Industries DLC Tutorial

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This guide assumes that you already know how to create a city with residential and commercial zones, and that you have a positive cashflow. If you're not yet comfortable with either of these issues, see Beginner's guide.

The base game of Cities: Skylines includes some features of industrial zoning that are easy to confuse with the in-depth industrial features of the Industries DLC.

See also Industry Areas, Unique Factories and Warehouses.


Industry in-depth[edit]

In contrast to the generic industry zones, specialized industry facilities can produce Special Goods and Luxury Goods, which can be profitable if you balance the supply chain. Extractor facilities produce raw products, while processor facilities use raw products to produce Special Goods, and Unique Factories use Special Goods to produce Luxury Goods. Here's a simplification of the overall picture: Extractor --> Storage --> Processor --> Storage --> Unique factory --> Storage --> Commercial/export


Designate industry type[edit]

There are 4 industry categories: forestry, farming, ore, and oil. Which industry you begin with should be influenced by which natural resources are most abundant in your current map. Use the info overlay tool to view resource concentration. You can use the map button in the bottom-left to get a wider view of the area, and purchase tiles that have higher concentrations of the resource(s) you're interested in.

using Natural Resources info view

You can, however, import the Raw Resources needed to make Special Goods, so scarcity of a resource in a particular map does not prevent you from developing all 4 industries in a city.

Once you've identified which industry to work on first, use the district painting tool to designate the resource area as an industry area, and place an administrative building to designate the category.

  1. Select the Districts and Areas button (near the button for zoning residential/commercial/industrial zones) (images needed)
  2. In the first tab, Districts Painting tools, select the third option: Paint Industry Area
  3. On your map, begin 'painting' the region of the natural resource.
  • It needn't be any particular shape, regardless of your roads, etc. Go ahead and make the painted area larger than needed, including areas with a low-ish concentration. You will want to place your extractor facilities on the most-concentrated spots, but will need to include several non-extractor facilities within the painted area too.
  • (Optional) Rename your industrial area
  1. Select the "Garbage and Industries" menu button Garbage and industry.png and select the tab for the industry category you wish to develop first (example: Forestry). The first structure in that menu will be a Main Building for its industry type.
  2. Place the Main Building within the industrial area you 'painted', to designate the area as that industry category (example: Forestry). Industry-specific buildings for other categories cannot be built in this area, and will need a separate area 'painted' with their own Main Buildings. (Verification needed)
  • The Main Building needn't be near the most-concentrated deposits of the natural resource; that's where extractor buildings come in.
  • The orange grid for generic industrial zoning is irrelevant for placing the DLC structures. But if your painted-industrial area overlaps your orange-industrial zone, generic (and highly-polluting) buildings will spawn within your special area, using up land you might prefer for industrial facilities specific to the resource there. The solution is to de-zone those industrial cells, leaving only the industrial area 'paint' there.
  • See District_specialization for more information on the behavior of industrial zones in the base game (without DLC).

Cities: Skylines collaborated with Youtuber Two Dollars Twenty to create tutorial videos for the DLC. Here's the one that gives an overview of identifying resources and designating industry areas.

Industry Areas with Two Dollars Twenty - Industries Tutorial Part 1. (2019-06-19)

Other Infrastructure[edit]

  • Until an industry's respective Main Building is constructed, all other buildings of that industry type will be disallowed. Once it's built, the Main Building can be turned Off to prevent upkeep costs while you get production going.
  • The next structures in the menu are a worker barracks and a maintenance building. They're optional, but provide bonuses (to production rate and storage capacity, respectively). Read their descriptions to determine whether they're a priority for you. Again, you might turn them Off after deciding where to place them, and turn them back On once you're turning a profit.
  • Each industry type has some related storage buildings. Despite the varying names, Storage Buildings only store the "raw" resource from each area. For example, Forest Industry Storage Buildings all store "Raw Forest Products", despite references to logs, sawdust, and wood chips in the building names. Likewise, all Ore Industry Storage Buildings store "Ore" despite references to sand and minerals.
  • In contrast, generic Warehouses store only processed materials. So you will need at least 1 storage building for each industry's raw materials, and at least 1 Warehouse for each Special Goods type. (example: Forestry requires separate warehouses for Paper and Planed timber). When you area ready for a Unique Factory, you should build at least 1 Warehouse dedicated to the Luxury Goods it produces.
  • Adequate storage is important for preventing bottlenecks in the supply chain. Processing facilities request raw products just once per day, and frequently miss the opportunity to pick up raw products from your own extractor facilities, due to mismatched timing. Unless you have enough local storage space, the products of your extractors will get exported, and your processors will import the resources they need. Even though you may have an extractor facility producing products right next door to a processor facility, the two might never communicate.
  • Warehouses are also useful for industrial and commercial facilities, to keep a variety of products in stock for customers. Note, however, that the "Zoned Industry - Forestry Products" that a Warehouse can store are NOT the same as the "Raw Forest Products" needed to produce Paper and Planed timber in a processing facility (tip: the icons are subtly different). Remember, Warehouses only store processed goods, not raw resources. And industrial Areas are for specialized industry, while industrial "Zones" are for miscellaneous factories.
  • Setting Warehouses to store "Zoned Industry - ... Products" and "Zoned Industry - Goods" should be used for Warehouses positioned closer to commercial zones than specialized industrial areas.
  • Warehouses must be assigned a single type of resource to store. If you change the assignment, the warehouse will begin to empty, refusing to accept the new resource until that's completed. (Verification needed)

