This is a LONG one, but we're going to do a TON! ALL Five-Star Industries, ALL factories, NO zoned industry! EDIT - Save can be found here: steamcommunity.com/sharedfiles/filedetails/?id=2780671800
i usually place at least one small warehouse for every ingredient a factory needs by the factory and one for the end product. for every factory. no shares.
I found this series pretty interesting as I have been trying to rely mainly on the industries dlc in my current city, but without actually severing the outside connections. But I do want to produce as much of my own resources as possible and minimize my imports. However, between the cryptic tooltips and not being able to see where all the goods are actually flowing, I still find how the game handles storage and transportation to be somewhat of a mystery.
The warehouses when set to empty aim to export the products at a priority and then meet the local demand but when set to fill, they only meet the local demand and no export. So you should try to set them to fill and see if it meets the local demand.
See, I don't believe you cuz thst means that someone actually exists on this planet that understands how special industry behaves in-game, which we all know it's some weird voodoo shit 😂
I really wish that C:S had a light industry zoning. You know, workshops and warehouses and so forth, like the kind you see in Kent, WA. I hate how it's all just smokestacks and heavy pollution if you want zoned industry.
I would love this, I compromise with farming zoning around my city harbors, it's a snow map so mostly its warehouses that would pop up, but you can always delete the fields and make the warehouses historic.
Besides being able to make custom themes using assets from the workshop and the Building Themes mod, if I'm vanilla, I like to zone patches of industrial that are 6 tiles wide, and then zone the industrial in a 3x3 checkerboard pattern. Then, once the 3x3 industry buildings come in, zone the rest of the area, so it gets completely zoned, and filled with 3x3 industry assets. The 3x3 vanilla industrial assets look much more like light industry. Although there isn't a ton of variety, you get pretty much all smallish warehouse looking buildings.
@1:13:00 -- Which is why Biffa, me, and a slew of other ppl use the mod called "More Effective Transfers" It became an essential mod for me and I can't really play without it, you explained why. Very beautiful city and awesome industries, Thank you for the long video !
LOL @ trapped tourists. You should name a hotel "California" when there's a tourism district. I wonder what would happen if you created a factory district and a warehouse district. All connected by train, but industry goods can only come to warehouses, and factories can only get them from warehouses. Basically a one-way setup from industry->warehouse->factory->commercial district.
I spent ages trying to get that exact setup working in my last game. Bottom line is this: The "offer" system that C:S uses to determine which building will send out a delivery is just plain bad/broken. Even with mods that try to fix that system, and warehouses strategically place in between producers and consumers, deliveries will still be made directly from the factories/producers to the consumers. The only way I even got it close to working was to have no road connections between the areas (all workers had to use public transit), and to use mods to place spawn/despawn points on two sides of the warehouses with a road on each side, one connected to the industrial road network, and the other to the main road network so that goods/materials literally had to pass though the warehouses to pass between zones. It kinda worked, but more often than not, the deliveries would just not get sent out. I really wish they would overhaul that entire system
CPP, you should still keep some of the regular zoned industrial, it will produce good to send to your commercial zones where your industries production only go for luxury goods production. If you leave the zoned in some of the products from industries area will power those zones
A lack of zoned generic industry will probably leave the recycling facilities with nobody to buy their recycled materials (which, in the game, are classed as specialized zoned industry products, which can be processed into goods in generic industry).
@@gijskramer1702 Yeah, I'm a little skeptical about the "resounding yes" verdict for now. Let's see what happens when the city grows a little and has more commercial zoning.
You have production and storage facilities that are full. When a production facility gets space to request a material, production facilities get push priority so they can start producing again. So because you have such excessive production your warehouses aren't doing anything. Ideally your production facility gets 8 tons of product and checks if it can push. If a different production facility happens to have space at that moment it will push there. Otherwise it pushes to a warehouse with space. Then, when a production facility has space for a material it allows a push. If your lower production facilities aren't backed up with at least 8 tons of output material it will get it from a warehouse. Otherwise it pulls straight from the lower tier production facility.
