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Greetings everyone! The newest expansion for Cities: Skylines called Industries was announced on 11th of October 2018, and we are happy to tell you fellow city-builders all about it. In the previous Dev Diary we gave a short introduction, so be sure to check that out if you haven't already!

So what is an Industry Area? The new Industry Areas uses a similar system as the Park Areas in Parklife expansion. Users can define Industry Areas with the Paint Industry Area tool and place highly specialized industrial buildings inside the area to create a multitude of different production chains. From extracting the raw materials all the way to the final end product.

Cities: Skylines - Industries tutorials

TwoDollarsTwenty has made lovely tutorial videos for Industries expansion! The first episode is available here:

All the tutorial videos will be available on this playlist at Paradox Interactive Youtube channel!

Note: Tutorials were made with a beta version of the Industries so you might notice some differences compared to the Dev Diary screenshots.

Creating your Industry Area

To better understand how to approach creating your first Industry Area it might be wise to make couple of things clear. Firstly the new Industry Buildings can be found in the revamped Garbage Service menu, which is now renamed to Garbage and Industry. Each Industry Area type has it's own Extractors, Processing Buildings, Auxiliary Buildings and Raw Material Storage Buildings. For example, Farm Industry includes buildings such as Crop Fields, Milking Parlor and Barns while Oil Industry has Pumps, variety of different kinds of plants like Oil Sludge Pyrolysis Plant and Crude Oil Storage buildings.

Secondly, and this is very important so sharpen your eyes, just like city service buildings the Industry Area Buildings do not spawn but are placed next to a road. Without road access the Industry Area Buildings are unable to send out trucks full of precious resources.

Now that we have the basic information let's get back to how to actually make an Industry Area.

Much like with Parklife and Park Areas or base game districts, defining an Industry Area happens with a brush tool. The new Industry Area tool is located in the same place as "Paint Park Area" or "Paint District" tools. So just select the tool, use it like you would use "Paint Park Area" or "Paint District" tools and when the desired area is painted you can determine its type by placing the Main Building.

And that's it! After the Industry Area has its type determined you can start placing Industry Buildings inside the area and start creating your first full production chain, more buildings are unlocked when your Industry Area progresses through the levels. But more about production chains and leveling the industry areas in upcoming Dev Diaries!

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After successful start, Oak Oil Products is looking forward to expanding

Types of Industry Areas

Industries expansion comes with four types of Industry Areas, each of them require different raw material and all of them have their own buildings fitting for their own distinctive style. It's only natural that the industry areas require different natural resources which is exactly the reason why we have Forestry, Farming, Ore and Oil Industries included in the Industries DLC.

Ever dreamed of maintaining your own lumberyard and having the workers rocking that eternal lumberjack look? Or wishing that your city would be absolute number 1 in paper production? Then the Forest Industry is definitely for you. Forest Industry can take advantage of the areas rich in forests and use those gathered forest raw materials to produce forestry special goods: planed timber and paper.

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I know, I won't get tired of watching those rows after rows after rows of trees being so... orderly placed.

Or perhaps the modest lifestyle of countryside is more of your thing, and instead of trees you want to create vast crop fields. In that case the Farming Industry with all its variety in crops, fruit and animals could be the thing for you. In order to produce special goods, like Flours and Animal Products, the farming Industry's processing buildings need crops to operate. That's why fertile land is the perfect place to build your Farming Industry, crop- and fruit fields nourish on fertile land, and the more the fertile land is, the more crops your fields produce! With Snowfall maps certain Farm Buildings are replaced with greenhouse versions for the buildings.

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A variety of appearances for fields really brightens up the country-side!

But some you may find it more satisfying to drill into the ground and look for the ore that it holds within. Ore Industry will do just that for you. Ore can be extracted from the ground with the help of mines, extracted ore can then be exported, stored or transferred to ore industry's own production buildings to produce special goods such as Metals and Glass.

Also! Don't forget that ore is not naturally replenishing resource so once it is depleted you might want to transfer your mines to a new location!

And just like with ore, oil is not a replenishing resource and can also be found within the ground. And if you want to get into that black gold you are going to need the Oil Industry. Oil can be pumped up from underground or underwater reserves and be processed into Oil special goods, like Plastics and Petroleum. While Oil Industry might be the most polluting Industry it also can be highly profitable.

Specialized and non-specialized Districts can be built inside Industry Areas and both can benefit from each others but we will get back to how they work together in more detail in the future Dev Diaries.
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Industry Area Info view and Industry Areas Overview

To quickly get a nice view of your Industry Areas we've added a new Info View dedicated to Industry Areas. From the Info view you can easily switch between different Industry types and access the Industry Areas Overview panel. Industry Area Overview panel nicely lists all the Industry Areas that are located in your city, shows their type, name, levels and how many workers are working for the Industry Area. From the Overview you can also easily open each Industry Areas Info Panel that shows even more details!

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Overview of the Industry Areas quickly summarizes how your Industry Areas are doing

Benefit of having Industry Areas in your city

When properly maintained the Industry Areas can provide a great boost to your city's economy and offer many work places for your educated citizens. Each Industry Area type has a wide selection of buildings to choose from. When placed inside the same-type area they will become operational and will start to produce goods and other resources which can be exported, sold to zoned industry or to Unique Factories.

