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Hi dudes and dudettes! We are back with yet another development diary and this time we'll take a closer look at the various natural resources that are at your disposal when you are building the city of your dreams.

You can check the previous dev diaries here: http://forum.paradoxplaza.com/forum/showthread.php?802652-Cities-Skylines-dev-diary-archive!

Natural resource types
When we started to design how the maps would look like in Cities: Skylines and what they should have in them we came to the conclusion that rather than being just a stage where the player builds their city, the maps should have a more meaningful role. With the highways and railways crisscrossing the map and the water areas providing challenges for expanding cities, the natural resources work as a reward for expanding strategically throughout the map.

LoyrGB0.jpg

Info view for natural resources showing the different resources as they are located in the map. To the east you have ore on the slopes of the mountain and to the north you can see an oil field. The starting tile has fertile land for those who fancy agriculture.

There are four types of resources in Cities: Skylines: oil, ore, forests and fertile land. Resources are scattered around the map and once the player has expanded their city limits to encompass a map tile with one or more resources they are able to access them through the policies feature (if they have already reached the correct milestone to unlock Districts and Policies).

Natural resources are divided into two categories: renewable and non-renewable. Forests and fertile land belong to the renewable resources while oil and ore are non-renewable. As long as the player doesn't pollute the land or bulldoze forests, these renewable resources are always available for them to use. While oil and ore deposits are very large and contain a lot of units to extract, at some point they will deplete.

sTrbs03.jpg

Forestry is a good alternative to regular industry where the profit is slightly higher without risking drastic effects on the environment.

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Agriculture introduces farm animals alongside wheat fields and apple tree gardens.

Accessing the natural resources
Using the various natural resources is quite simple. Once the player has set up industrial zones on top of the natural resource they are after, they can go to the District tool and create a district that envelopes the area and then assign one of the Industrial specialization policies to that district. As time goes on the industry starts to change to the designated type of industry until the whole district is of that particular industry type. The policy creates both extractors and processing plants (refineries and so forth) if a natural resource deposit is available. Similarly, if the player should want to return to the regular industry, they can simply switch off the policy.

EGnzMTd.jpg

Heavy machinery is required to gain access to the riches beneath the surface. Note for future city builders: With heavy machinery comes also noise pollution.

Even if there is no resource deposit in the area the policy still creates industry of the chosen type. However, these factories are only processing plants that import raw resources elsewhere (either from another part of the city or outside of the city). Extractors such as oil drills are not needed or usable without the proper deposit available.

Effect on economy and environment
Non-renewable resources yield a big boost to the economy of the city. These specialized industries generate noticeably more tax income than regular industry. However, their impact to the environment is drastic and they generate ground pollution at a much higher rate compared to regular industry. Oil and ore industry also require more electricity to run.

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While oil industry is very profitable, its effects on the environment are clearly visible as the trees in the area start to wither due to heavy ground pollution.

Renewable resources on the other hand yield a smaller boost to the economy but due to their nature, they are for all intents and purposes infinite. Forestry's impact on the environment is a bit heavier than regular industry's but it requires less electricity to run than oil and ore industry. Agriculture doesn't pollute ground but in turn it requires lots of fresh water to keep the irrigation systems working. It yields a similar boost to economy as forestry and it also provides organic foods to shops in the city (organic farming policy creates healthier food that boosts citizens' well being).

iRWnqIK.jpg

Agriculture yields less profit than the heavy industry but their impact on the environment is next to nothing. Also the bright colored buildings and farmland create a nice atmosphere when accompanied by gravel roads.

Natural resources and power plants
Oil and ore can be used to run oil power plant and coal power plant, respectively. Each power plants has a reserve when they are built but once the reserve runs out, they require correct fuel from either the local specialized industry or from outside the city. These power plants work the same way whether the city has its own resource production or not. However, setting up, for example, ore industry and having a coal power plant to buy the goods they produce the player can make sure that they get the most tax income due to the mutual benefit gained from local industry (ore industry) selling their products to another local entity (the coal power plant).

OSIg3RG.jpg

Oil and ore industry can ship their goods to the local power plants. That way it is easier to keep the fuel reserves stocked.

Outside trading
All industry in Cities: Skylines aims to sell its goods to the local businesses and city services that require them. However, if they detect that there is overabundance of goods in production, they will sell their wares to the outside world. Similarly if the player decides to access specialized industry but doesn't have proper resource deposits at their disposal, the newly created industry will import goods for them to process further and then again trade with the local businesses and certain city services or ship the goods back to the outside world.

vyiEbj1.jpg

Trucks like the blue one in the picture haul cargo within the city limits as well as outside of the city. When planning industrial zones it is also important to plan roads well to allow cargo to move efficiently.

- Henkka also known as an artist, designer and level designer at Colossal Order
 

Person012345

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Don't get me wrong, I have no problem if it can be modded in, I'm just saying I wouldn't necessarily expect complex supply chains and production types to be because it's primarily a city builder and not an industry game.
 

Darkath

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1.) "organic farming policy creates healthier food that boosts citizens' well being" <--- Do you mean "well being" in a medical sense? Are they actually healthier, if "organic" food is produced in your city?

I'm sorry, but "organic" food is in no way better or healthier than food that is not arbitrarily labeled "organic" (this label is completely meaningless, since it does not address nutritional value, but only the way the crop was treated). It is less intense (less pollution) and has less yield, therefor it is more expensive. It should not make citizens "healthier", but it should produce less pollution. This should impact citizens indirectly (less pollution makes your people happy and healthy, I guess).

