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Glitcher

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Aug 4, 2017
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It's only getting worse.
I built loads of uneducated low res along the oil rigs, let them be sick, but still oil industry seems to be going at a standstill.
I guess road network review is next to do.

Putting aside the insanity of building homes next to pumpjacks, it looks like you have way, way too much oil specialization. :oops: This confirms my suspicion that you overzoned your industry, leading worker shortages. You might be better off bulldozing half of this to fix the problem. I recommend you check your Outside Connections info view often as that shows you what resources your city is importing and exporting. If you're importing a lot of wood, build more mills. If you're exporting a lot of agriculture, cut back on farming. Resources that are extracted, processed, manufactured and sold within the city maximises tax income. As a tip, you should assign keyboard shortcuts to your info view to make them easier to check frequently.
 
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Ragga Muffin

Captain
Dec 24, 2019
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Putting aside the insanity of building homes next to pumpjacks, it looks like you have way, way too much oil specialization. :oops: This confirms my suspicion that you overzoned your industry, leading worker shortages. You might be better off bulldozing half of this to fix the problem. I recommend you check your Outside Connections info view often as that shows you what resources your city is importing and exporting. If you're importing a lot of wood, build more mills. If you're exporting a lot of agriculture, cut back on farming. Resources that are extracted, processed, manufactured and sold within the city maximises tax income. As a tip, you should assign keyboard shortcuts to your info view to make them easier to check frequently.
Well most of the products will need to be processed further by other indy yes??
I did say plebs wouldnt do the job on my very first post, (nice houses + school)

And yes totally what Glitcher says about your oil and your import / export.
Wood, food, ore will all be imported for generic indy, and their products will be imported for commersre
(While you export a ton of oil products), Thats totally bonkers.

As an example, Frozen Falls made 800k in the 45min it took to film 7.2.
Running on slow, importing all my crude and raw ore
Yes i have indy dlc and that scews money a bit but,
I have quite basically, a processsing city. (so my city is "paid" to further process material)
Ive been making that kind of money since about 30k pop
 

grumpy-smurf

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Nov 7, 2015
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Putting aside the insanity of building homes next to pumpjacks, it looks like you have way, way too much oil specialization. :oops:
I built the houses there to see if it was a matter of distance for the woekers to get there, or bad traffic. That wasn't the case. So, you reckon I should stop expanding the oili rigs and expand the city on the oil-rich soil?
This confirms my suspicion that you overzoned your industry, leading worker shortages. You might be better off bulldozing half of this to fix the problem. I recommend you check your Outside Connections info view often as that shows you what resources your city is importing and exporting. If you're importing a lot of wood, build more mills. If you're exporting a lot of agriculture, cut back on farming.
What you see built, is only covering half of the area rich in oil. I wanted to build it all, so that I increase the exports (see attached).
What I don't get is, how does it make sense that the Oil Industry is importing more oil than it is exporting?
If my City needed more oil than we produce, then shouldn't there be plenty of jobs?
Resources that are extracted, processed, manufactured and sold within the city maximises tax income.
This is why I always lay as many industrial zones for all resources, as possible.
As a tip, you should assign keyboard shortcuts to your info view to make them easier to check frequently.
I'll have a look how to do it, because it is a pain to do it through the menu on the top left every time I check the city's state and needs.
 

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Ragga Muffin

Captain
Dec 24, 2019
481
141
I built the houses there to see if it was a matter of distance for the woekers to get there, or bad traffic. That wasn't the case. So, you reckon I should stop expanding the oili rigs and expand the city on the oil-rich soil?

What you see built, is only covering half of the area rich in oil. I wanted to build it all, so that I increase the exports (see attached).
What I don't get is, how does it make sense that the Oil Industry is importing more oil than it is exporting?
If my City needed more oil than we produce, then shouldn't there be plenty of jobs?

This is why I always lay as many industrial zones for all resources, as possible.

I'll have a look how to do it, because it is a pain to do it through the menu on the top left every time I check the city's state and needs.
well unless you are on a not ever running out setting for your map i wouldnt bother with oil, you will run out before you get the rest of city sorted
Then they will moan about not enough resources, the idea was you moved the same 5/6 deriks around until you have sucked oil dry
Any other oil zoning, (off oil) will always be refinery buildings
Look at the trees, (plant some). If the tree grows horrid then that patch is dirty, never use it for res or water tower

Yes you should zone as much as you can, but you did so without the infrastructure or pop to support it. (this is part of the much as you can calculation)
Indy DLC gives warehouses, which allows for much easier import/export, and managment.
Its still a pain having to move the mines/pumps, but warehouses give storage buffer

You are importing more oil that exporting cause indy buildings are using it, half of that oil zone is not pumps its refinerys (and you dont have staff for pumps)
I still wouldnt bother with oil/ore indy without unlimited plots or indy DLC
 
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grumpy-smurf

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well unless you are on a not ever running out setting for your map i wouldnt bother with oil, you will run out before you get the rest of city sorted
Then they will moan about not enough resources, the idea was you moved the same 5/6 deriks around until you have sucked oil dry
Any other oil zoning, (off oil) will always be refinery buildings
Look at the trees, (plant some). If the tree grows horrid then that patch is dirty, never use it for res or water tower
It's more dead than Chernobyl. Ground stinks and it looks grey/brown.
I've already demolished lot of them, if they still show that they don't have any workers, I will demolish the whole zone.
I am wondering what is the use of zoning for oil then?
PS: Other indys have similar issues, but no so intense, so I will limit their size too and see what happens.
I still wouldnt bother with oil/ore indy without unlimited plots or indy DLC
What do you mean by unlimited plots? I haven't got any DLC in the game.
 