Extractors[edit]

  • When you select one of the buildings that functions as an extractor, note the Production capacity. As you decide where to place the extractor facility, compare that number to the current estimate in the tooltip. A Plantation will produce less than its full capacity if built on land that is not fertile. A Small Oil Pump can produce more than a Large Oil Pump if the latter is built on land with a low concentration of oil.

Revisit the info overlay tool to help you find the most productive areas.

  • Oil and ore are depleted over time. You can Relocate buildings (such as oil rigs) for less cost than building new ones. (Verification needed)
  • All extractor facilities of an industry type produce a single product type. For example, a Small Crop Field produces 4.8K Raw Farm Products per week, while a Large Fruit Field produces 11.2K Raw Forest Products. Whether a Crop Field or a Fruit Field produced the Crops is irrelevant; they will be lumped together for storage and processing. You are welcome to use Fruit Fields with Flour Mills, though logic would indicate that you cannot make flour from apples and oranges.
  • Forestry and Farming (Verification needed) extractor facilities have a few cosmetic settings. If, for example, you change a fruit field from apple to pear, only the appearance will change. The quantity produced/stored will not change, and there is no difference in how the raw products will be used by processor or other facilities. Similarly, it doesn't seem to matter if you have a milking parlor with pigs or sheep; which species wander a pasture is purely a cosmetic feature.


Processors[edit]

Raw Forest Products can be processed into planed timber or paper. Farming Products consist of Crops, which can be processed in Flour Mills or consumed by livestock to produce Animal Products. Ore products can be processed into metal or glass. Oil products can be processed into petroleum or plastic.

  • Once you've built extractors and provided them with electricity, water, and employees, wait awhile before building processors. If you turn on a processor but don't yet have any raw resources in storage, then expect to import those resources.
  • Read the tooltip on your extractor facilities to see how much each produces, and aim for processing facilities that match those quantities.
  • The processors that yield higher amounts are usually more efficient, which is especially worth noting for resources that are depleted over time: ore and oil. A Petrochemical Plant yields 4K Plastic from 3.2K oil, while a Naphtha Cracker Plant yields 8K plastic from 4.8K oil. That's 200% yield for only 150% input.
  • Raw resources can be obtained from extractors or by importing. But Special Goods (such as Paper and Glass) cannot be imported. And Luxury Products (such as furniture) cannot be imported; the only way to get them would be with the corresponding Unique Factory.


Factories[edit]

Unique Factories can each be built only once per game/map

  • While a particular unique factory might seem to belong to a particular industry, it cannot be found in the industry's build menu. Rather, there is a separate tab for all unique factories
  • The Furniture Factory only needs 2 Special Goods, both inputs from the Forestry industry's processing facilities: planed timber and paper
  • The Bakery needs 3 Special Goods from the Farming industry's raw and processing facilities: crops, animal products, and flour
  • The Industrial Steel Plant needs input from only the Ore industry's processing facilities: metal
  • The Household Plastic Factory needs inputs from only the Oil industry's processing facilities: petroleum and plastic
  • Several Unique Factories require inputs from two or more industries' processing facilities: The Toy Factory requires inputs from both the Forestry industry (planed timber and paper) as well as the Oil industry (plastic). If you build these factories before the relevant industries are well-established, expect disproportionate expenses, as the factories have upkeep costs and will import the missing goods. (Verification needed)

Here is Two Dollars Twenty's tutorial video on factories:

Factories with Two Dollars Twenty - Industries Tutorial Part 3. (2019-06-20)

Self-sufficiency[edit]

If you want to minimize imports and exports, consult these tables put together by Nefai: https://i.redd.it/x10rk28wbkb31.png.

As an example, here is a detailed walkthrough of the Forestry Industry.