I think there may be an imbalance in your extraction, processing, storage, and manufacturing. An excess in either any (except storage, generally) leads to the problem of staring at your screen, screaming at a warehouse with no trucks in operation next to a factory that's crying out for said warehouse product. Over-production is why you had to create so many more warehouses. After spending a good few days in that screen-staring/screaming combination, I finally had enough and decided to do some research. Part 1: Somewhere in the C:S wiki and steam community there is a decent explanation. Essentially, when a processor or factory puts a call out for goods, it's not necessarily the nearest storage that will respond. It's the one that's most ready to respond (because it has trucks free and is ready/needs to "export" that good to a building). That could be the one closest, or it could be the one on the other side of the map. It boils down to timing. Of course, trucks being free is a key part of that, so if you're over producing and your storage is set to empty, that storage might never provide the product to the processor/factory because all its trucks are busy. This is why "balanced" is good. Part 2: It now boils down to the correct level of balance across the board. What is the right balance? How do you achieve it? This comes down to a numbers game, and thankfully Vainglorious did a great video on it (with a spreadsheet!) a couple of years ago. All the production/consumption numbers are on the C:S Wiki page here: skylines.paradoxwikis.com/Supply_chain He did a great job with the spreadsheet too, so you simply enter what factory you want to feed with materials, and it tells you how many materials of each type you need. You can then play with the numbers of buildings to only build what you need without going over the top and over producing. A tiny bit of over-production is pretty much guaranteed in most cases, but the city can usually absorb that (especially if you have just a little bit of generic/zoned industry somewhere). I've literally halved the size of my ore and oil industries. By not over producing my traffic is manageable and I'm still very nicely in profit, and my factories/processors are only calling out for resources for less than a minute a time, because my balance is right and the storage is in the right place. I think if you address your balance (cutting down on production etc) you can actually trim the size of your industries and leave more room for commercial and residential. Sorry for the long post, but I discovered this quite recently and it just works so well! Another great video - really enjoying this series! The Vainglorious video & spreadsheet: th-cam.com/video/0CmffOENzls/w-d-xo.html PS. If you use the natural disasters DLC you NEED generic industry to top up the food/water supplies, else your shelters don't work.
That was really useful info, thanks. I found the supply chain stuff, but I didn't have that guys spreadsheet. I find that to get to level 5 I have to way overproduce to get the worker count up, but maybe once its there I can do what he did in the video and delete most of it.
@@shinian6523 Worker count is dependent on other things such as how much other industry you have, and how good your transport links are, too. Traffic probably plays in as well. The city I'm playing right now is only 17k, but building my forestry industry this afternoon, using the spreadsheet, my production and worker count hit level two at almost the same time. Level three was the same. For level four (where I am as I type this!) it's actually production that's slowed me down. Sometimes it's just a matter of patience :)
To fix your supply chain issues, you really need something like More Effective Transfer Manager. The issue is that the industry buildings will put out a request for materials, and accept a response without really caring about how far away the resource is. So when they send a truck out to get something like plastic, they may get it from the warehouse right next to them, or they may get it from all the way across the map. If it's from across the map, then the factory will sit there idle until the truck makes it all the way back. There are some mods (like More Effective Transfer Manager) that change the way that works, so they will only make requests from the closest resources available. (However I've also seen that lead to some issues where the closest warehouse is out of trucks, and there is another warehouse right down the road that it won't request goods from because it's too far....this is a bigger problem with commercial goods, as you are sending smaller loads on each truck)
I want to isolate my city and keep the tax maxed out for as long as possible to really see what they do. I might find some residents swimming away haha
This is interesting, considering no outside connections. I was able to get to a 5 star oil industry with only 1 first oil storage building and no extractors fairly easily. I set the storage building to fill and maxed out the barracks and maintenance. You should be set with $$ from all of the factories. Also, looking at your city, it kinda reminds me of an old middle aged kingdom with all of the serfs living on an island and working outside the fortified walls.
After playing with this DLC for a bit, I thought that running out of local natural resources such as iron or oil would be detrimental to the industry. However, I do love that after running out, the industries can sustain themselves, even though they have to import from external sources, which a lot of countries do. In fact even though some income is lost from importing, you're not paying for the maintenance costs from running the extracting equipment locally. I have cities with all 4 industries running and it is fantastic. The amount of money they rake in is staggering.
Finally we might get an answer to a long debate. It'd be disappointing if DLC industries don't produce the same useable raw resources as zoned industry. At the very least I'd see generic zoned still being needed, but I'm getting a lack of raw resources on them
@Warehouses: They are useful for other purposes than import/export and cheesing the area ratings. Transport vehicles from producers are smaller and often drive around half-full, while trucks from warehouses are almost always full. So strategically placed warehouses can reduce your traffic a lot. In theory. In practice, you need to be really careful with settings and road access, or they can also make traffic a lot worse.