Ragga Muffin

Captain
Dec 24, 2019
481
141
It's more dead than Chernobyl. Ground stinks and it looks grey/brown.
I've already demolished lot of them, if they still show that they don't have any workers, I will demolish the whole zone.
I am wondering what is the use of zoning for oil then?
PS: Other indys have similar issues, but no so intense, so I will limit their size too and see what happens.

What do you mean by unlimited plots? I haven't got any DLC in the game.
just dezone about half, and then replace that with com, you will have to move things when your oil runs out.
Generic indy would have served you better
Zoning oil make stupid cash
Unlimited resources is a sandbox option in vanilla
 
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Glitcher

Banned
Aug 4, 2017
379
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I built the houses there to see if it was a matter of distance for the woekers to get there, or bad traffic. That wasn't the case. So, you reckon I should stop expanding the oili rigs and expand the city on the oil-rich soil?

First off, do you know the difference between an extractor and a processor? Extractors are specialized industry built on relevant resources, while processors are specialized industry built on any other land. I believe the devs said that you need one extractor for every two processors, but anything outside of this ratio will be automatically supplied by imports and exports. I recommend you read this article if you're still not sure how the game's supply chain works.

It's a shame you don't have Industries DLC, because the ploppable extractors means that you can relocate them around oil fields as the resource depletes. You don't have that flexibility with zoned extractors, so you have to choose carefully where you want to zone oil specialization. Once the oil dries up, the zoned extractors disappear and are replaced by zoned processors. In time, you'll end up exclusively with processors and have to depend on imported oil and ore to supply them. With that in mind, you still need to balance how much specialized industry your city needs. Just because you have a massive oil field doesn't mean you need extractors on every square inch if it throws your supply chain out of whack. Plan ahead and save resourceful areas for places where you think you'll need specialized industry most, but you can zone residential and commercial over other areas.

If you're really set on using all the depletable resources on your map, you should really get Industries DLC for the ploppable extractors. I just move them around my map to suck up oil and ore and clear the way for permanent construction later.
 

grumpy-smurf

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Nov 7, 2015
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just dezone about half, and then replace that with com, you will have to move things when your oil runs out.
I completely forgot that oil does run out in the game. I checked my resources and the areas seemingly getting abandinned, are actually out of oil.
There is the other half I haven't mined yet, which has 95% low res and com and I will demolish them, to put the new oil rigs, when there will be some demand.
It seems that the smallest the indutrial areas, the better.
Generic indy would have served you better
I have increased them recently and I see that we are importing lot of ores, so I'll start digging in a ore-rich plot soon.
Zoning oil make stupid cash
Yes, I noticed now with the drop, after we ran out of oil!
 

grumpy-smurf

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Nov 7, 2015
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First off, do you know the difference between an extractor and a processor? Extractors are specialized industry built on relevant resources, while processors are specialized industry built on any other land. I believe the devs said that you need one extractor for every two processors, but anything outside of this ratio will be automatically supplied by imports and exports. I recommend you read this article if you're still not sure how the game's supply chain works.
I'll read it now.
It's a shame you don't have Industries DLC, because the ploppable extractors means that you can relocate them around oil fields as the resource depletes. You don't have that flexibility with zoned extractors, so you have to choose carefully where you want to zone oil specialization. Once the oil dries up, the zoned extractors disappear and are replaced by zoned processors. In time, you'll end up exclusively with processors and have to depend on imported oil and ore to supply them. With that in mind, you still need to balance how much specialized industry your city needs. Just because you have a massive oil field doesn't mean you need extractors on every square inch if it throws your supply chain out of whack. Plan ahead and save resourceful areas for places where you think you'll need specialized industry most, but you can zone residential and commercial over other areas.
I just cleared all the industrial oil area and I'm only left with the roads network and the contaminated soil. Will the soil clean up after sometime, or will it be a permanently no-go zone for residential builts?
If you're really set on using all the depletable resources on your map, you should really get Industries DLC for the ploppable extractors. I just move them around my map to suck up oil and ore and clear the way for permanent construction later.
I'll check it out. I don't have any DLC because I'm worried about my laptop limited performance in loading data and 3D graphics.
 

Glitcher

Banned
Aug 4, 2017
379
143
I just cleared all the industrial oil area and I'm only left with the roads network and the contaminated soil. Will the soil clean up after sometime, or will it be a permanently no-go zone for residential builts?

With the factories gone, pollution gradually disappears over time. You just need to wait a while.

I'll check it out. I don't have any DLC because I'm worried about my laptop limited performance in loading data and 3D graphics.

Does your laptop have one of those integrated Intel graphics cards? Cities Skylines doesn't work well with those. You need a moderately powerful system with a dedicated graphics card if you want to run the game properly. FYI, I bought my graphics card with the prize money from an art contest. :p

How do you know and I don't? :D:D:D

Uh.... because your screenshots show park areas. Those only appear in Parklife.
 
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MarkJohnson

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Build more residential or use high density. I’m always surprised by how much residential you need to fulfill job plots especially as they level up

Yes, it takes one residential to fulfill 2 jobs (commerce/industry) or 1.5 for offices.

Just remember, residential levels up from education, so make sure you have plenty of schools around, so you can make the big bucks.
 

Ragga Muffin

Captain
Dec 24, 2019
481
141
@Grumpy
the land will clean up over time. Everybody else pretty much got your other questions

With zoned farming you can make it quite pretty with fences and stuff.
Make buildings historical so they dont change and ruin look you were after
 

MarkJohnson

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You are right. Across another plot, shops closure turned to an epidemic and it only improved after I buit more scattered high res (and added a couple of extra bus routes).

If you just keep unemployment high (above 5%) you should have no abandonment issues. I like 10% or higher unemployment. So keep residential very happy and very educated so they can get to work ASAP.