Cities: Skylines

Cities: Skylines

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OrangeGuac Mar 10, 2015 @ 6:17pm
Natural Resources not availalbe at start?
Just started playing the game and am really enjoying it. However, why isn't the Natural Resources view available as soon as you start the game?

It would be nice to see available natural resources as soon as you start a new game. That way you can plan your city based on what the land has to offer (forests (kind of obvious), but would be nice to see high wind zones for electricity, fertile land for farms, water direction and current strength, oil, etc.)).
Last edited by OrangeGuac; Mar 10, 2015 @ 6:19pm
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Showing 1-14 of 14 comments
Silvus Sol Mar 22, 2015 @ 2:42pm 
I agree wholeheartedly. I'm acutally considering restarting my favorite city simply because I unkowningly built on top of most of the fertile land early on. I have no issue with not being able to specialize right away, but at least let us see where the stuff is so we don't accidentally screw ourselves over before we know better.
Last edited by Silvus Sol; Mar 22, 2015 @ 2:43pm
BlueSteelAU Mar 22, 2015 @ 2:45pm 
there is a mod that unlocks the infoview panel right from the start. so that you can see everything (not build or use everything.)
Syntax Error Mar 22, 2015 @ 5:31pm 
I know that there's mods to unlock everything from the start but it does seem silly that the base game requires you to build factories and cargo yards before you can build farms. Pretty sure that people have been building farms for many thousands of years.
Mansen Mar 22, 2015 @ 5:54pm 
Why? Because the entire unlocks system is nothing more than a big tutorial. It's all about information overload. The game introduces new concept slowly, a few things at a time.

Knowing about the underground resources is not important when you don't even know how to build anything. Just disable the unlock system and build your cities - There's no need to artificially hold yourself back.
BlueSteelAU Mar 22, 2015 @ 6:10pm 
woah..... the info view mod that i'm talking about DOESN'NT UNLOCK EVERYTHING. Just the the INFO PANEL in the Top Left, so that you click on the resources button etc. to see Whats around and report on traffic , and your usage of stuff..

I know you don't want evertything unlocked, neiter do i . sheesh
BonPadre Mar 22, 2015 @ 6:11pm 
Adding to What Mansen already told, this game is somewhat so forgiving for some stuff (obviously not that much for other) that those zones are a no concern at all at start... imagine you started a ground polluting industry over a fertile land... then what...
Create a new indy pollution zone somewhere else, then just unzone the fertile land, wait for the ground to be clean again as ground pollution will slowly disapear, and then go again for your fertile land...
Should you have built buildings, even easyer, just build somewhere else, ground will not be polluted, and create farms there...
Last edited by BonPadre; Mar 22, 2015 @ 6:11pm
Silvus Sol Mar 22, 2015 @ 9:55pm 
Originally posted by BlueSteelAUS:
http://steamcommunity.com/sharedfiles/filedetails/?id=409809475&searchtext=
this is the mod i was talking about

Yeah, I downloaded it earlier. It's a huge help. The overworld qeues (blueish/yellowish ground, etc.) aren't always that visable so it's easy to build on top of useful stuff.


Originally posted by BonPadre:
Adding to What Mansen already told, this game is somewhat so forgiving for some stuff (obviously not that much for other) that those zones are a no concern at all at start... imagine you started a ground polluting industry over a fertile land... then what...
Create a new indy pollution zone somewhere else, then just unzone the fertile land, wait for the ground to be clean again as ground pollution will slowly disapear, and then go again for your fertile land...
Should you have built buildings, even easyer, just build somewhere else, ground will not be polluted, and create farms there...

Road setups and the like are very different for industrial and residential. Can I plop yellow zones where the green ones used to be? Sure. Will they work optimally and not create traffic headaches? Unlikely.
Last edited by Silvus Sol; Mar 22, 2015 @ 9:55pm
Vimpster Mar 22, 2015 @ 10:06pm 
It seems to me that the resources arn't that important anyways. The only downside to having a specialized industrial area without the resource being present is that you get more truck traffic because they import more often. Beyond that, resource, no resource, makes no difference. You don't actually make any additional money from the resource being present and the industries will build and function regardless of whether the resource is there.
BlueSteelAU Mar 22, 2015 @ 10:22pm 
some like farming ane trees don't make anywhere near as much polution. some like oil make more. but then again you ca always pace farm and tree industry anywhere , you just won't get the bonuses for resourse laidend areas. and likr you say the more resources you have in your city can reduce the infow of traffic because you already have them. I do understand what they are saying , and eventually you end up working out the slight colorations on the normal map that eventually you don't really need the resource map. but yes it would be handy to have the resource map open when placing the farms / rads etc. but thats feature is not available. the closest you can get is toggling the resource map on/offbefore and during placing things in and around areas of high resources. (even though as i said with time you do get to recognise most of these areas by slight differences in coloring od the land on the playing area
BlueSteelAU Mar 23, 2015 @ 4:11am 
theres now a mod that leaves the resource vire open for you to place roads etc , http://steamcommunity.com/sharedfiles/filedetails/?id=410842044
Mansen Mar 23, 2015 @ 4:51am 
Originally posted by Vimpster:
You don't actually make any additional money from the resource being present and the industries will build and function regardless of whether the resource is there.

But you do.
BlueSteelAU Mar 23, 2015 @ 5:05am 
on generic industries you don't , however with farms you do. same with oil , minerals and i believe trees. carefull as oil and minerals run out aparently unless modded to be infinate
Vimpster Mar 23, 2015 @ 4:34pm 
Originally posted by Mansen:
Originally posted by Vimpster:
You don't actually make any additional money from the resource being present and the industries will build and function regardless of whether the resource is there.

But you do.

To what extent exactly? Based on the wiki, assuming it is accurate, the specialty industries have to pay increased taxes. 35% more tax from oil industries for instance. So presumably that 35% increase in tax income would apply regardless of whether or not the industry is using local resources or importing resources, would it not?

I could see however, if the base tax income on buildings is some how based on how well they are doing. In which case that 35% bonus is applied to a smaller or greater base number based on whether or not they are importing or not. But can anyone verify that it works that way?
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Date Posted: Mar 10, 2015 @ 6:17pm
Posts: 14