Watching your videos makes me realise how much I wish I had a PC. I play cities skyline on PS4 and it just doesn’t compare. You can do a lot, but using a controller is a serious detriment in a lot of these cases, and only being able to do things the vanilla way. It’s a challenge to be sure. Thanks for all the great content!
You need zoned industry to feed your commercial. The industry DLC is primarily for export (which is what warehouses prioritise) which is the opposite of what your trying to achieve. The zoned industry would be far better for a city without exports as it feeds into the supply chain of the internal city and supplies goods to commercial. Your conclusion of can you make money without zoned industry is correct, but the premise of removing it for that reason is not as its vital, especially for a city like this where commercial can't buy goods from outside
My city has no zoned industry, only Industries DLC stuff, plus a few IT Cluster offices (from Green Cities) located downtown. The shops still get goods, even without zoned industry.
You actually have to check Happiness of your commercial zones, which will turn unhappy and desert if you can't produce goods for them to sell "Not enough goods to sell/shelves are empty". Non-DLC zoned industry provides those goods normally. But if you can build all possible Unique factory types, maybe you do internally produce all possible goods needed for the commercial zones to sell and by your population.
I did that one day ❤❤ But I did something different, I made no roads outside industrial area except for the main building - for trash collection-. All the buildings in the same industry have a separate road layout which is not connected to outside of that area All people come and go through metro. All industrial products go to cargo train stations which, in turn, are connected to the factories area. Last thing, a separate cargo connection is set between the factories area and the city. So, basically, no traffic and everything is in clear connection 👌🏾. I hope you try this. It is very interesting 😍😍
I keep messing up my cities. So, I'm glad I came across you this week. You've helped me with some stuff. Thanks. I'm going to have to redo a bunch of my stuff. 😅 You've got a new sub.
This is such a facinating series. I don't think I've ever seen such a budget surplus in a stable city before. I think for the next step is to "fix" some of the outdated infrastructure (getting rid of wind turbines, maybe eco friendly garbage and sewage, and then seeing if you can begin to superchage the population side of things which can have some really interesting ramifications. Are you prepared for what happens if the main island becomes full and you have to expand more residential/suburbia into currently zoned industry areas?
If I may I would suggest connecting the rail line in a loop. There's also a mod the Biffa had mentioned once where the factories will take from warehouses that are closest. Might help that problem.... But either way, great vid!! Love your content!
Oh, and for a fun variation on this, I recently did a build where all of my industry areas, AND all of my unique factories, had NO road connections (except internally, of course); they could ONLY use railroads or cargo ships (or a cargo airport, in the case of the factories) to transfer goods... anywhere, including to each other and the rest of the city. And employees could only come by metro. It actually worked really well.
You should definitely focus on public transport to and from the industries for easier commute. This could also help relieve the roads from personal vehicles if you make communal transportation the preferable mode of transport for the workers
NO WAY! Those poor trapped tourists 😆 It is really amazing that the game actually goes into THAT kinda detail, I thought they'd just have vanished or something, but they stayed in the city all those years... I wonder what they're doing? Are they just standing around somewhere, on the side of the road, waiting for -Kim Jong Phil- our beloved City Planner to finally let them leave, or are they having _the time of their life_ in some pub? Well, I hope they're happy anyways :D And it is really interesting to see that this city is actually SO successful! After the first episode it was clear that this concept works great, but i thought it'd just be a bit slow because you're limited to births only, yet it seems to have picked up quite some steam. I guess that's what exponential growth does to a population, who knew that C:S is actually so accurate. Amazing! I think the "Empty" state for the warehouses basically means "Export ASAP", which obviously is not a thing in -Best Korea- the city of Sustainability. Still super impressive that even the DLC industries seem to work perfectly fine with some proper tweaking. As always, thanks a huge ton for your videos, much much appreciated! Really enjoyed this one! All the best :)
I wonder if it would be beneficial to connect the train in a complete circle? I'm not sure if it'd actually be shorter, but might allow the train to be more desirable for shipping for a couple industries.