Forestry[edit]

  • First of all, build a Main Building.
  • Build a Barracks and Maintenance Building if you have plenty of funds and income
Building Level
Unlocked
Cost
(₡)
Upkeep
(₡/week)
Pollution Noise
Pollution
Water
(m3/week)
Electricity
(kW/week)
Size
(cells)
Workplaces Notes
Forestry Main Building.png Forestry Main Building 0 20,000 120 0 20 192 480 10×8 40 Required to specialize zone in forestry
Forestry Workers Barracks.png Forestry Worker's Barracks 2 12,000 160 0 25 240 240 13×12 35 Increase production rate by 5% per building, max 100%
Forestry Maintenance Building.png Forestry Maintenance Building 4 30,000 200 0 25 160 480 9×15 50 Increase storage capacity by 5% per building
  • Following the recommendation of the above reddit, build 1 Small Tree Plantation, and plan to build 2 Large Tree Sapling Fields when unlocked. Together, these 3 extractors will produce 24K Raw Forest Products per cycle (Verification needed).
  • Because they produce no pollution or noise, they can be a useful buffer to protect residential zones from the pollution of other industrial buildings.
Building Level
Unlocked
Cost
(₡)
Upkeep
(₡/week)
Water
(m3/week)
Size
(cells)
Workplaces Production
(Units/week)
Production
(Units/₡)
Production
(Units/cell)
Jobs/cell
Small Tree Plantation.png Small Tree Plantation 1 4,000 8 320 8×8 20 4,800 600 75 0.3125
Large Tree Sapling Field.png Large Tree Sapling Field 4 10,000 32 480 8×16 45 9,600 300 75 0.3515625
  • Bbuild a Small Log Yard or two, within easy reach of your fields.
Building Level
Unlocked
Cost
(₡)
Upkeep
(₡/week)
Pollution Noise
Pollution
Water
(m3/week)
Electricity
(kW/week)
Size
(cells)
Capacity Trucks
Small Log Yard.png Small Log Yard 1 5,000 12 0 20 160 80 8×8 300,000 12
Saw Dust Storage.png Saw Dust Storage 2 6,500 20 0 25 240 160 6×8 400,000 15
Large Log Yard.png Large Log Yard 3 10,000 24 0 35 320 240 12×13 500,000 20
Wood Chip Storage.png Wood Chip Storage 4 15,000 40 0 50 400 400 13×8 600,000 25
  • You have 2 options for processing Raw Forest Products into planed timber, and two options for processing Raw Forest Products into paper. If you use the Content Manager of the Main Menu to unlock all Milestones, you have immediate access to the higher-tier facilities without first spending on the lower-tier ones.
  • Following the recommendation of the above reddit, build 2 Engineered Wood Plants and 3 Pulp Mills. These produce noise pollution, but no ground/water pollution.
Building Level
Unlocked
Cost
(₡)
Upkeep
(₡/week)
Pollution Noise
Pollution
Water
(m3/week)
Electricity
(kW/week)
Size
(cells)
Workplaces Production
(Units/week)
Produces
Engineered Wood Plant.png Engineered Wood Plant 4 25,000 288 0 50 480 1440 8×8 90 6,400 Planed timber.png
Planed Timber
Pulp Mill.png Pulp Mill 5 30,000 352 30 70 960 1600 16×8 95 6,400 Paper.png
Paper

Build at least three Warehouses: one for Paper, one for Planed timber, and one for Furniture.

Each Engineered Wood Plant will consume 4.3K Raw Forest Products and produce 6.4K planed timber, totaling 12.8K planed timber available for Unique Factories or export. Each Pulp Mill will consume 4.3K Raw Forest Products and produce 6.4K paper, totaling 19.2K paper available for Unique Factories or export.

A Furniture Factory will consume 3.2K planed timber and 2.4K paper. The remainder can be exported until you build the other 2 factories that utilize planed timber, and the other 5 factories that utilize paper.

Building Level
Unlocked
Cost
(₡)
Upkeep
(₡/week)
Pollution Noise
Pollution
Water
(m3/week)
Electricity
(kW/week)
Size
(cells)
Production
(Units/week)
Furniture Factory.png Furniture Factory Forestry 2 22,000 320 15 15 480 1,600 8x16 2,400
Grow Your Forestry Industry with TheTimeister. (2020-01-15)

Farming[edit]

Again, using the reddit example for maximum efficiency:

  1. Construct Farming Main Building and Barracks
  2. Construct 1 Medium Fruit Field and 3 Large Fruit Fields, to yield 41.6 Crops
  3. Construct storage facilities
  4. Construct 1 Small Animal Pasture and 2 Large Animal Pastures, to consume 16 Crops and yield 13.6 Animal products
  5. Construct 2 Flour Mills, to consume 4.8 Crops and yield 8 Flour
  6. Construct 2+ Warehouses
  7. Construct the Bakery, which requires 4 Crops, 3.2 Animal Products, and 4.8 Flour

You should have some products left over, which can be exported until the remaining Unique Factories are built.

