Commercial zones can be specialized into three types in addition to their generic type. The specializations are "Tourism", "Leisure" and "Organic and Local Produce". These were added via DLCs, and are not available without them. To specialize an area, draw a district over the area to be affected and apply the desired specialization.
No specialization is the default, and results in standard generic commercial buildings. Existing specializations can be removed with the "No Commercial Specialization" button in the specialization menu. This will result in existing buildings disappearing, and then regrowing as generic commercial if there is sufficient demand. Generic commercial buildings are affected by low and high density zoning.
|Available only with the After Dark DLC enabled.|
The "Tourism Specialization" dedicates commercial zones to serve the tourists by providing hotel accommodations, restaurants and other activities. It attracts tourists, but also increases noise pollution.
The "Tourism" specialization becomes available at the "Busy Town" milestone.
The buildings in this specialization produce more tax income than generic commercial zone, have higher crime rates, and are most active during the day.
The buildings that grow in this specialization are not able to level up; they have only a single level. They only grow as high density regardless of the underlying commercial zoning density, though they will be a mix of skyscrapers and small buildings. In terms of jobs generated, a tourism zone is equal to a level 2 high density commercial zone.
For Tourism information not directly related to the commercial specialization, see Tourism.
|Available only with the After Dark DLC enabled.|
Commercial specialization into leisure will produce games businesses like arcades and comedy clubs. Leisure specialized regions have more nightlife and will experience round the clock traffic. One option for continuous use of a region is to integrate both normal commercial and leisure zones to maximize usage.
Leisure regions generate more income than an equivalent commercial zone but at the expense of more noise and traffic which means they need to be situated further away from residential areas.
The "Leisure" specialization becomes available at the "Big Town" milestone.
The buildings that grow in this specialization are not able to level up; they have only a single level. They only grow as low density regardless of the underlying commercial zoning density. In terms of jobs generated, a leisure zone is equal to a level 3 low density commercial zone.
The "Let Go of Leisure" policy gives leisure specialized areas a hefty boost in their entertainment and attractiveness values, at a cost of no tax income from the leisure specialized buildings in the affected area.
School of Tourism and Travel
|Available only with the Campus DLC enabled.|
- Increases the attractiveness and entertainment of leisure buildings.
- Increases income from all commercial zones.
Organic and Local Produce
|Available only with the Green Cities DLC enabled.|
The "Organic and Local Produce" specialization changes commercial areas to consist of buildings such as organic produce shops and electric car charging stations.
- They produce 50% of sold goods locally, reducing the truck traffic they require by 50%. They sell goods at the same rate as generic commercial buildings.
- These buildings use 20% more electricity than standard commercial buildings, but generate 20% less garbage. Buildings in these areas produce little to no noise pollution, and are therefore suitable to be in close proximity to residential zones.
The "Organic and Local Produce" specialization becomes available at the "Worthy Village" milestone.
The buildings that grow in this specialization are not able to level up; they have only a single level. They only grow as low density regardless of the underlying commercial zoning density. In terms of jobs generated, an organic and local produce zone is equal to a level 3 low density commercial zone.
Organic and local produce buildings require goods from industrial zones (shown purple in the infoviews), as well as agricultural products (shown orange in the infoviews). The buildings prefer not to product their own agricultural goods but receive from agricultural industry with the Green City DLC, or import form outside connections.
- The Buildings with this commercial specialization can be supplied by processor buildings of the zoned farming specialization. In warehouses these processed farming materials are called "Zoned Industry - Farming Products".
- In some cases, their internal production is enough to keep the buildings functioning properly even if there are no truck deliveries. Thus, the goods that they produce themselves is sufficient to prevent the commercial buildings from being abandoned due to lack of deliveries; this is useful in smaller towns that have less industrial zone.
- An alternate strategy is to replace most generic commercial zone with the organic and local produce specialization, generic industry is not necessary. All of the required goods can be made in Recycling Centers and possible the IT Cluster office specialization.
Vanilla Parking Lots
Through specific method shown in the tutorial , a Vanilla Parking Lots can be created without mods for all platforms. It’s filled with "Organic and Local Produce" specialized commercial building called “Edison Hyper Charger”.