. It's easy to see how non-DLC farms will quickly bankrupt me. Basically I am paying to use zoned farms, $10 per square. That doesn't seem how it should work. They were free without the DLC.
Again, maybe I am making that money back on exports, it's hard to say where the money trail goes since my farm was already exporting my own crops, mine and Phil's just get all mixed in together. Even if imports = exports perfectly by the end of the day it still amounts to a lot of excess truck loads going in and out of the area that nobody wants to have to deal with. It would be much simpler if zoned farms do their own produce type and DLC farms' "crops" are their own unique type of goods and are kept entirely separate. As it is, the only real fix here is just not to use zoned farms after you get the DLC which is really too bad because it would be cool and more realistic to have both.
What is the purpose of either type of farm?
Specialised agriculture = to supply generic industry
DLC farm = to supply unique factories and generic industry
Export is not their purpose in either case. They produce an intermediate component in the production chain. That isn't meant for export.