Not an expert by any means, but my best guess is that the warehouses only exist to pick up *excess* material production. Unique factories will try to pick up special goods from their production buildings first, and will only check warehouses if there isn't enough production to meet demand. In a city with outside connections you can use warehouses to either stack up goods to then use in factories later *or* you can pile up excess goods to export directly without affecting your unique factories... but in Sustainability, neither of those use cases apply. So I'd guess you could just... get rid of the warehouses? And it'd be fine? Definitely very weird though! I love this series :D
I’m absolutely loving this series, so much different to CC (which I also love!!) It actually inspired me to try something similar and build a kind of arcology. Found a map with good access for all resources ( console so no Workshop!) and built a small high density residential area with rapid transit to industrial areas which have there own transport network. One thing I noticed is the same thing I forgot! What about the fishing industry!? While it doesn’t “add” a great deal, it’s more production for commercial zone and more workplaces for residential demand to increase.
I think the next step is finding the limit of this all. 1) You placed all factories so you've reached your maximum potential for goods production. How much commercial can you build before the factories on their own cannot create enough goods for your commercial to sell. 2) Do you need factories to supply commercial buildings? Or can commercial be supplied with only refined products (crops, animal products, metals, glass, paper, planed timber, petroleum & plastics). Or do you need zoned industry again once factories can't keep up with the demand for goods from commercial.
I'll write this now so I don't forget. At 23 mins when you reset the oil warehouse and wanted it to store petroleum, it jumped to plastics. You're running out of resources in your factories because the factory can call resources from anywhere on the map, not necessarily the closest warehouse. Thus, put your warehouses in a location that is central to all factories and limit the accessibility of the producers to the factories with policies and one way roads, and TMPE banning trucks in strategic locations if you have it live. You can achieve this with the freight rail you built doing drops at the warehouses, and road links to the factories from the warehouses. As per usual, test in a non-live save file. Have you updated your forestry to as close to level 5 structures for each type that are available, and rebalanced the production to demand after placing your last factories? This experiment has been really useful, and we've learned a lot about industry by cutting external connections and removing all that export traffic.
Definitely one of your most interesting videos! Really appreciate the effort that goes into making these and look forward to seeing how the city grows :)
really enjoying this build, it was good seeing you crank up the taxes and the population went up a tiny bit lol. Watching this build makes me want to cut off the outside world just to see how my city goes. I don't think I would totally remove my highways or railways but just chop out a section here and there _____X____.
I love your other videos but nothing makes me happier than a new Verde Beach episode. I'm so invested in that city. Maybe we should revisit the older parts of Verde and update them. Like the original strip.
I really enjoy this build and the ideas you have for this city. It is an great experiment. I struggled with this experiment and my city complete dies. It is wonderful to see, that it is possiible whjat you do here :) keep it on pls
This is interesting. Did a DLC only industry on my first "industries" map and it seemed to work ok. Then again, I never closed off imports. 🤷♂️ I'd be interested to see which supplies more jobs in a given area.
If you're looking for jobs/tile, Generic Industry hands down. A 4x4 generic industry, level 3 building provides 32 jobs (2 jobs per tile) If you build an industrial zone with 1 of each max-level production building (ie. 1x Engineered Wood Plant and 1x Pulp Mill), exactly as many extraction buildings as needed, and the main building. Also, substituting any buildings for lower level buildings that provided the same amount of product but with more jobs per tile (ie. 2x Petrochemical Plants are 18 tiles smaller than a single Naptha cracker but provide 60 more jobs) Forestry is 300 jobs @ 464 tiles (0.65 jobs per tile) Farming is 220 jobs @ 330 tiles (0.66 jobs per tile) Oil is 331 jobs @ 175 tiles (1.89 jobs per tile) Ore is 290 jobs @ 362 tiles (0.80 jobs per tiles)
I'm commenting to suport and to say that I liked this content. As we see alot of people agree. And hope that you keep at it for some time to come. I find it a unique and interesting change in the content.
My last city had a factory district with each commodity in a warehouse in the same district. The factories would still pull resources from anywhere else in the city except the nearby warehouses, which I would switch from Balanced to Empty to see if either had an effect.
3 points: 1) I am as flummoxed as I suspect you are that the railways aren't being used more effectively and I think that deserves an investigation. 2) I've seen you and so many other builders whose work I otherwise love commit the same sin: please feed your workers. I believe every worker barrack area should be fortified with commercial space. My thinking: Skippy gets off of a shift and wants to pick up a six-pack, some jerky, and a bag of chips for dinner when he or she walks "home" from the worksite. Maybe it's payday and they want to treat themselves or their mates to a steak or a burger at the local watering hole. I have no way of knowing for a fact that worker barracks behave, or don't, as residential zones, but I see value in acting as if they do. You did maintain a notable commercial need through pretty much this whole video and I think this could have addressed that. 3) Those trivial criticisms aside, I love your work. "City Planner Plays has uploaded a video" is a phrase that always brings me joy. This episode was profoundly informative and was also a whole lot of fun. Please keep doing what you do so brilliantly. Thank you.
