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Theyll then build that type of industry there. If its ore/oil itll slowly remove the resource from ground (eg if ground is black in resource view, the black will slowly disappear).
Fertile land/forest can be exploited forever. Not sure if theyll run out if you have too much industry but at least they wont run out permanently.
So when my ore is mined out, I should just remove the ore zoning and/or do something else with the area?
I districted the industry area and made it specialization forestry (to see if it would work to cut pollution). Thing is, there was zero trees or resources, just grassland but it let me do the switch and I didn't see any difference than my last Forestry district built on a forest.
Conclusion, you can make any industry buildings a spec inductry regardless if the resource is on the map (for trees, at least).
Maybe it profits less or something but i didn't notice a difference. I hope there is a difference to make resources count!
Also, the oil and mineral deposits will be depleted rather quickly, I wish the extractors had a bigger range to get the entire deposits.
And yes, I was surprised how quickly oil depletes. :/
1. extractors: these need natural resources under them to produce something for export (examples: pigfarm on fertile land, oil well on oil sources)
2. processors: these rely on (imported) resources of the same type of specialization and don't need natural resources under them (examples: slaughterhouse for agricultural spec, oil refinerie for oil spec)
A depleted oil field will replace the now obsolete wells with refineries for example.
What I don't know is if processors still get the boni described in the tool tip for the specialitzation.
These are just my observations, so maybe I'm wrong in certain aspects.
Alternatively you can assign districts and build industry and they'll just turn into the industry specific buildings. Much easier than tearing down the original ones slowly.