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YertyL

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Since the fish factory functions roughly the same as the industry DLC's unique factories, you quickly run into the same problem: Since there is no way to control the flow of ressources, you need to either concentrate all your industry in one place, or suffer production pauses when a factory orders from a far-away source. In the attached screenshot, my fishing industry is already dispersed enough that my factories cannot produce continuously (upper right currently).

Since this is arguably the worst aspect of the industries DLC, I humbly request an increased capacity for the fish factory (and possibly the fish market, though I have not noticed interruptions in sales yet). This would allow some flexibility in the placement of fish sources without suffering regular production break-downs.
 

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YertyL

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On second though, IMO it would be nice if just every value of the fish factory was doubled: Production/processing rate, worker numbers and upkeep.
As it is, you need more than 1 fish factory per larger fishing harbor/ farm, which looks kind of ridiculous considering how large the factories are (see below).
Doubling the worker numbers for the fish factory would also bring them closer to the number of workers you could fit if you filled the same area with zoned industry, which seems to be roughly 150ish.

20200413142308_1.jpg
 

LucusLoC

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I would much rather they just add a mechanism to allow us to set supply chians, and not leave it to the cims to pick their delivery sources. They can do that for their own industry, but it really does not make sens for player industry at all (this includes garbage too, BTW).
 

EFGCities

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I also find it odd that fish factories which are literally right next to multiple 100% efficient fish harbors and farms are either out of fish or have no buyers AT THE SAME TIME. It's like some factories are getting dumped on with fishes while others aren't getting anything from time to time.

4270B619-AF7D-473C-BF1F-84E21501EF17.jpeg
 

LucusLoC

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Yeah, the cim delivery algorithms" are pretty dumb. I kinda think it is basically just a map-wide "first in. first out" model, where the first producer that can meet the demand of a requestor dispatches a truck regardless of distance. If thee is no requestor when their delivery timer pops they send the truck off map. Send enough trucks off map and the producer will fill up again before they all get back. with the amount of issues I see in my supply chains I cannot imagine if it is any more complicated then that.

This is also why overproduction of base level goods can cause a problem; export takes forever, and overproduction means a lot of export, which in turn means al of of stalled produces waiting for trucks to get back, which then means local shortages. If you have overproduction on multiple levels, then you can see what you have; some intermediate factories starved, and some with a glut.

This is why a lot of top level players will recommend a specific ration of the various production and consumption buildings. Get the ratio close to perfect and most of your trucks will stay on the map, helping make local deliveries reliable. But this type of gameplay is pretty unsatisfying, IMO, as it stifle creativity, and punishes players for deviating from ridged formulas. I would much rather have control over my city-owned supply lines, so that I can ensure what I produce locally gets used (effectively!) locally.
 

YertyL

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I also find it odd that fish factories which are literally right next to multiple 100% efficient fish harbors and farms are either out of fish or have no buyers AT THE SAME TIME. It's like some factories are getting dumped on with fishes while others aren't getting anything from time to time.

As LucusLoc mentioned, delivery targets in C:S are often chosen at random, so instead of assuming that a delivery will choose the closest target/source, it is safer to assume that it will happen between the most distant target/source, and minimize that distance. Another thing to note is that fish farms and their upgrades have a pretty long growth cycle, i.e. will produce nothing for extended periods, so mixing in some harbors is safer for continued production.

Lastly, for the not enough buyers problem, I can only recommend a (very) close highway access, same as for regular industrial zones.

Obviously it would still be nice if storage capacities for factories (and their production and workers) were higher so there is more flexibility in where you place your fishing, instead of needing to concentrate it in one place.
 

YertyL

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I'm just wondering why the warehouses didn't get updated to allow for fish storage when SH was released.
I have seen quite a few people having the same idea, but I do not think it would solve the problem:

Without a rework of industries and services in general (which is very unlikely), delivery does not happen between nearest sources, but at random. Which means that fish factories will still order from the source furthest away instead of the warehouse next to them, and would still experience shortages without an increase in capacity.
 

Mr. Monday

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I have seen quite a few people having the same idea, but I do not think it would solve the problem:

Without a rework of industries and services in general (which is very unlikely), delivery does not happen between nearest sources, but at random. Which means that fish factories will still order from the source furthest away instead of the warehouse next to them, and would still experience shortages without an increase in capacity.

Well I was thinking more along the lines of there being an extra place for the fish to be sent to so the docks' trucks aren't tied up as much. Plus there are mods available to help make the supply chain a bit less random (I'm thinking of EDS in particular).
 
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Qualcomm

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Well I was thinking more along the lines of there being an extra place for the fish to be sent to so the docks' trucks aren't tied up as much. Plus there are mods available to help make the supply chain a bit less random (I'm thinking of EDS in particular).

Exactly. EDS can pretty much solve the supply chain issue, though clikcing each building setting it up is fairly annoying.
However, without a storage building, you still have to build fishing harbors near the factory, or they may have to order fishes from far away harbors.
 

Mr. Monday

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Exactly. EDS can pretty much solve the supply chain issue, though clikcing each building setting it up is fairly annoying.
However, without a storage building, you still have to build fishing harbors near the factory, or they may have to order fishes from far away harbors.

Actually since I posted that I've decided to not use EDS for now. It has an option that messes with the import/export side of your city, and it doesn't need to be part of the mod. If all EDS did was allow you to direct where service buildings provide coverage then it would be one of the best mods out there. But unless you plan on keeping your city really small then it's going to cause more issues than it helps to solve.