Commercial specialization

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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.

Generic[edit]

Icon specialization commercial none.png

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.

Tourism[edit]

Example of buildings in a "Tourism" specialized commercial zone. Souvenir shop, cafe and several hotels.
Icon specialization commercial tourism.png

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.[1]

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, though they will be a mix of skyscrapers and small buildings.

For Tourism information not directly related to the commercial specialization, see Tourism.

Leisure[edit]

Example of buildings in a "Leisure" specialized commercial zone. Salon, restaurant, bowling alley and games arcade.

Leisure is how Cims spend their free time when not at school or work. Parks and Plazas will account for some leisure time, as will spending money in a Commercial zone.

Icon specialization commercial leisure.png

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.

Policies[edit]

Let Go of Leisure.png 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.

NIMBY.png The "NIMBY" policy causes leisure specialized areas to close for the night. It reduces noise pollution caused by leisure, but also reduces income from leisure specialized buildings at night.

School of Tourism and Travel[edit]

Building a School of Tourism and Travel Unique Faculty within a Trade School Campus Area .

  • Increases the attractiveness and entertainment of leisure buildings.
  • Increases income from all commercial zones.

Organic and Local Produce[edit]

Example of buildings in an "Organic and Local Produce" specialized commercial zone.
Icon specialization commercial organic and local produce.png

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.

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. In some cases, their internal production is enough to keep the buildings functioning properly even if there are no truck deliveries.[2] 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.[3] 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.[4]

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 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".

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.

Specializations