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I think it's like the vanilla Industry. As long as there are workers signed up, it functions.

While we're on that subject, will the frankly ridiculous target of 10% unemployment be thought about? I know it's a Scandinavian thing, but surely the ideal is to have full employment?
if there's full employment then how do new jobs get filled? mmm?
 
One question: As this is more or less a simulation of the kind "run your own state-owned company", do you also have to pay for raw materials that get delivered from growable specialized industry (to your warehouses I guess), like old-style, zoned agricultural areas, as you have to for imports? I just ask because, if you don't, it will be cheaper to zone the raw material areas instead of plopping the new kind, as the former produce taxes and don't incur expenses.
 
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Shame. The climate research station in particular is tough to unlock because it requires a disproportionately high number of farms in your city. With ploppable factories taking up a sizeable portion of your industry, these unique buildings will become even more unreachable. I recommend you lower the requirements to unlock these three unique buildings in the next patch. They'll be virtually unobtainable otherwise.

Thank you for the feedback. To unlock the climate research station you'll need to build 5'000 squares of Farming Industry specialization zone. The number has been adjusted based on the testing done when developing the Green Cities and this is the first time I hear it is too difficult to reach. We can follow this up, but Industries DLC does not prevent building the earlier industry specializations to the same city. If adjusting stats based on one DLC we need to always keep in mind the players who don't own that DLC.

Shouldn't industry areas pollute more if they're producing more once they level up?

When they level up they also work towards more environmentally healthy ways of producing.

Does that mean that workers actually have to be on site in order for the industry buildings to function?

They work similar to service buildings so it means that people just need to be employed there.

A new regulation, there is "old town" for the road traffic, there must be another one for the buildings, "monument protection".
This would have the following effect: all buildings in the affected district would automatically be set to "Historical", if you deactivate this again, the "Historical" would also be deactivated again for all buildings in the district.

The whole thing would also have a side effect, you don't have to set 10 or 20 buildings to "Historical", but simply the whole district and remove the 2-4 buildings that should not be "Historical" by manually selecting the building.

Thanks for your suggestion!
 
Oh I know.

I just think the 10% model is ridiculous.

And this is a game that doesn't factor in terminal conditions and such.

I don't know where you get this "10% model" from as something Skandinavian. There isn't some goal in our countries to have 10% of the population unemployed (as someone who was recently unemployed in Denmark I can tell you they do EVERYTHING they can to get you to work, even when you're seriously ill and can't) and currently all the Skandinavian countries has an unemployment rate under 10% (so if they were aiming for 10% they're doing it wrong). ;)

As for the game I don't know where that magical number comes from either. I haven't had any issues with missing workers with cities that hover around 5%. I think there's way more playing a role here, like education (they prefer something at the level they have) and distance to work. That said I don't respond to demand right away and have found that giving in to all the commercial demand is usually what hurts the industries. At least in my cities people would rather work retail than in some industry job - well, tough luck mayor is investing in new industries my sweeties! (why is there no evil smiley!)

It sounds like the new industries are gonna have more jobs needing higher levels of education, which might make them more attractive to people. At least in the streams it doesn't look like they've had big issues with people working there. Only the older zoned industries where struggling, but I think they just ran out of people and the new stuff was higher educated than the farms. I guess the trick is to make sure there's not enough schools for everyone (or use the policy to prioritise getting jobs over education) to keep them in the old ones.
 
As for the game I don't know where that magical number comes from either. I haven't had any issues with missing workers with cities that hover around 5%. I think there's way more playing a role here, like education (they prefer something at the level they have) and distance to work. That said I don't respond to demand right away and have found that giving in to all the commercial demand is usually what hurts the industries. At least in my cities people would rather work retail than in some industry job - well, tough luck mayor is investing in new industries my sweeties! (why is there no evil smiley!)
This. The distance aspect is rarely mentioned, but rather centrally located agriculture with lots of people living close by and good transport connections only has problems if you are close to zero unemployment. Even cims don't like to drive for hours to a job that probably doesn't pay for the gas it takes to get there (of course, this works in a more abstract way).

What I don't like too much about plopped buildings (services, unique buildings, probably now the new industry) is that the employment stats are invisible.
 
@co_emmi few questions if you don't mind:
  1. How many jobs per area unit do these new industrial areas provide? I mean, let's assume there is some map x with an island, I fill that island with the old, zonable industry and make sure those buildings mostly reach lvl 5. If I then tear that old industry down and replace it with one of the new industry areas, again filling the island and making sure that the are reaches lvl 5, does that area employ roughly equal number of people as it did before?
  2. Assuming the same hypotethical island, are the inter-island traffic and export- or import-related traffic going to be roughly similar with new industrial areas than they were with old, zonable industry?
  3. If I build those new industrial areas and unique factories, is there any reason for me to also build the old specialisations or general, mixed industry? I mean, do the old specialisations or mixed industry produce anything that the new areas or factories don't?
 
What I don't like too much about plopped buildings (services, unique buildings, probably now the new industry) is that the employment stats are invisible.

