Cities: Skylines

Cities: Skylines

2,486 ratings
Rebalanced Industries
3
6
3
3
2
2
   
Award
Favorite
Favorited
Unfavorite
Mod
File Size
Posted
Updated
0.134 MB
11 Nov, 2018 @ 7:55am
4 Jun, 2020 @ 11:33am
11 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
Rebalanced Industries

Description
Rebalanced Industries
Compatible with Cities Skylines 1.15.0 (P&P Update)

Please don't second-load with this mod!

Second-loads (loading from in-game or quitting to the main menu and loading again) cause issues with this mod and many others and affects your performance. Always quit to the desktop before loading a second time.

Fix the traffic (and more!) in your Industries DLC districts with Rebalanced Industries (Rebind). Reduces cargo traffic and employee numbers for a more playable and realistic experience. Industries DLC is required, this does not affect zoned industry.

La version française de ce guide est ici / French translation of this guide here. Merci mjm92150.

  • Fewer cargo trucks
  • Fewer employees in farms, forests, mines and oil pumps
  • Farms produce crops slower and cost less
  • Fewer cargo trucks!
  • More employees for Unique Factories, especially the big ones
  • Fewer cargo trucks!!

Cargo trucks for Industries buildings can now carry much more per load, meaning they need to make fewer collections and deliveries. This applies to all trucks, including ones downloaded from the workshop.

What happens when I enable this mod on an existing city?
  • Your cargo traffic will start decreasing almost immediately
  • Over-employed Industries buildings will keep their extra employees, but won't hire more until they're below the new employee count, so the number will decrease slowly as cims retire/die/etc.
  • Under-employed Unique Factories will immediately try to fill all available positions
  • Some buildings that haven't had deliveries for a long time seem to break and never get deliveries, so will need to be rebuilt
  • I recommend letting your city run for couple of days for traffic and storage to adjust


Rebind in detail

Warehouses
  • With smoother traffic warehouses are more effective, but with less frequent deliveries they are even more important - you will probably need fewer, but I recommend having at least 1 for each cargo type in each district
  • Extractor warehouses (that hold raw materials; barns, silos, log yards, oil tanks, etc) are cheaper, have fewer trucks and employ fewer people, but hold more to ensure larger, less frequent deliveries/collections can be handled
  • Other warehouses hold more Industries cargo, have slightly fewer trucks and cost more since you will probably need fewer.

Farming
  • Crop trucks carry 3x as much; animal products and flour trucks carry 1.5x as much.
  • Farms produce half as many crops and cost a quarter as much to build and maintain, and to supply with power, water, etc. Farms need space, build twice as many fields!
  • Farms and pastures employ much fewer (but slightly more highly educated) people, since mechanised farming is a thing
  • Farm warehouses (barns and silos) hold 3x as much, but have fewer trucks for fewer, larger deliveries

Forestry
  • Raw forestry product trucks carry 2x as much; paper and planed timber trucks carry 1.5x as much
  • Forestry plantations employ half as many people
  • Forestry warehouses (log yards and storage) employ half as many people, cost half as much and hold 2x as much

Mining
  • Ore, glass and metal trucks all carry 1.5x as much
  • Mines employ half as many people
  • Mining warehouses employ half as many people, have fewer trucks and hold 1.5x as much

Oil
  • Oil trucks carry 3x as much, petroleum trucks carry 2x as much and plastic trucks carry 1.5x as much
  • Oil pumps employ half as many people
  • Oil tanks employ half as many people, have fewer trucks and hold 2x as much

Unique Factories
  • Like other Industries buildings, unique factories have extra storage space for larger deliveries (collections are unchanged)
  • Large unique factories employ many more people (e.g. the steel plant employs 150 people, instead of 66)
  • Unique factories that employ more people cost more to maintain (but are still very profitable)

Also...
  • No known incompatible mods
  • All Industries buildings' temporary storage is increased to handle larger truck loads
  • Can be disabled safely, the "What happens when enabled" process will happen in reverse
  • Rebind is compatible with Maximilian's Farms assets - highly recommended!
  • Industries district milestones require few employees (should be just as difficult to achieve)
  • Train, ship and plane cargo loads are also reduced. This is less noticeable, but cargo terminals in Industries districts typically work more smoothly
  • Few cargo trucks means fewer vehicle agent used - large cities will run a little better
  • Read Avanya's Industries guide to learn how to make great Industries districts

All feedback welcome - please report bugs, suggest features and (constructively!) criticise my balance choices!

Known bugs
  • The building info panel that pops up from the toolbar when plopping buildings gives the old values for trucks/employees/etc. If anyone knows how to alter this, please contact me.

Credits:
Thanks to leaderofthemonkeys. Made with Harmony[github.com]

Source Code:
GitHub[github.com]

[www.patreon.com]
[www.paypal.me]
Popular Discussions View All (12)
7
31 Jan @ 3:10pm
Airports compatability?
FugiTive
12
22 Jun @ 5:14am
Huge imports
.FreaK.
6
19 Aug, 2021 @ 6:19am
Suggestion for unique factories
Turki *420*
< >
652 Comments
nordstern 6 Nov @ 3:31pm 
Can you make such a mod for standard industrial zones without DLC too?
FrankMT 5 Nov @ 5:33am 
Not a problem not being able to second load as doing that has caused problems since I have been playing the game so I always quit to desktop.
NerigalVB 4 Nov @ 12:54pm 
Overall, the mod is great, but I wanted to share a warning that it is vital to follow your advice not to second-load. I disregarded it when testing something that involved a lot of reloading and suddenly I started to lose money in a big way.
What I discovered: Every time you load a game without quitting to desktop, this mod will halve the production of your farms again. It got to the point where my farms produced nearly nothing and everything had to be imported, causing my farming industry to completly tank my economy.
Assuming this isn't a random bug only happening to me, please make sure to never load a game without quitting to desktop first when running this mod.
CassiBerlin 31 Oct @ 6:04am 
This mod has been highly recommended by several players, so I wonder if it's possible to apply on existing cities.
Does it actually change the AI or is ita rebalancing of stats of the assets?
By description, I'd understand it's merely changed stats for more realism. If so, then it should be possible to add/remove - with drastic impact on jobs and budget, but not crashing the game (like you could do with CustomizeIt).
Does it impact custom items as well or will they behave like released to workshop by author?
At any rate, thanks your great contributions to the game and the community
sarrylai 22 Oct @ 4:20am 
抱歉使用中文!今天訂閱後使用暫時正常,使用後建築物卡車數量減少,倉庫儲存量提高,每輛卡車的運送量應該也有提高,但是代價是工人需求量會少三分之一左右,應該會影響就業比例,其餘待觀察!
FroJoeKoolaid 20 Oct @ 6:57am 
Works fine for me
taktikir 20 Oct @ 3:30am 
@Vitalium No it is not.
Vitalium 20 Oct @ 2:50am 
Mod is broken. New games crashes with this turned on and saved files cannot be loaded when this mod is on.
Vasco Da Llama 18 Oct @ 8:01pm 
"All Industries buildings' temporary storage is increased to handle larger truck loads"

Could you kindly tell me what value you are editing here to make this possible? I have CustomizeIt! Extended and wanted to tweak some values myself (using your values as a baseline), but the only value I can't seem to find is the one for building storage.
franzeusq 15 Oct @ 3:54pm 
@quaser1334 you should not install any mod.