Do the new industries interact with the old?

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Peace Weaver

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I'm looking forward to this DLC, and I'm curious - do the new industry production changes have any interactions with the old "generic" industries? Does resource based specializing of industrial zones still exist, if so, does it interact with the production chains? Do resources still become depleted?
 

Peace Weaver

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Well, how?

I find that resources become depleted extremely quickly - If that functions the same way, I think it's poor design to have such an intricate production line system in the game when the availability of the raw material is so short lived.
 

Avanya

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Interaction with the old generic industry seems to be fairly limited. Afaik they use a processed version of oil/ore/forestry/farm resources. I'm not sure if they'll take the new processed resources like plastic or glass. However the buildings at the end of the production line make goods (like cars or toys) that are sold by commercial just like generic industry does.

They interact more with the older specialisations though. The old extractors extract the same raw material as the new ones (timber is timber, ore is ore and so on). It will go into both the old zoned processors and the new processors. I believe the old zoned processors just produce something that generic industry uses and not something that would go into a factory like the car factory and satisfy its needs for say metal, but honestly I'm not sure about this. We don't see what the old zoned specialisations produce other than it's tagged with their specialisation. I'm not sure if they've updated it to be a random version of the new ones or if it's still some hidden intermediate resource.

And yes, resources still deplete. Afaik there's been no changes to that, but there's new maps with more resources than usual and there's the built in mod to make them unlimited.
 

Turjan

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I assume that at least the processed versions differ. I just take this from the point that warehouses have separate categories for the products of old industry types.
 

christenlanger

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Slightly off-topic but I'd like to ask a relevant question. Do the new buildings affect demand for industry? I had a situation where industry demand was maxed, and no demand for residential. I zoned a few industry blocks and they got built on quickly, only to give me "insufficient workers" issues since almost everyone just coming in are working on the new buildings.
 

Promethian

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Slightly off-topic but I'd like to ask a relevant question. Do the new buildings affect demand for industry? I had a situation where industry demand was maxed, and no demand for residential. I zoned a few industry blocks and they got built on quickly, only to give me "insufficient workers" issues since almost everyone just coming in are working on the new buildings.
Yes they do. The industry and residential demand bars are just visual representations of your unemployment. Low unemployment = high residential demand. High unemployment = high industry demand. The new industry employs people.

As for the insufficient workers thing. This is because plopped buildings have absolute priority for workers over zones. So the new industry can suck up all your workers and make zones become abandoned.
 

Cymsdale

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Well, how?

I find that resources become depleted extremely quickly - If that functions the same way, I think it's poor design to have such an intricate production line system in the game when the availability of the raw material is so short lived.

They seem to think that you should mine tiny spaces at a time and constantly move them around. It's obnoxious, non-renewable resources should simply last a lot longer than they do.