Lol they're not running for president, it's a video game, it's not a big deal if some mechanics don't work exactly as in real life. You could equally say that putting a police station every few blocks doesn't necessarily decrease the crime rate.

However many have pointed out that farms should create some pollution, especially if the default farm is non-organic, pesticide heavy intensive farming. And indeed then changing that organic policy would be a good idea.

But i think CO only represent Air and Water pollution in C:S currently. It be great if there was soil pollution as well.
 

HeilLoki

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Lol they're not running for president, it's a video game, it's not a big deal if some mechanics don't work exactly as in real life. You could equally say that putting a police station every few blocks doesn't necessarily decrease the crime rate.

However many have pointed out that farms should create some pollution, especially if the default farm is non-organic, pesticide heavy intensive farming. And indeed then changing that organic policy would be a good idea.

But i think CO only represent Air and Water pollution in C:S currently. It be great if there was soil pollution as well.

I just hate this meme of "organic food is healthy" that is sold everywhere (not only here). I'm really, really, really allergic to BS and my comment kinda reflects that. "Organic" food is no more healthy than regular food or gmo food. I do think, farms should pollute and organic farms should pollute less (even though they're just as bad in real life, if you compare on a "per metric ton of food" basis.) for gameplay reasons. I brought this up in my post, because I appreciate that you can make a decisions like that, but I don't like how they want to implement it. That's what I was trying to get across.
 

Bapadox

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That's an unfortunate decision to make farms work like buildings. Only farm houses should. You already have natural resources and forests, which can be any size or shape. Why not use this mechanic to make the farm land? Then you can make the farms a lot bigger. You could limiting them by roads (such as dirt roads), so the zoned tiles turn into farm buildings, but the rest turns into farm land.

Essentially: If there is a 'farm house', the nearby area turns into a farm limited by A) road (and buildings), B) district limit or C) a predefined max radius, which ever comes first. Of course, it won't overlap any existing farm land.

I second this idea & request. In SC4 growing (spawning) farm lots are restricted in size in the same way as residential, commercial or industrial buildings. The largest growable farm lot is 6x6 (about 100m x 100m wide). But the farmland can be much larger than that. The user may zone a large farm area and the farm lot will grow closest to the nearest road, filling at most 6x6 cells. The rest of the area is filled with crops. CSL could implement the same philosophy. Therefore, there would be no problem if the farm lot fills only at most 4x4 cells aside the nearest road. The user should have a "farmland brush" to drawn in freestyle the size of his/her farm, just making sure his farm area overlaps with some 4 cells-deep grid aside of a nearby road. The current game engine would be preserved, and the user will be able to simulate the true, large farming areas of the real world. Of course, the farm field will only appear when the associated farm lot grows, and the crop will match the type of farm building (p.ex., caws, pigs & sheeps for cattle farms, etc). Is that feasible/possible?
 

Taffy.

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One thing that has really captured my imagination with this game is that with the map size and the importance of resources which can be scattered around it will now make sense to have small villages or towns beyond your main urban centre. If one of these towns were to develop substantially due to a local industry the demand for travel between it and the main urban centre might increase sufficiently for say a motorway to be built between them. In real life this motorway would become a corridor spurring growth of new and existing settlements along its length, for instance people working in the city might move to a picturesque village knowing the motorway makes it possible to reach their place of work.

So I wonder, does is the tile unlock feature likely to make this style of play unworkable, or do the available tiles grow exponentially compared to the city? I seem to recall it being possible to play the game with the tile limitations off and the whole map available from the outset which would be a way to make this possible. Is that the case?
 

Sparr0w

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I agree to what others said here before. Farms are way too small. Some of the industry/resource buildings (4th picture) looks too small, too cartoonish and unrealistic for my liking. The building with the yellow excavator thing - is it supposed to be a open coal mine? This type of equipment is used in huge mobile excavation platforms in open mines. On the picture here it looks more like a symbolic representation of a mine than a real one. If you just look at it doesn't really make sense. It reminds me the mines in Anno 2070 - (excavator just moving 5 meters back and forth all the time). I know that devs stated that they have to keep balance between realism and gameplay, (airports smaller than in reality). But I would rather see a small complex of buildings representing a underground mine ( I can imagine that mining is taking place underground) than a big yellow excavator surrounded by fence doing nothing and pretending to be a open coal mine. One of the secrets of making a great art "When you're unable to show something to the audience hide it but make them imagine that its happening".
 

charlesnew

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In the live stream they said that all the excavators were just placeholders. They're focusing on the core gameplay before the textures. By launch, the textures for everything will probably be much better then what they are now.
 

slornie

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So I was just thinking on resources again recently and had an idea about the oil resource - particularly with the ongoing political debate in America about the Keystone pipeline. Is it possible, or could it be possible via a mod, to build an oil pipeline between the oil refinery/zone and the oil power plant, or the harbour? Sort of like the water pipes only for oil, and above ground. This would allow players to transport this fluid resource through their city without clogging up quite so much of their road network with dozens of oil tankers!
 

karolans

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Oh darn that's right, no coal! Outrageous! I want gold too! And iron, uranium... xenomass?! :D Custom modded resources would be pretty cool - paint them in map editor, add industrial buildings that can only spawn in those areas (weapon factories on uranium deposits, oh boy... done! Possibly add a policy like the forestry one. Holy crap if this game actually delivers it'll be a project for decades! :D
As for the oil pipelines - pretty cool, but quite out of the line of the current mechanics. Sounds like one of the crazier modding projects maybe!