Yeah, I miss some stats on workers in services too. The new industry buildings have those numbers visible though - at least in the district overlay thingy as it's part of leveling up. So you can see how many people work in your new oil area pretty easily. You can see it right about the TOTAL PROFIT area. (picture is from this dev diary)

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Yeah, I miss some stats on workers in services too. The new industry buildings have those numbers visible though - at least in the district overlay thingy as it's part of leveling up. So you can see how many people work in your new oil area pretty easily. You can see it right about the TOTAL PROFIT area. (picture is from this dev diary)
Ah, cool, I missed that.
 
@co_emmi few questions if you don't mind:
  1. How many jobs per area unit do these new industrial areas provide? I mean, let's assume there is some map x with an island, I fill that island with the old, zonable industry and make sure those buildings mostly reach lvl 5. If I then tear that old industry down and replace it with one of the new industry areas, again filling the island and making sure that the are reaches lvl 5, does that area employ roughly equal number of people as it did before?
  2. Assuming the same hypotethical island, are the inter-island traffic and export- or import-related traffic going to be roughly similar with new industrial areas than they were with old, zonable industry?
  3. If I build those new industrial areas and unique factories, is there any reason for me to also build the old specialisations or general, mixed industry? I mean, do the old specialisations or mixed industry produce anything that the new areas or factories don't?
the answer to 3 is taxes
 
@co_emmi few questions if you don't mind:
  1. How many jobs per area unit do these new industrial areas provide? I mean, let's assume there is some map x with an island, I fill that island with the old, zonable industry and make sure those buildings mostly reach lvl 5. If I then tear that old industry down and replace it with one of the new industry areas, again filling the island and making sure that the are reaches lvl 5, does that area employ roughly equal number of people as it did before?
  2. Assuming the same hypotethical island, are the inter-island traffic and export- or import-related traffic going to be roughly similar with new industrial areas than they were with old, zonable industry?
  3. If I build those new industrial areas and unique factories, is there any reason for me to also build the old specialisations or general, mixed industry? I mean, do the old specialisations or mixed industry produce anything that the new areas or factories don't?

1) This one is a bit difficult to answer since different Industries buildings have different number of workers. So it depends what buildings you build to the area.
2) Traffic depends a lot if there is a lot of importing and exporting going on or if the raw materials and goods are transported only short distances. But I could say you can expect it to be roughly similar.
3) Like @prismaticmarcus said, taxes could be one reason. But with Unique Factories you can make quite a bit money too so you can handle the income with those. A bit like well working Stadium or Park can be your money maker so it completely depends what you like to do.
 
1) This one is a bit difficult to answer since different Industries buildings have different number of workers. So it depends what buildings you build to the area.

To gauge the (rough) variation, what sort of difference it would be if I replaced zoned industry with new buildings that provide 1) the most jobs, 2) the least jobs or 3) average amount of jobs? In all cases assuming the area made some sense afterwards, so not just stacking warehouses or something like that.
 
To gauge the (rough) variation, what sort of difference it would be if I replaced zoned industry with new buildings that provide 1) the most jobs, 2) the least jobs or 3) average amount of jobs? In all cases assuming the area made some sense afterwards, so not just stacking warehouses or something like that.

The new Industry Areas most likely offers more jobs than the zoned industries (many zoned industry buildings have less jobs compared to the new industry buildings).
 
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There's one thing where I could see myself using the old specialisations as well would be where there's limited space. All the new buildings look to be much larger than the zoned industry, so I imagine there's situation where you have a bit of space left, but not enough for one of the new buildings. Since we can overlap the districts and the industrial areas we can just mix the buildings as there's space for it.
 
will old zoned industry and commercial intact with the new industry?

As an example will an Organic and Local Produce commercial area sell produce from a new farming zone?
 
There's one thing where I could see myself using the old specialisations as well would be where there's limited space. All the new buildings look to be much larger than the zoned industry, so I imagine there's situation where you have a bit of space left, but not enough for one of the new buildings. Since we can overlap the districts and the industrial areas we can just mix the buildings as there's space for it.
There's also the other question I had: If you don't have to pay for raw materials from your zoned specialized industry, using those raw materials is much cheaper (no upkeep, additional tax income).
 
There's also the other question I had: If you don't have to pay for raw materials from your zoned specialized industry, using those raw materials is much cheaper (no upkeep, additional tax income).

True, those might be more or less free and if they are that's a benefit to using the old ones still. Ofc we don't really have a control over if it's extractors or processors that spawn, so it might not be super reliable.
 
There is no "right" or "wrong" way to play Cities Skylines. Colossal Order have created a great little game that allows players to unleash their creativity and use the various elements of the game in an endless variety of ways. The idea of two "camps"- "painter" vs "builder" suggests that they mutually exclusive and like oil and water should never mix. I for one play in a variety of different styles. I certainly play "vanilla" each time a new DLC is released in order to understand the mechanics of the new content and fully experience what the dlc has to offer. It also allows modders several days to update their work to ensure compatibility with the new content rather than pointlessly ranting on forums about "broken" games! I also like to hand place assets and create realistic looking cities. I'm not a big fan of Snowfall maps. Natural disasters, monorails . doughnut and bug spray vans or Blimps. That doesn't mean I look down or disparage those players who do prefer these elements! Remember it's a game and a very diverse community love it! From young kids to old guys in their 80s- that is quite an all encompassing demographic. However you choose to play Cities Skylines- just enjoy it!