Building Level
Unlocked
Cost
(₡)
Upkeep
(₡/week)
Pollution Noise
Pollution
Water
(m3/week)
Electricity
(kW/week)
Size
(cells)
Production
(Units/week)
Bakery.png Bakery Farming 2 20,000 288 5 10 640 1,200 9x7 3,840

Ore[edit]

Again, using the reddit example for maximum efficiency:

  1. Construct Mining Main Building and Barracks
  2. Construct 1 Small Ore Mine and 3 Large Ore Mine Underground, to yield 33.6K Ore products
  3. Construct storage facilities
  4. Construct 1 Ore Grinding Mill and 3 Rotary Kiln Plants, to consume 17.6K Ore and yield 22.4 Metal
  5. Construct 1 Glass Manufacturing Plant and 2 Fiberglass Plants, to consume 12.8K Ore and yield 16 Glass
  6. Construct 3+ Warehouses
  7. Construct the Industrial Steel Plant

You should have some products left over, which can be exported until the remaining Unique Factories are built.

Building Level
Unlocked
Cost
(₡)
Upkeep
(₡/week)
Pollution Noise
Pollution
Water
(m3/week)
Electricity
(kW/week)
Size
(cells)
Production
(Units/week)
Industrial Steel Plant.png Industrial Steel Plant Mining 2 75,000 800 25 50 640 3,200 14x34 6,400

Oil[edit]

Again, using the reddit example for maximum efficiency:

  1. Construct Drilling Main Building and Barracks
  2. Construct 3 Offshore Oil Platforms, to yield 33.6 Oil
  3. Construct storage facilities
  4. Construct 2 Waste Oil Refining Plants, to consume 9.6 Oil and yield 16 Petroleum
  5. Construct 3+ Warehouses
  6. Construct 5 Naphta Cracker Plants, to consume 24 Oil and yield 40 Plastic
  7. Construct the Household Plastic Factory

You should have some products left over, which can be exported until the remaining Unique Factories are built.

Building Level
Unlocked
Cost
(₡)
Upkeep
(₡/week)
Pollution Noise
Pollution
Water
(m3/week)
Electricity
(kW/week)
Size
(cells)
Production
(Units/week)
Household Plastic Factory.png Household Plastic Factory Drilling 2 50,000 480 20 20 400 1,600 10x12 3,200

Factories[edit]

If you have built the recommended number of each type of facilities in all 4 industries, you should now be able to afford the remaining Unique Factory types without needing to import much, if at all.

Building Level
Unlocked
Cost
(₡)
Upkeep
(₡/week)
Pollution Noise
Pollution
Water
(m3/week)
Electricity
(kW/week)
Size
(cells)
Production
(Units/week)
Toy Factory.png Toy Factory Drilling 3 100,000 880 20 25 480 1,600 14x8 6,400
Printing Press.png Printing Press Forestry 3 52,000 560 20 20 640 2,400 10x12 3,840
Lemonade Factory.png Lemonade Factory Farming 3 50,000 480 5 10 3,200 1,600 16x32 3,200
Electronics Factory.png Electronics Factory Mining 3 150,000 1,280 20 20 320 320 16x32 6,720
Clothing Factory.png Clothing Factory Farming 4 100,000 880 15 20 800 2,240 10x24 6,400
Petroleum Refinery.png Petroleum Refinery Drilling 4 175,000 1,360 70 70 480 2,720 19x28 8,000
Soft Paper Factory.png Soft Paper Factory Forestry 4 100,000 960 30 50 2,880 2,800 24x32* 7,680
Car Factory.png Car Factory Mining 4 300,000 2,400 25 25 560 4,000 30x36 8,320
Food Factory.png Food Factory Farming 5 200,000 1,200 20 25 1,600 2,400 32x8 9,600
Sneaker Factory.png Sneaker Factory Drilling 5 250,000 1,920 20 20 560 1,440 8x23 11,200
Modular House Factory.png Modular House Factory Forestry 5 180,000 1,360 20 30 640 3,200 16x40 10,880
Shipyard.png Shipyard Mining 5 550,000 3,200 40 30 480 4,800 ? 12,800

*The Soft Paper Factory has an 8x16 cutout on the road side of the building. It only requires 16 cells by the road.

Cargo[edit]

needs content


Postal[edit]

Post Offices improve your citizens' happiness. The truck don't do their rounds every day/week, though; just monthly. (Verification needed) If mail is backing up, add a Post Sorting Facility. Here is Two Dollars Twenty's tutorial video that includes mention of the postal service (at 1:28).

New Services with Two Dollars Twenty - Industries Tutorial Part 6. (2019-06-24)