I don't know if this is within the scope of your channel, but I'd find it really interesting if you did more experiments like this; I enjoy you taking a sidestep from an ongoing build and deciding to experiment with game mechanics in weird ways. Maybe in the future, you'd make a video on Cringeopolis; wherein you commit all the sins you've warned us against in order to prove how bad city design can be. Also, you sound like Ross from Friends. That's an instant like.
Love this series, if anyone is interested in playing a game entirely centered around building state-subsidized industry and city building such as this- I highly recommend Workers and Resources, Soviet Republic on Steam. It’s a much more methodical and in-depth game than Cities: Skylines, though.
A different approach to a city with the no outside connections and very interesting, but I can't help but feel like you are neglecting your beavers. Need more Timberborn :)
Last time I tested tings, I found that doing the no zoned industry works, but it works better if you have a small section of zoned and focus zoned industry. There is also something odd about how cargo gets moved around and you really need the mod for that before it starts to work right. Small incoming storage and one larger produced storage seemed to work best, but there's a balance/efficiency thing that someone should really figure out. Raw materials -> base produce -> factories -> sales Each step needs to be balanced and the more you add that uses up raw materials the more you need to produce or it'll slow down. It's way the efficiency cargo mod or what's it's called is important. Adding that makes it work more like you're trying to make it work. In vanilla it do not work like that at all. I haven't playing in a while so I might be wrong, but it sure felt like an issue last time and I sort of planed a build to test it, mostly to see what it would take to balance it out, but I haven't gotten around to it, yet.
Nice video/series! I did expect the additional factories to be way more profitable. Income was around 10k already, then you increased production, got to 5 stars even, and made raw materials into consumer goods. Maybe the railroad and all the roads added more expenses but I'd expected income to soar higher and higher. Probably because some production is running full speed, then halted fully, then running again? You really miss the stability exporting gives.
I ran into this problem recently with having moved mostly to DLC industries and wound down all the zoned industry and my commercial started having not enough goods issues. I solved it by installing a cargo train to import goods and it seemed to bridge the gap.
Generic industry is still needed but not as much with the offsetting unique goods. Monitor the level of goods being imported and exported and you will need to find the balance. Also the more you import, the more outside truck traffic comes into the city.
I think leveling behind the crude storage tank is not to reality. In North Dakota they use a lot of low lying areas for runoff from the fracking process. That’s why certain areas have dangerous drinking water and the farm land and cattle areas aren’t usable. Now they do have tons of oil in them but the will just make flat pads for the building and leave everything else.
Try mixing industrial areas with your zoned districts. For example, I've been placing my farming industry in my farming zoned districst, and it helps boost the production of my goods.
This is a LONG one, but we're going to do a TON! ALL Five-Star Industries, ALL factories, NO zoned industry!
EDIT - Save can be found here: steamcommunity.com/sharedfiles/filedetails/?id=2780671800
I've been waiting for a video like this, bought all the DLC packs and no idea how to work with them, thank you so much!
Would like to see a quick update video about letting it sim far in the future and seeing if it has longevity.
i usually place at least one small warehouse for every ingredient a factory needs by the factory and one for the end product.
for every factory. no shares.
I found this series pretty interesting as I have been trying to rely mainly on the industries dlc in my current city, but without actually severing the outside connections. But I do want to produce as much of my own resources as possible and minimize my imports. However, between the cryptic tooltips and not being able to see where all the goods are actually flowing, I still find how the game handles storage and transportation to be somewhat of a mystery.
But you still need commercial goods...
The warehouses when set to empty aim to export the products at a priority and then meet the local demand but when set to fill, they only meet the local demand and no export. So you should try to set them to fill and see if it meets the local demand.
Interesting I’ll have to try that didn’t know they still did local demand on fill. I’ve had the same issues with my warehouses
@@freeportkid yea I did try it again after this video, it works actually!
Oh that's very interesting! I'll test that out in the next one!
See, I don't believe you cuz thst means that someone actually exists on this planet that understands how special industry behaves in-game, which we all know it's some weird voodoo shit 😂
@@AstrumG2V yea I have a Masters degree in Industries dlc.
