|Available only with the Industries DLC enabled.|
The Industries DLC added the ability to create specialized industrial zones called "Industry Areas" with user placed buildings, as opposed to the base game's growable buildings in the specialized zoned industry. The two types can both be utilized in the same city. Zoned industry can exist within Industry Areas, but most of the user placed buildings from the Industries DLC need to be within an Industry Area. Exceptions are the warehouses and Unique Factories, as well as the Postal Service buildings.
The buildings come in 5 types: extractors, processors, factory, auxiliary, and warehouses. Extractors create raw products at a rate dependent on resource abundance and building maximum. Raw products are then used by processors to create one of two processed materials known generically as "Special Goods". There are 8 types of Special Goods, two for each Industry type. Auxiliary buildings increase the efficiency of extractors and processors. Factories take the Special Goods to create "Luxury Goods" that can be exported or sent to commercial zones. Factories do not need to be placed in specialized zones and may require Special Goods from multiple different specializations. Warehouses store materials to be shipped to other buildings and don't need to be placed in a specialized zone. There are raw product storage areas specific to each specialization and general warehouses that can also hold processed materials.
- 1 Creating an Industry Area
- 2 Main Buildings
- 3 Leveling up
- 4 Forest Industry Area
- 5 Farming Industry Area
- 6 Oil Industry Area
- 7 Ore Industry Area
- 8 Efficiency
- 9 Depletion of Resources
- 10 References
Creating an Industry Area
A very small Industry Area will be created upon plopping one of the four Main Buildings. This Area must be enlarged in order to place additional buildings within the Industry Area. Alternately, an Industry Area may be created first, and then the Main Building can be placed within it.
Creating or enlarging an area is achieved with an area paint brush found in the Districts and Areas menu in the game. See Districts and Areas for more detailed information on creating an Area.
Each Industry Area must have a Main Building that will define what type (Farming, Forestry, Oil, Ore) of Industrial Area it is, and it is the first building to be placed. Police and garbage collection will come to this building, while the fire service will go directly to the building on fire. The Main Building is required for the other buildings in the Industrial Area to operate. The appearance of the Main Building changes when the Industry Area reaches level 3 and level 5.
Industry Areas level up as you produce resources and supply jobs. They start at level 1 and max out at 5. Each level unlocks new buildings, increases production rates by 4% and lowers pollution rates by 10%.
|1||Place Main Building|
Forest Industry Area
Forests are a renewable resource giving a modest increase in tax incomes. Forestry does not pollute the ground, but it is noisy (think sawmills).
The forest natural resource can be artificially created by planting trees in an area. These will be treated by the game as equivalent to natural forests. The forest industry is also renewable so it does not ever run out, unlike oil and ore industries. There are special trucks for the forest industry that are log trucks and the factories look slightly different.
Forestry mostly provides jobs at low education levels, with a limited amount of jobs available for well and highly educated workers.
Forest Industry Extractors
Forest Industry Processors
Forest Industry Auxiliary
Forest Industry Storage Buildings
Storage for "Raw Forest Products" only. Raw Forest Products are produced by all Forestry Industry Area extractor buildings and by zoned forest industry extractors. Raw Forest Products may be imported at a cost, or exported for money.
Farming Industry Area
Fertile land is a renewable resource that gives a modest increase in tax income without producing extra ground pollution. Instead, the agriculture Specialization will have an increased demand on the city's water supply.
Farming mostly provides jobs at low education levels, with a limited amount of jobs available for well and highly educated workers.
Farming Industry Extractors
Farming Industry Processors
Farming Industry Auxiliary
Farming Industry Storage Buildings
Oil Industry Area
Oil is a limited resource that will increase tax income significantly, but it also produces a lot more ground pollution and requires more electricity. Extracted oil can be used as fuel in oil power plants. The oil industry buildings are similar to the ones in real life. They comprise of a small and simple oil extractor and sometimes a small building.
The oil industry provides jobs at a variety of education levels.
Oil Industry Extractors
Oil Industry Processors
Oil Industry Auxiliary
Oil Industry Storage Buildings
Ore Industry Area
Ore is a limited resource that produces more tax income and ground pollution, although not as much as oil industry. Ore industry requires more electricity than usual industry. Extracted ore can be used as fuel in coal power plants.
The ore industry provides jobs at a variety of education levels.
Ore Industry Extractors
Ore Industry Processors
Ore Industry Auxiliary
Ore Industry Storage Buildings
Every level adds 4% up to 16%. Budget adds 25% and costs 50%. Barracks add 5%, up to 100%, and the cost varies (160, 160, 192, 224). The policy "Advanced Automation", in the industrial tab, adds 10% and costs 10%. These bonuses stack multiplicatively, so the theoretical maximum efficiency is 1.16*1.25*2*1.1=319%. However, there is a limit of 255% in the game.
Depletion of Resources
- Main article: Depletion of Resources
- Forum: Cities: Skylines - Industries #5: Industry Area levelling in the "Main Buildings, what are they and what is their role?" section - CO_EMMI (Colossal Order) (2018-10-17)