Cities: Skylines

Cities: Skylines

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Miyagi Motors - front gable roof
   
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Assets: Park
File Size
Posted
Updated
5.824 MB
Jul 5, 2016 @ 6:12am
Jul 27, 2016 @ 5:20am
2 Change Notes ( view )

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Miyagi Motors - front gable roof

In 1 collection by Avanya
Miyagi Motors factory complex (RICO)
29 items
Description
Factory floor with offices in front - this version has a large white gable roof. Works both on it's own or together with the rest of the complex. Without the RICO mod this is just a park that doesn't do anything. Atm it wants ALOT of highly educated workers - I will tweek this when possible through the RICO mod.

The texture is larger for this than the others as I couldn't fit the roof on there without it looking way too repetitive or boring.


Stats
Level 3 generic industry
8x16 squares
Employees 350
Cost 60000
Pollutes

Model
Tris: 2190
Texture: 2048x1024

LOD
Tris: 68
Texture: 256x256

Disclaimer
For full transparency: I am an employee at Colossal Order, however this is my personal account and as such all opinions, content and contributions to the community reflect my own views and interests, and are not created nor maintained as part of my job. Like all user generated content, this is not officially supported content and should be used at your own risk.

Questions, bugs & feedback
Please direct all questions regarding the game, official content and Colossal Order to the official channels: https://linktr.ee/colossalorder

Copyright 2017 Samantha Woods. This item is not authorized for posting on Steam, except under the Steam account named Avanya. If you have a good reason for another version to exist, then message me and we can talk.
13 Comments
Avanya  [author] Oct 26, 2018 @ 2:26am 
@Marcvsiulius: Not as a straight conversion as this is one out of several modular pieces, which doesn't make sense with the unique factories (being unique and all ;P). But I want to do something with them, likely some large version that will function similar to the default car factory. But I haven't decided exactly how to do it and have some other things to do first. :)
Marcvsiulius Oct 26, 2018 @ 12:16am 
Are you going to turn it into an Industry Zone building? Would be amazing
ez1 Jul 28, 2016 @ 12:17am 
Thanks for the explanation, I'll see how things go now that you've lowered the worker count and report back on demand.
Avanya  [author] Jul 27, 2016 @ 5:08am 
They're in the workshop content folder, but it's much easier if you set your own settings via RICO in game. Find my buildings, add local copy, set the stats as you'd like them and then save. You'll ofc need to reload the game for it to take effect. This would also keep your own stats, where updates I make would prob overwrite manual changes you've made.

I'll be updating them now (will take a little as it's done one by one :P) - I'm especially interested to hear if you're still having issues with raw materials (I dunno how this works, but I assume more workers = more goods produced = more raw materials needed). :)
ez1 Jul 27, 2016 @ 4:50am 
Clearly from my own experience I would encourage you to reduce the number of workers for these assets, and ~300 should do a great deal to rebalance them.

Also, I wanted to tweak the stats of RICO XML files for these myself, to see what levels work for me, but I simply can't find them in my files, though I did a file search for all XML files in the Addons/Assets_guide folder. What are the asset filenames for these pieces? And are these actually using PloppableRICODefinition.xml files?
Avanya  [author] Jul 26, 2016 @ 5:45am 
I think I'll do an update that reduces the workers somewhat (later today or tomorrow) - prob to around 300-350. I don't want to cut the number in half - at least not right away - as that could mess up cities where they're almost full (If your setup was full, that'd be around 2k workers suddenly unemployed :P ). I'll see how that works out and what kind of feedback I'll get from that change. I can always update then again at a later point if they're still too high.
Avanya  [author] Jul 26, 2016 @ 5:45am 
I'm happy to get feedback on the stats of things - with RICO there aren't really any guidelines regarding workers, so I'm guessing and experimenting trying to find that sweet spot between reality and game mechanics. And you're the first to provide feedback on the number of workers, which tells me they need some tweeking, but that they're also working for alot of people.

Are you satisfying commercial demands as well? I did ignore that a little bit (zoned some, but not so much as usual) as my CIMs always seem to want to work in commercial or offices. :P I'm also wondering how your education levels are - are the missing workers of all educations or ind the higher or lower end?
ez1 Jul 26, 2016 @ 3:21am 
So, to match default parameters over the entire area of the factory, the number of workers would actually be ~200 rather than ~250. Set at 500, demand is ~250% higher than normal. That's a massive difference and explains why I'm seeing unbalanced demand, which increases as the game progresses.

I love these big industrial buildings you've created, in fact I've DL'd pretty much everything you've ever posted because they are beautifully crafted and thoughtfully chosen assets that add immeasurably to the game, so I hope you don't mistake my comments here for criticism when in fact I want to address this question with all the thoughtfulness you've shown in creating them. :-)
ez1 Jul 26, 2016 @ 3:11am 
I've played and developed the city for a dozen hours after plopping the factory and the region has doubled in size but still I cannot fill the worker demand, and there is a constant, increasing need for raw materials, housing, workers and goods. The more I build, the more demand icons pop up in return, indicating that the game mechanics have become broken.

I wasn't familiar with the default stats for level 3 ind, so clearly 50 is way too low. But if default is 2 workers per square, then you have doubled that, and effectively density is even higher than the numbers indicate because there are no roads between these large puzzle pieces, thus concentrating even more workers per tile over a large area.

In normal gameplay, an 8x16 tile area would be its own block, bounded by roads on all sides. Assuming that they are simple roads, the adjacent road tiles would add 50 empty tiles (8+8+16+16+2 corners) to the 256 tiles, lowering the effective density by 20%.

cont...
ez1 Jul 26, 2016 @ 3:10am 
Hi Avanya and thank you very much for looking into this question so thoughtfully.

My own experience is that I plopped about a dozen MM factory pieces in an industrial area next to a city center I was establishing, across a river and linked by bridges and tunnels and a highway. Pop then was ~35k. I doubled the size of high-density residential in the city and added two residential suburbs, but could not satisfy the worker demand. Then I upgraded the central blocks of the closest suburb to high-density residential, added another residential suburb and train, bus and metro networks to feed workers from the whole region into the area, but I still cannot get any balance between the constant worker demand for the factory pieces and also for specialized industrial and now also for commercial.

cont...