Industry areas
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 then take the Special Goods and use them 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.
Creating an Industry Area[edit | edit source]
A very small Industry Area will be created upon deploying one of the four Main Buildings. This Area must be enlarged in order to place additional buildings within the Industry Area, as they must be within it to work. 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.
Main Buildings[edit | edit source]
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. As soon as it is placed, it generates a small industry area covering itself which can be expanded from there. Police service and garbage collection will take place through 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.[1]
Leveling up[edit | edit source]
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%.
Level | Resources Produced |
Workers employed |
---|---|---|
1 | Place Main Building | |
2 | 500 | 150 |
3 | 1,500 | 350 |
4 | 4,500 | 550 |
5 | 13,500 | 800 |
Forest Industry Area[edit | edit source]
Forests are a renewable resource giving a modest increase in tax incomes. Forestry does not pollute the ground, but it is noisy (think sawmills and forestry tools/machines).
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[edit | edit source]
All Forest Industry Extractors produce the raw resource "Raw Forest Products". They use no electricity and produce no noise or pollution.
Note: Bold represents highest values, italic represents lowest values.
Forest Industry Processors[edit | edit source]
Note: Bold represents highest values, italic represents lowest values.
Forest Industry Auxiliary[edit | edit source]
Note: Bold represents highest values, italic represents lowest values.
Forest Industry Storage Buildings[edit | edit source]
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 produced locally and exported for money.
Note: Bold represents highest values, italic represents lowest values.
Farming Industry Area[edit | edit source]
Fertile land is a renewable resource that gives a modest increase in tax income and, with the correct setup, food for the city, 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. Farmed produce can be both exported for money or used to supply Commercial zones with the "Organic and Local Produce" specialization.
Farming Industry Extractors[edit | edit source]
All Farming Industry Extractors produce the raw resource "Crops".
Note: Bold represents highest values, italic represents lowest values.
Farming Industry Processors[edit | edit source]
Note: Bold represents highest values, italic represents lowest values.
Farming Industry Auxiliary[edit | edit source]
Note: Bold represents highest values, italic represents lowest values.
Farming Industry Storage Buildings[edit | edit source]
Storage for "Crops" only. Crops are produced by all Farming Industry Area extractor buildings and by zoned farming industry extractors. Crops may be imported at a cost, or produced locally and exported for money.
Note: Bold represents highest values, italic represents lowest values.
Oil Industry Area[edit | edit source]
Oil is a limited resource that will increase tax income significantly, but it also produces significant ground pollution and requires more electricity than other industry. Extracted oil can be used as fuel in oil power plants if it is extracted using specialized industry, but not when using DLC oil industry buildings. The oil industry buildings are similar to the ones in real life, comprised 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[edit | edit source]
All Oil Industry Extractors produce the raw resource "Oil".
Note: Bold represents highest values, italic represents lowest values.
Oil Industry Processors[edit | edit source]
Note: Bold represents highest values, italic represents lowest values.
Oil Industry Auxiliary[edit | edit source]
Note: Bold represents highest values, italic represents lowest values.
Oil Industry Storage Buildings[edit | edit source]
Storage for "Oil" only. Oil is obtained by Oil Industry Area extractor buildings and by zoned oil industry extractors. Oil may be imported at a cost, or extracted locally and exported for money.
Note: Bold represents highest values, italic represents lowest values.
Ore Industry Area[edit | edit source]
Ore is a limited resource that produces more tax income and sizable ground pollution, although not as much as oil industry. Ore industry requires more electricity than usual industry, but less than oil 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[edit | edit source]
All Ore Industry Extractors produce the raw resource "Ore".
Note: Bold represents highest values, italic represents lowest values.
Ore Industry Processors[edit | edit source]
Note: Bold represents highest values, italic represents lowest values.
Ore Industry Auxiliary[edit | edit source]
Note: Bold represents highest values, italic represents lowest values.
Ore Industry Storage Buildings[edit | edit source]
Storage for "Ore" only. Ore is mined by Ore Industry Area extractor buildings and by zoned ore industry extractors. Ore may be imported at a cost, or exported for money.
Note: Bold represents highest values, italic represents lowest values.
Efficiency[edit | edit source]
Every level adds 4% more production efficiency, up to a maximum of 16% more efficiency. Increasing the budget for industry areas adds up to 25% more efficiency, but it also increases the upkeep costs of the buildings by up to 50%. Barracks add 5% more efficiency per building, up to 100%, and the cost varies (160, 160, 192, 224). The policy "Advanced Automation", in the industrial tab, adds 10% more efficiency and increases costs by 10%. These bonuses stack multiplicatively, so the theoretical maximum efficiency is 1.16*1.25*2*1.1=319%. However, there is an upper limit of 255% production efficiency in the game.
Depletion of Resources[edit | edit source]
- Main article: Depletion of Resources
References[edit | edit source]
- ↑ 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)