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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!
 
If there is a Spring DLC coming, I would not expect to hear anything until at least March, if not April, based on previous experience.

If there are any plans for Cities Skylines' anniversary, maybe later February or early March.

My guess anyway.
 
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The last update was months ago.

Have you noticed the new YouTube channel of Cities: Skylines: https://www.youtube.com/channel/UCV9RoEcgAO1Uc7oxZGS8Lkw/featured


@Azurespecter has posted the latest dev diaries of Cities: Skylines to the forum first page and lifted them visible to Paradoxplaza home page so it would be easier to notice them! Please find them here (pinned threads): https://forum.paradoxplaza.com/forum/index.php?forums/cities-skylines.859/
 
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Have you noticed the new YouTube channel of Cities: Skylines: https://www.youtube.com/channel/UCV9RoEcgAO1Uc7oxZGS8Lkw/featured



@Azurespecter has posted the latest dev diaries of Cities: Skylines to the forum first page and lifted them visible to Paradoxplaza home page so it would be easier to notice them! Please find them here (pinned threads): https://forum.paradoxplaza.com/forum/index.php?forums/cities-skylines.859/

Oh come on Emmi! Tells us more. Are you working on another DLC or Cities:Skylines 2?
We are dying to find out more what is going on with our favourite game studio!
 
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Oh come on Emmi! Tells us more. Are you working on another DLC or Cities:Skylines 2?
We are dying to find out more what is going on with our favourite game studio!
You should ask to Paradox Interactive instead of Colossal Order.
They're not publisher for nothing. :)
 
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Eventually is very long time ( for some ). But seriously someone posted on steam you're working on something codename " Crunchy " and are play testing it
 
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You'll find out eventually ;)
Speaking of the devil, there she is! I think I will speak for everyone, when I'll say: WE MISSED YOU! Glad to see you're still with us and I surely looking forward to your new project(s)!

Eventually is very long time ( for some ). But seriously someone posted on steam you're working on something codename " Chunky " and are play testing it
Any ideas what this codename means? Chunky means heavy, heavy might mean big...Huge core update regarding traffic in the game?
 
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Speaking of the devil, there she is! I think I will speak for everyone, when I'll say: WE MISSED YOU! Glad to see you're still with us and I surely looking forward to your new project(s)!


Any ideas what this codename means? Chunky means heavy, heavy might mean big...Huge core update regarding traffic in the game?
Speaking of the devil, there she is! I think I will speak for everyone, when I'll say: WE MISSED YOU! Glad to see you're still with us and I surely looking forward to your new project(s)!


Any ideas what this codename means? Chunky means heavy, heavy might mean big...Huge core update regarding traffic in the game?
I meant "Crunchy" and no idea friend
Here is what was posted;-
DLC incoming soon!
I looked through the Steamapp database and just today it shows that they are creating the trailer for the next DLC! :)

Also, the internal codename for the dlc is "Crunchy" but it doesn't mean anything because it's just a name they use internally. (industries was called "icebreaker").

Also they are playtesting the 1.12 patch.
 
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I meant "Crunchy" and no idea friend
Here is what was posted;-
DLC incoming soon!
I looked through the Steamapp database and just today it shows that they are creating the trailer for the next DLC! :)

Also, the internal codename for the dlc is "Crunchy" but it doesn't mean anything because it's just a name they use internally. (industries was called "icebreaker").

Also they are playtesting the 1.12 patch.

Hey Phil! Thanks SO MUCH for this update!;-) I can't wait to look at the trailer!
 
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So in every design talk I've seen from the CO lead designer Karoliina Korppoo, she stressd "fun over realism".
How is it fun to move your ore mines and oil pumps 5 inches every 20minutes? That's not fun at all, even if it might be realistic.

Just saying.

Mhh... now that I think of it, it might not even be realistic, because the mines dig tunnels in different directions underground, and the oil reservoires underground are usually one big super large cavern.
 
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So in every design talk I've seen from the CO lead designer Karoliina Korppoo, she stressd "fun over realism".
How is it fun to move your ore mines and oil pumps 5 inches every 20minutes? That's not fun at all, even if it might be realistic.

Just saying.

Mhh... now that I think of it, it might not even be realistic, because the mines dig tunnels in different directions underground, and the oil reservoires underground are usually one big super large cavern.
I would argue that when it comes to simulation games like this, the fun is derived from the realism. Simply put, the more realistic it is, the more fun it is.
 
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I would argue that when it comes to simulation games like this, the fun is derived from the realism. Simply put, the more realistic it is, the more fun it is.

Realistically, we should have lots of paperwork to do, file permits, environmental engineering studies to do, and so on before ever building anything. And EVERYTHING.
Does that sound fun?

Sped up time is not very realistic.

I've played a few First Person Shooters, and carried ten or more different weapons plus ammo. Not very realistic. If I could only carry one, it would be more realistic. It would not be more fun though.

There are plenty of things that would make the simulation more realistic and not more fun. Realism is only good when it does not get in the way of fun.
 
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It's not a good idea to have "code names" that give away the project it is assigned to. The whole point of code names is to avoid that.

I'm willing to bet Crunchy has nothing to do with the DLC and is just the name of a snack someone at the office enjoys. ;)

Or Crunchy peanut butter.
 
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How is it fun to move your ore mines and oil pumps 5 inches every 20minutes? That's not fun at all, even if it might be realistic.

Just saying.

Exactly. Depleting resources may be realistic, but for me it sucks the fun out of it. I don't want to keep moving stuff, and eventually get rid of it all and import everything. The fun depletes even faster than the resources. :(
 
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Realistically, we should have lots of paperwork to do, file permits, environmental engineering studies to do, and so on before ever building anything. And EVERYTHING.
Does that sound fun?
Would it be weird if I said yes (maybe not the the paperwork, but the other two things)?

Of course there should be some acceptable breaks from reality (like being able to speed up time, or being an all-knowing mayor serving an endless term), but when the game is classified as a simulation, I want to play the game for the realism and the verisimilitude. More specifically, I want the world that the game takes place in to be more realistic. In the real-world, for example, resources don't deplete that fast.
 
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