Was wondering this like a week ago and now you’re here to answer it. I knew my laziness would pay off 😎
😂
Man for real 😭🤣🙌🏽
Always does
I really wish that C:S had a light industry zoning. You know, workshops and warehouses and so forth, like the kind you see in Kent, WA. I hate how it's all just smokestacks and heavy pollution if you want zoned industry.
I agree. Like Tualatin, Oregon.
true, that's why i always go with the industries DLC and its unique factories...seems like a better and felt real
I would love this, I compromise with farming zoning around my city harbors, it's a snow map so mostly its warehouses that would pop up, but you can always delete the fields and make the warehouses historic.
You can plop ans choose buildings whit mods.. even some vanilla buildings are cool when yoj place them by your self. I never using zoning
Besides being able to make custom themes using assets from the workshop and the Building Themes mod, if I'm vanilla, I like to zone patches of industrial that are 6 tiles wide, and then zone the industrial in a 3x3 checkerboard pattern. Then, once the 3x3 industry buildings come in, zone the rest of the area, so it gets completely zoned, and filled with 3x3 industry assets.
The 3x3 vanilla industrial assets look much more like light industry. Although there isn't a ton of variety, you get pretty much all smallish warehouse looking buildings.
The trapped tourists are super funny to me, I hope they enjoy all the factory tours that might be available to them lol
So, if the 12 tourists survived for that long without turning into a part of any death wave, I'm getting curious: Are tourists immortal?
@@Pystro this is important. this must not get overlooked
I like to imagine him going over statistics was like the Mayor at a press conference.
"We did have a death wave, that was my bad"
@1:13:00 -- Which is why Biffa, me, and a slew of other ppl use the mod called "More Effective Transfers"
It became an essential mod for me and I can't really play without it, you explained why.
Very beautiful city and awesome industries, Thank you for the long video !
LOL @ trapped tourists. You should name a hotel "California" when there's a tourism district.
I wonder what would happen if you created a factory district and a warehouse district. All connected by train, but industry goods can only come to warehouses, and factories can only get them from warehouses. Basically a one-way setup from industry->warehouse->factory->commercial district.
Hahah! Love that idea!
@@CityPlannerPlays It's two warehouse districts in effect - materials in and UFPs out.
Such a lovely place, such a lovely face? 🤔
@@AMV12S exactly! It’s like you read my mind 😂
I spent ages trying to get that exact setup working in my last game. Bottom line is this: The "offer" system that C:S uses to determine which building will send out a delivery is just plain bad/broken. Even with mods that try to fix that system, and warehouses strategically place in between producers and consumers, deliveries will still be made directly from the factories/producers to the consumers. The only way I even got it close to working was to have no road connections between the areas (all workers had to use public transit), and to use mods to place spawn/despawn points on two sides of the warehouses with a road on each side, one connected to the industrial road network, and the other to the main road network so that goods/materials literally had to pass though the warehouses to pass between zones. It kinda worked, but more often than not, the deliveries would just not get sent out. I really wish they would overhaul that entire system
"There's never a bad time for a tree" -CPP 2022. Big mood my man.
CPP, you should still keep some of the regular zoned industrial, it will produce good to send to your commercial zones where your industries production only go for luxury goods production. If you leave the zoned in some of the products from industries area will power those zones
Before you end this series you should add the outside connection to see what happens
A lack of zoned generic industry will probably leave the recycling facilities with nobody to buy their recycled materials (which, in the game, are classed as specialized zoned industry products, which can be processed into goods in generic industry).
It also leaves your commercial zones without enough goods. At least i noticed that in my city
@@gijskramer1702 Yeah, I'm a little skeptical about the "resounding yes" verdict for now. Let's see what happens when the city grows a little and has more commercial zoning.
@@Kristofburger I agree, I think he'll run out of supply at some point, as the factories have a limit on what they can produce
@@neil.simmons They can, unless you delete all the outside connections.
@@gijskramer1702 Might require more IT cluster offices and fish factories to produce goods.
there is a mod that helps with the warehouse call outs... Biffa uses it. More Effective Transfer Manager.
You have production and storage facilities that are full. When a production facility gets space to request a material, production facilities get push priority so they can start producing again. So because you have such excessive production your warehouses aren't doing anything.