The Basic resource chains from base game are now expanded upon and exposed for the players to create the ultimate, most honed and perfected production chains, this should keep even the perfectionists entertained for hours to come. The production chains provided by the Industry Areas expands the basic resource chains into more detailed and manageable system, but more about Production Chain Management, types of buildings and different resources in our next dev diary!
 
That is not correct. Ore, oil and farming specialisations for Ploppable RICO have been working since the mod was released. A typo in the mod caused forestry to bug out and cause errors, but that has been fix in one of the last patches. All specialisations work with Ploppable RICO at this point.
Oh, so any type of industry is already available in Ploppable RICO, while this one is now developed by C/O and thus less buggy compared to Ploppable RICO.
 
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Yup. Plus I think these new ones from the DLC are a little more complex. RICO operates with just "raw oil" and "oil product" where I think this one actually have a few oil products that can be used later on by other factories. So a little more complex. Will be interesting to see if there's still some use for RICO industry buildings when the DLC comes out (for those having the DLC, obviously those that pass on it might still use RICO).
 
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But it is less realistic then

Realism is best in controlled doses. Too much realism can sometimes suck the fun out of a game.

I understand different people have different opinions on that, and different play styles.

I sometimes play a city for months. I don't want to keep having to move industry around because a resource is depleted, and eventually it is all gone.

As it is, the city I am in now has areas with roads built for ore and oil, but I never zoned it, because I didn't want it to be used up. I figure I might run it on "unlimited resources" some day and finish those areas. But maybe I won't, and missed out on that aspect of the game for the whole time. (It was a scenario map to start with, and I had no mods going. Still don't.)
 
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Wish the video was longer.
 
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That's why fertile land is the perfect place to build your Farming Industry
Please, confirm me that agricultural extractors do not necessarily need fertile land.
A cropping area on land without fertile land will still produce Raw Products, with less yield, and can reach a correct level (4 for example).
By using floating buildings, one could also develop fish farming, seaweed farming or fishing.

Tell me again that the special products of agriculture are not limited to Flour and Animal products, but there are also Fruits and vegetables (wich could go directly from the extractors to the commerces, without going through the processors), Plastics (from corn or seaweed), Petroleum (from rapeseed or algae), Plants and essential oils (which would supply the Unique Factories of cosmetics and medicines... that I did not see in the list) and Textiles (for the Unique Factories of clothing, which could also use Animals products and Plastics... but that I did not see either in the list).

These are just details, but for me, they would make this extraordinary DLC a perfect DLC.

I am deeply unfair: you have achieved exactly the DLC that I was hoping for a year and a half ago, but I'm still expressing reservations.
My fear is that these details are not editable or moddable and that they will be difficult to add after the release of the DLC.
Anyway, thank you so much for this great job
 
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If all the raw materials and all the products aren't tied to a type of building (basically if all the new industry buildings more or less are the same, just set to produce and/or use different resources), then we can mod pretty much any combination. Since the unique factories look to be their own tab I'd assume they're not tied to one type of industry, in which case I imagine it's possible to have a factory take in crops (or whatever the resource farms produce is called) and spit out petroleum.

It's honestly probably best if things are put in a category, so you have crops instead of wheat and corn and so on. That makes it easier to add in stuff. If it's seperated into wheat and corn, then adding rapeseed will require a mod. If it's all just crops, then making a rapeseed field that produces crops too won't need mods. Ofc that also means your rapeseed would be turned into flour, but I think the simplicity is a better option both for the more casua players, for balancing resources and for easily adding new options. Hopefully one of the dev diaries will list all the resources we have, so we know what sort of things we can make.
 
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Will the previous zoned industry specializations become obsolete? Or will we be able to have a mix of zoned and ploppabe industry buildings in the same area?

We can mix them like we want. How I understood it from the stream the zoneable industries can use the resources extracted by ploppables (and I guess the zoned extractors provide resources for the new buildings too).
 
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What about those Google cars without wheels, nor pedals ?
would be nice of course, but as for trolley bus, I don't think that's really needed.

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This could be fun instead, speaking about trams :

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Not so needed, but would be an interesting thing to unlock in a DLC focused on futuristic things and shaped. :)
 
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AMEN. I'm sorry to disappoint you but CO is too much focused on creating new DLC's adding new and new assets (most of the players will use about 25% of them) they are focused too much on making money and bringing old DLC's to consoles = again making more money. They dont care about some stupid cargo trains behavior :) There is many things that could be added and it would make people happy there is so many things whih can be fixed there is so many mods which should be in the base game - like loading screen mod. I hope that one day we will get mod which will skip selected vanilla assets NOT to be loaded into memory, because I dont want to use them. For example if the loading screen mod wont be available in the future I'm qutting this game. I cant imagine myself playing with few some 1000 assets and waiting 10 minutes for game to load when I can use 4000 assets and wait 3 minutes for game to load.
I brought this topic on cargo trains many times. I also suggeted a cargo planes many times. They dont care. It is simple as that. Adding cargo plane is easy I'm pretty sure about it. It will be cargo terminal which would "lure" cargo planes when cargo planes arrives it spawns train or trucks like train cargo station. Fact that cargo planes are missing from CSL is huge oversight on CO part.

In the "Industries First Look" video, they talked about having two types of cargo airports: a regular one and a hub. Sounds like it will operate more or less the way you described it. So, yes, CO cares about what gamers want.
 
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