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Even with a ton of specialized industry, those resources themselves sell for little compared to manufactured goods when you compare tax incomes.
You have to change your perspective to viewing the specialized industries as a means of supporting local industry that your city demands the goods for. Their main purpose is to cut down the costs for the factories and you just make a little bit of money when materials change hands.
So does that mean the larger you make the area, the more resources that one industry will obtain per hour?
Experimentation is half the fun.
Because as of now for me the budget does not change to how many tons is harvested after changing the area size and letting the simulation run for a while.
This is why I was wondering if there is a point when it make no sense to make the area bigger then a certain size.
https://steamcommunity.com/app/949230/discussions/0/3937895063001644758/
AHHHH, that may explain it as I started Max size and then reduced the area seeing no change in workers or output.
Potentially. Surplus resources will show on the production screen but whether or not they actually produce it depends on if they can make a profit selling it to outside connections and that comes down to transportation costs.
I think it works like this..
When you are able, you can put down a couple of farms and start saving/making a ton of money just by producing your own stuff...
And if you now begin to expand your industrial zones, many of the new buildings you build will instead become storage silos. These can later be used for town or sold from export.
So when you pick areas to harvest from, check your production first and how much you need to build. You will easily have enough to make chicken farm right next to wheat when you unlock these.
And then go and buy some map tiles to the end of map, so you can start with export.
That means first you save money by covering your own needs, and completely nullify the need for any import. Then you start making money instead... As you now begin to export.
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And from this point on you can only lose money. Cause as you expand your town, the need will go up, and the amount of goods you have available to exports will drop. So you will need more farms, and expand it's land.
So the answer to your question then is. You should not over produce so much that you have no land and all your storage is full.
A fully working and balanced chicken farm combined with a wheat farm, will produce twice the amount of money a single farm that has over expanded would.
If i have tiles connecting to outside world (highway) , and i have surplus of woods for instance …
Do i then still need to “act” for export to happen. Or does it happen on its own?
If goods do get exported , is there then a profit for me? Or is it just natural ressources being thrown away to neighbouring cities?
Do i understand correctly if i have for instance 3x more wood surplus then the demand , that then more companies/industry will come in using that wood (thus a bigger demand gets created)?
Thank you
Ps : is there a detailed economy manual for the game some where? ;-)
I know the gae is mostly visual , but still its fun
This is what you are looking for.
https://www.paradoxinteractive.com/games/cities-skylines-ii/features/economy-production
Not directly. The company will (hopefully, there's a bunch of spanners you can throw in) have higher profit which means you get a higher tax take from the company.
Not exactly. Demand for products is ultimately driven by your Cims. The more Cims you have, the more furniture, paper etc they want to buy, the more stores will open selling furniture and paper. The more stores selling furniture and paper there are, the more factories producing furniture and paper will open to supply that demand, the more timber factories you'll get to supply those factories, and the more wood will be needed to supply those timber factories.
Simply over-producing wood therefore won't necessarily do anything if your Cims are already maxxed out on the number of shelves and comics they have. However, the end products are divided into general categories like 'food', 'luxury', 'recreation' etc. I'm not entirely sure on what fits into which category but they all have several options, and one of the things which will govern what a Cim purchases when they set out to obtain a good is price. So you can get a kind of virtuous cycle whereby your over production of wood drives down the price of paper, which makes comics an incredibly cheap luxury, which boosts demands for comics that feeds back down the chain to boost the demand for wood. It's therefore usually worthwhile running a small surplus on resource production, though probably not at 3x (unless you build your lumber industry right next to an external connection so they can export the lot on the cheap).