Ideally your production facility gets 8 tons of product and checks if it can push. If a different production facility happens to have space at that moment it will push there. Otherwise it pushes to a warehouse with space. Then, when a production facility has space for a material it allows a push. If your lower production facilities aren't backed up with at least 8 tons of output material it will get it from a warehouse. Otherwise it pulls straight from the lower tier production facility.
This has been one of my favorite builds you have done in awhile trying to understand the industries. Thank you very much!
I think there may be an imbalance in your extraction, processing, storage, and manufacturing. An excess in either any (except storage, generally) leads to the problem of staring at your screen, screaming at a warehouse with no trucks in operation next to a factory that's crying out for said warehouse product. Over-production is why you had to create so many more warehouses.
After spending a good few days in that screen-staring/screaming combination, I finally had enough and decided to do some research.
Part 1: Somewhere in the C:S wiki and steam community there is a decent explanation. Essentially, when a processor or factory puts a call out for goods, it's not necessarily the nearest storage that will respond. It's the one that's most ready to respond (because it has trucks free and is ready/needs to "export" that good to a building). That could be the one closest, or it could be the one on the other side of the map. It boils down to timing. Of course, trucks being free is a key part of that, so if you're over producing and your storage is set to empty, that storage might never provide the product to the processor/factory because all its trucks are busy. This is why "balanced" is good.
Part 2: It now boils down to the correct level of balance across the board. What is the right balance? How do you achieve it? This comes down to a numbers game, and thankfully Vainglorious did a great video on it (with a spreadsheet!) a couple of years ago. All the production/consumption numbers are on the C:S Wiki page here: skylines.paradoxwikis.com/Supply_chain
He did a great job with the spreadsheet too, so you simply enter what factory you want to feed with materials, and it tells you how many materials of each type you need. You can then play with the numbers of buildings to only build what you need without going over the top and over producing. A tiny bit of over-production is pretty much guaranteed in most cases, but the city can usually absorb that (especially if you have just a little bit of generic/zoned industry somewhere).
I've literally halved the size of my ore and oil industries. By not over producing my traffic is manageable and I'm still very nicely in profit, and my factories/processors are only calling out for resources for less than a minute a time, because my balance is right and the storage is in the right place.
I think if you address your balance (cutting down on production etc) you can actually trim the size of your industries and leave more room for commercial and residential.
Sorry for the long post, but I discovered this quite recently and it just works so well! Another great video - really enjoying this series!
The Vainglorious video & spreadsheet: th-cam.com/video/0CmffOENzls/w-d-xo.html
PS. If you use the natural disasters DLC you NEED generic industry to top up the food/water supplies, else your shelters don't work.
That was really useful info, thanks. I found the supply chain stuff, but I didn't have that guys spreadsheet.
I find that to get to level 5 I have to way overproduce to get the worker count up, but maybe once its there I can do what he did in the video and delete most of it.
@@shinian6523 Worker count is dependent on other things such as how much other industry you have, and how good your transport links are, too. Traffic probably plays in as well. The city I'm playing right now is only 17k, but building my forestry industry this afternoon, using the spreadsheet, my production and worker count hit level two at almost the same time. Level three was the same. For level four (where I am as I type this!) it's actually production that's slowed me down. Sometimes it's just a matter of patience :)
@@tobiasalexander4491 Thanks, next city I'll try it that way :)
@@shinian6523 just rebuild... You'll probably end up doing that anyway and free up more room!
this is very helpful! thank you!
You accidentally set your petroleum warehouse to plastics, and I can't stop thinking about it
Yep..
Shoot, I'll look at that in the next one!
I find that spreading the oil drills 5 spaces apart works best. Keeps the traffic from bunching up.
To fix your supply chain issues, you really need something like More Effective Transfer Manager. The issue is that the industry buildings will put out a request for materials, and accept a response without really caring about how far away the resource is. So when they send a truck out to get something like plastic, they may get it from the warehouse right next to them, or they may get it from all the way across the map. If it's from across the map, then the factory will sit there idle until the truck makes it all the way back. There are some mods (like More Effective Transfer Manager) that change the way that works, so they will only make requests from the closest resources available. (However I've also seen that lead to some issues where the closest warehouse is out of trucks, and there is another warehouse right down the road that it won't request goods from because it's too far....this is a bigger problem with commercial goods, as you are sending smaller loads on each truck)
Definitely vote for continuing the series! Again really enjoy the things you make in these games!
Brings new meaning to "tourist trap".
Maybe they're in quarantine?!
