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I have made my own version of this in excel which really helps me balance my industries.
Cheers,
Chris.
https://forum.paradoxplaza.com/forum/threads/industries-dlc-building-output-and-input-requirements.1332644/
First, there are three different types of industry, generic, specialized, and DLC. They are all created separately and independently yet they are all interchangeable in that they can all occupy the same ground or location. Generic industry is zoned, specialized industry is created in districts, the DLC industry(s) are the only ones created in "areas". The zones, districts and areas are all created differently using different tools. All three function in a slightly different manner and produce slightly different goods for a slightly different purpose. However, all three may overlap and all three share many of the same attributes & responsibilities.
As OP specifically states "Industrial Areas" we'll go with DLC. and as OP opens with "I never know how many buildings I need to put in an industrial area" we'll start there. Along with the references provided above by MaxFX and numbat I refer you to https://skylines.paradoxwikis.com/Industry_areas.
Personally, I continue to believe that while there are some very good guides, there are no hard and fast rules regarding the number of buildings needed. I still maintain that it all depends on what the player is trying to accomplish.
Here's the thing. In DLC industries in order to get all the factories to operate correctly you will need at least one extractor and one processor from each of the four industrial areas. Too few of each and you'll start seeing complaints about "not enough goods". Too many of either and you'll start getting "not enough buyers" notices. Travel distance and times as well as available storage buildings, also play a very large part in the supply and demand chain. If I were going for balance, I would start with one small extractor, one large storage facility, two off each processor and one medium sized warehouse for each of the two types of goods (plastics & petroleum for oil) produced.
That said, here is where the "players choice" part comes in.
I tend to lean towards the idea that every city should have a reason to be. Not just spring up in the middle of no where for no reason. To that end or if you must that beginning. I always like to start my maps by creating a oil exporting business to get thing rolling on a semi realistic footing. With the limited amount of startup capital at hand I find oil gets me off to the fastest start. After water and power I create an underground supply of crude, map off an oil industry area, build a oil main building, sink a pump, a medium sized warehouse for petroleum, a cargo train terminal, and a one way train track to the quickest shortest out of town connection possible. Take the "game" off pause, and Bang! I'm in the export business. One extractor pump and the city is slowly making money. Soon as I get enough money back in the bank I sink another pump. Bang! I'm making money twice as fast. I start adding processors and a plastics warehouse. By now I have several of each of the industrial buildings and massively overproducing.
For me the appropriate number of industrial buildings simply comes down to a matter of what the market (and the train line :)) will bare. It's your "game". If you must "play by the rules". Always be sure that they are your rules.