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If not, then check the availlability of trucks from the UF's. If they're all in use, then I suggest you build some warehouses for these unique factory products and have them set to empty.
In short: Make sure the unique factory products get sold asap.
Oh, and if you want to improve the transfer of goods within your city without micromanaging everything, then I highly recommend the following mod: https://steamcommunity.com/sharedfiles/filedetails/?id=1680840913&searchtext=more+effective
You need to get the balance in industries right otherwise all your trucks will go off exporting low value raw goods whilst your processors which make the money can't get deliveries and start importing.
You should build 2 raw materials buildings, 3 processors and one storage building at each star level. I tend to set the storage to fill to avoid exporting raw materials.
Warehouses I tend to leave on balanced then monitor.
I do have several for them and the ones that have UFPs in them aren't over half full, so I'm under the opinion that they're getting their goods out alright. I also have an area of warehouses for commercial goods made by the generic industries which are set to empty (so they avoid importing). The last time I checked they were working alright (I'd have to look at them next time I play to see how they currently are).
It is if you have the mod for it.
I normally do that as well, but this time I've been trying to see if having the processed goods shipped out right away would improve profit. It sort of looks like it did, but not as much as I'd like.
That's the thing though. From what I've read in the past we should have at least one storage building with most of its trucks available for deliveries. I certainly have that in all four InDLC zones. My mine looks to be the biggest importer, but it's still less than half of its needs.
https://steamcommunity.com/sharedfiles/filedetails/?id=2858306415
This lets you export as well as keep your processors and factories supplied with materials. Still, there will be ups and downs as far as profits go. If you plan on exporting, make sure that you place a cargo terminal close to your industries so they do not have to travel off the map, let the train do it.
As these increase the storage capacity of your DLC industry buildings, and increase the effectiveness of the workers, they also cost a lot of upkeep.
You're spending the following per industry area on these specific buildings:
- Farming: 7.200,-
- Forestry: 7.200,-
- Ore: 8.960,-
- Oil: 10.240,-
For a total of: 33.600,- per week.
I've never seen the value of these buildings considering how many of them you must build. I only build a couple of them for aesthetics, not for the bonusses they provide. Having 20 barracks, and maintenance buildings per category also takes up a lot of valuable real estate.
I think this is where you could improve the most when profits are concerned. I mean, having an efficient workforce is very nice, but at what cost??
I've disabled these buildings (turned them off), and immediatly see a significant increase in profits (about 33.600 per week...who would've guessed?!). It might take a bit of time to see the final result, but If your supply chain shows bottlenecks somewhere, I think it's easier and more lucrative to remove some of these buildings and have more extractor and processor buildings instead!
The biggest bonus you could experience from these buildings is the reduction of traffic. As your buildings storage gets increased and the production gets increased by a more effective workforce, less buildings are needed and therefor less traffic per industry area to produce the same amount of goods. But this only applies after a certain amount of buildings are used.
Simple example:
You've got an ore industry area with 1 'Small Ore Mine'. This mine costs ₡16,- per week and it takes up 56 blocks of land (6x9).
If you want to double the production, you can simply build another small ore mine, costing you an additional ₡16,- in weekly costs, and another 56 blocks in landuse.
Or you can build 20 Worker Barracks. Each costs ₡192,- per week and take up 7x6=42 blocks of land each. Meaning to double the production you need to have 20 of them, making the total landuse: 840 blocks and the upkeep ₡3.840,-
So only when you've got an enormous industry area, and you want to double production without adding double the trucks are these Worker Barracks usefull. A sort of 'Break Even Point' if you will.
The best way to prevent traffic issue is to minimize industry traffic and minimize tourism. Minimize industry traffic means to reduce import / export as much as possible. You can import nothing and have very minimal export. The best to do that is to have just enough generic industry to support commerce, and enough specialized industry to support generic industry. Industry DLC is not needed. All industry and commerce should be close to each other. Tourism is not needed since you make enough money. You want to avoid building stuff that attract tourists such as parks, tourist specialization, etc.
I believe the same as luther84695. Especially with respect to tourism - it just isn't cost effective in terms of both real estate space and cost to make. The revenues just aren't worth it. However, I use a few components from the Parks DLC, like walking paths.
Of course, mass transit and rail are useful. However, that has nothing to do with what luther said.
Absolutely, especially since the game is so easily modded.
Not really. I really wish someone could at least give me rational reasons to use the Industry DLC, since I bought it.
I can manage traffic just fine without it. And revenues are never an issue, if your city's basic design is correct.
It was on sale for a trivial price, and at that time I was a new player who didn't have a clue.