Cities: Skylines

Cities: Skylines

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Marlinspike Jun 25, 2021 @ 10:41am
Mixing and matching industry modes(?)
I am building out a large city (81 tiles map) while I am also learning C:S, and my questions are about the three different industry modes (feel free to correct my terminology).

I started out with just the generic, zoned industry and then I experimented briefly with industry specialization (districts painted over resource areas), and now I am building out using the Industry DLC (industry areas).

I am experiencing a little bit of confusion as these industry modes (generic, specialized, dlc) interact with each other and my commercial buildings on the map. I'm not clear on who is buying/ordering/delivering to whom, messing up my supply chain and traffic management.

My first question is, should I be mixing these modes? Or should be working on implementing one mode to the exclusion of the others? At this point I am inclined to think that I should strip out all the generic and specialized industry and replace it with the dlc industry.

Second question: In the DLC mode, the factories are called "Unique Factories" and they produce "Unique Products" which I think I have also seen referred to as "luxury" products. Will the production of unique products be enough to supply commercial demand, or will there always be a need for generic goods? Are unique products a perfect substitute for generic goods?

Third question: Will dlc supply chain employment be enough to satisfy the need for industry jobs? I'm guessing I can meet any shortfall in jobs with office employment.

Currently my plan is to eliminate zoned industry as I add unique factories, and when I see the industry demand bar rise (which I interpret as demand for jobs), I zone additional office.

Fourth question: Good plan?
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Showing 1-9 of 9 comments
MaxFX Jun 25, 2021 @ 12:12pm 
- Generic industries provide regular goods for your commercial zones and for export.
- Specialized industries provide 'zoned products'. Which are exported or used in your generic industries so they do not have to import these goods. These specialized industries have different pollution rates (no pollution for farming and forestry for example), and generate more tax income.
- Industries from the Industries DLC have a larger supply chain you need to build and maintain. All goods from raw materials, to Special goods, to Luxury goods can be exported. The more they're processed, the more valuable they become.

For more info check:
https://skylines.paradoxwikis.com/Natural_resources
And:
https://skylines.paradoxwikis.com/Supply_chain

To asnwer your questions:
1) You can mix the different kind of industries any way you like. Many players go for the money the DLC industries bring in, and use the specialized industries for aesthetics.
2) Luxury products end up in your commercial zones, or they're exported. Big difference is that Luxury products are a lot more valuable. Your specialized factories (once fully operational) are real money makers!! So they're no substitute, you can't supply our entire city with only luzury goods, but the money they make can help you create a very big city.
3) If you're gonna build a city that spreads across all 81 tiles, then yes. You'll probably gonna need some offices.
Last edited by MaxFX; Jun 25, 2021 @ 1:37pm
Marlinspike Jun 25, 2021 @ 12:33pm 
Thank you for the reply! Very helpful.

As I reduced the amount of zoned industrial, it appears the reduction in generic goods was made up with imports, so my commercial areas did not suffer for lack of goods.

I guess the question for myself is essentially a design question -- what sort industry do I want in my city?
WhiteKnight77 Jun 25, 2021 @ 12:40pm 
Industries are unique in CSL. Your specialized vanilla industries will create raw and processed goods, that are sent to generic industries, but, your specialized vanilla industries will also interact with the DLC industries as well, DLC industries will also interact with generic industries.

One of the things to remember, if you have the Industries DLC is to ensure you have enough storage for your entire production chain. DLC industries will extract and process more goods as they level up and you have up to a 200% increase in production with a level 5 industry with 20 workers barracks.

Also, watch this video.
https://youtu.be/gCWbUftEArA?t=575
WhiteKnight77 Jun 25, 2021 @ 12:42pm 
Originally posted by Marlinspike:
Thank you for the reply! Very helpful.

As I reduced the amount of zoned industrial, it appears the reduction in generic goods was made up with imports, so my commercial areas did not suffer for lack of goods.

I guess the question for myself is essentially a design question -- what sort industry do I want in my city?
You do not need lots of generic industry, just enough to keep your cims happy. I also put some vanilla specialized industries in my DLC industry areas.
MK-HATERS Jun 25, 2021 @ 4:03pm 
heres a very good question the best industries mod there are too many and no one talks abbout em lol
Ripp (Banned) Jun 25, 2021 @ 7:51pm 
First of all I've never understood why anyone would want to or feel they need to play an 81 tile map. There's more than enough room in a twenty five tile map to do any thing that can be done on 81 and do it a lot better and with fewer issues.
Now on to Industries. If you have the DSL you really don't need generic or specialization. With DSL raw materials feed the extractors, who feed the processors, which feed the Unique Factories which feed the commercial which feed the citizens which feed the government which feeds your bank account.
As to workers and the supply chain. You can start the game off by building a very successful industrial complex and export business long before you start a city or register any citizens. Then if and when you do start a city you needn't worry about supplying commercial as you don't really need that either. You can substitute offices for industrial and as well as a great source of noise control they will do the job of keeping your citizens supplied with goods allowing you to completely ignore any call for commercial.
You may need to bend a few so called rules, but that's just life in the city.
caseyas435943 Jun 25, 2021 @ 8:41pm 
Originally posted by Xeyeld:
First of all I've never understood why anyone would want to or feel they need to play an 81 tile map. There's more than enough room in a twenty five tile map to do any thing that can be done on 81 and do it a lot better and with fewer issues.
Now on to Industries. If you have the DSL you really don't need generic or specialization. With DSL raw materials feed the extractors, who feed the processors, which feed the Unique Factories which feed the commercial which feed the citizens which feed the government which feeds your bank account.
As to workers and the supply chain. You can start the game off by building a very successful industrial complex and export business long before you start a city or register any citizens. Then if and when you do start a city you needn't worry about supplying commercial as you don't really need that either. You can substitute offices for industrial and as well as a great source of noise control they will do the job of keeping your citizens supplied with goods allowing you to completely ignore any call for commercial.
You may need to bend a few so called rules, but that's just life in the city.


I've run 81 tiles forever. Never had 1 problem with it. So what issues? I've never had any using it. And I run about 60ish mods with it.
icedude94 Jun 26, 2021 @ 3:20am 
The Industries DLC is useful as it lets you balance out raw material and processed production.

If you use the detail panel for your industry areas and compare it to the city data graph showing imports and exports, you can balance production with city consumption and reduce the traffic going in and out of your city.

When I build a city, I use the DLC raw material extractors and the processors with generic industry. You do not need the unique luxury goods factories at all. Generic industry will take the processed goods and convert them to commercial goods.

Now when it comes to employment, use offices or, which IMO works better, build large commercial zones for tourists who will buy up the extra goods.

In my city of 110k, I've reduced my imports of everything except mail to near zero. My exports used to be dominated entirely by commercial goods but I've been reducing total export volume and the share that are commercial goods by building large commercial districts with tourism commercial zones.

As others have said, don't use the unique factories to make goods for your commercial zones, just export them. Build a warehouse next to the factory set to empty and it'll immediately export everything dropped off at it.
Last edited by icedude94; Jun 26, 2021 @ 3:21am
Marlinspike Jun 26, 2021 @ 5:16am 
Thank you everyone for your responses! Gives me a lot to consider, and lots of choices about how to build my city.

I’m working on simulating the Los Angeles basin - LA, Santa Monica, Long Beach - with emphasis in the port as a commercial/industrial hub.
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Date Posted: Jun 25, 2021 @ 10:41am
Posts: 9