# How does Industry work?

#### JuliusAlexander

##### First Lieutenant
How does it work from a mathematical perspective? Is the number of goods produced by a single factory a set number or tied to population, for example, does a 4x4 factory produce the same or more goods than a 1x1, and does an understaffed factory produce less or the same as a fully staffed factory?

How does it work from a mathematical perspective? Is the number of goods produced by a single factory a set number or tied to population, for example, does a 4x4 factory produce the same or more goods than a 1x1, and does an understaffed factory produce less or the same as a fully staffed factory?
from my rough guess
Each pop has a production value attached to them, dependent on other factors such as indy 4.0 on the factory in which they work which would double their production
I dont know if a smaller factory gives a different efficiency or not

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This should clear up a lot of freight questions:

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This should clear up a lot of freight questions:

I'm sure it would if I was asking about Supply chains but I'm asking what the mathematical formulae is that is used to calculate goods production in generic industry.

Maybe this will fill in the rest of the blanks?

If that doesn't quite cover everything, just keep searching through the wiki and it should be there somewhere. Just focus on zoned generic industry and zoned specialized industry.

I should have probably did this in the first place:

How does it work from a mathematical perspective?

It should scale evenly (proportionately).

Is the number of goods produced by a single factory a set number:

Yes, it is a set number per zoned tile, with a minor adjustment depending on happiness.

or tied to population

Not tied directly to population, but the game will throttle income at a certain level, so the game doesn't make too much money and break the money limit.

, for example, does a 4x4 factory produce the same or more goods than a 1x1:

each zone square makes the same. so if your 4x4 building would produce x16 the freight. But uneven happiness will have varying freight.

and does an understaffed factory produce less or the same as a fully staffed factory?

It depends mostly on the happiness. If no 100% you get maybe 90% of the freight, fully 100% happy makes 100%.

These are rough numbers. but each building type and level can be adjusted to varying freight amounts.

Basically the same as previous point.

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FYI, be careful using the word GOODS (marked Purple in your import/exports), as it is an in-game item that is delivered to only commerce or exported. I prefer the word freight. Use whatever non-GOODS word you prefer. it's only for clarity's sake. Only Generic Industry and Unique Factories make the purple Goods.

Also, Generic Industry gets paid by taxing the buildings, while Unique Factories get paid by selling to commerce or exporting.

OK let me explain. I'm trying to understand the correlation between factories and shops. How many factories do you need per shop on a like-for-like basis? Does low density require the same as high density? If I understand this correlation then I can create efficient industrial zoning. If I know it's 1:1 then my four factories can supply my four shops without the need to zone half a tile. Also, in this context factory does not mean Unique factory, it means generic industry.

OK let me explain. I'm trying to understand the correlation between factories and shops. How many factories do you need per shop on a like-for-like basis? Does low density require the same as high density? If I understand this correlation then I can create efficient industrial zoning. If I know it's 1:1 then my four factories can supply my four shops without the need to zone half a tile. Also, in this context factory does not mean Unique factory, it means generic industry.
Wow, dont bother counting it mate. Just keep an eye on your import exports.
If your exporting loads then you either need less indy or more pop/shops

Use this to keep the guesstimate.
Production and consumption is relative to sooo many other factors
Else of access, lvl, transit to name just a few

You could regiment it, make 4x4 factories, 4x4 shops, but by doing this your missing out on 90% of the tile set in csl. You miss out on the lovely 1x1 petrol station
If your asking out of curiosity then fair nuf, but as a function? Nah mate, theres a pie chart with import export there for you
In my humble experience i found that a 9x4x4 block of generic indy at lvl 3 (max for indy) is enough to support a city of about 30k
And thats another thing, indy goes to lvl 3 and commercial goes to lvl 5
And tthen does an under staffed or educated shop serve / consume less?
So any idea of "counting" goes right out the window

And a guess, i think the numbers are 2.5:1 shops per factory floor space, assuming dense zone on shops and both maxed out
Its a wild guess cause i use many low rise shops as sound buffers for my transit

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The information in the wikis should be enough for zoned buildings. HD=HD, LD=LD. iirc, HD=4xLD. But different building sizes and levels will have imbalance.

If you own any DLC, then themed districts will become more imbalanced from base game zoned areas. Unique buildings/monuments will be a major wrench thrown into everything, as they only take and each one is different from another.

My advise is based on the base game only and no DLC.