I love this series!! It's really fun to have a change of pace and look at an interesting challenge
I want to isolate my city and keep the tax maxed out for as long as possible to really see what they do. I might find some residents swimming away haha
This is interesting, considering no outside connections. I was able to get to a 5 star oil industry with only 1 first oil storage building and no extractors fairly easily. I set the storage building to fill and maxed out the barracks and maintenance. You should be set with $$ from all of the factories. Also, looking at your city, it kinda reminds me of an old middle aged kingdom with all of the serfs living on an island and working outside the fortified walls.
After playing with this DLC for a bit, I thought that running out of local natural resources such as iron or oil would be detrimental to the industry. However, I do love that after running out, the industries can sustain themselves, even though they have to import from external sources, which a lot of countries do. In fact even though some income is lost from importing, you're not paying for the maintenance costs from running the extracting equipment locally. I have cities with all 4 industries running and it is fantastic. The amount of money they rake in is staggering.
Finally we might get an answer to a long debate. It'd be disappointing if DLC industries don't produce the same useable raw resources as zoned industry. At the very least I'd see generic zoned still being needed, but I'm getting a lack of raw resources on them
Loved all the industry playtime. The footprint of these factories is so much fun to work with.
I completely agree! They are some of my favorite plopables to work with! The really make the roadway network feel more organic!
@Warehouses: They are useful for other purposes than import/export and cheesing the area ratings. Transport vehicles from producers are smaller and often drive around half-full, while trucks from warehouses are almost always full. So strategically placed warehouses can reduce your traffic a lot. In theory. In practice, you need to be really careful with settings and road access, or they can also make traffic a lot worse.
and we have the next t-shirt. CPP “It's never a bad time for a tree" in 80's silhouette with a palm tree.
Watching your videos makes me realise how much I wish I had a PC. I play cities skyline on PS4 and it just doesn’t compare. You can do a lot, but using a controller is a serious detriment in a lot of these cases, and only being able to do things the vanilla way. It’s a challenge to be sure. Thanks for all the great content!
You need zoned industry to feed your commercial. The industry DLC is primarily for export (which is what warehouses prioritise) which is the opposite of what your trying to achieve. The zoned industry would be far better for a city without exports as it feeds into the supply chain of the internal city and supplies goods to commercial. Your conclusion of can you make money without zoned industry is correct, but the premise of removing it for that reason is not as its vital, especially for a city like this where commercial can't buy goods from outside
Industries DLC can indeed feed commercial zones. Although I have a suspicion that CPP is getting some of his products from the office zones.
My city has no zoned industry, only Industries DLC stuff, plus a few IT Cluster offices (from Green Cities) located downtown. The shops still get goods, even without zoned industry.
You should put a commercial train going out so your goods don't pile up and make more money.
This series is always pushing the conventional game mechanics and I’d like it to continue as long as possible
You actually have to check Happiness of your commercial zones, which will turn unhappy and desert if you can't produce goods for them to sell "Not enough goods to sell/shelves are empty". Non-DLC zoned industry provides those goods normally. But if you can build all possible Unique factory types, maybe you do internally produce all possible goods needed for the commercial zones to sell and by your population.
I did that one day ❤❤
But I did something different, I made no roads outside industrial area except for the main building - for trash collection-. All the buildings in the same industry have a separate road layout which is not connected to outside of that area All people come and go through metro. All industrial products go to cargo train stations which, in turn, are connected to the factories area. Last thing, a separate cargo connection is set between the factories area and the city. So, basically, no traffic and everything is in clear connection 👌🏾.
I hope you try this. It is very interesting 😍😍
This episode was an absolute joy to watch!
Legendary!!! Thank you for doing this, the A/B testing side of this experiment is endlessly enjoyable.
I keep messing up my cities. So, I'm glad I came across you this week. You've helped me with some stuff. Thanks. I'm going to have to redo a bunch of my stuff. 😅 You've got a new sub.
This is such a facinating series. I don't think I've ever seen such a budget surplus in a stable city before. I think for the next step is to "fix" some of the outdated infrastructure (getting rid of wind turbines, maybe eco friendly garbage and sewage, and then seeing if you can begin to superchage the population side of things which can have some really interesting ramifications. Are you prepared for what happens if the main island becomes full and you have to expand more residential/suburbia into currently zoned industry areas?
If I may I would suggest connecting the rail line in a loop. There's also a mod the Biffa had mentioned once where the factories will take from warehouses that are closest. Might help that problem.... But either way, great vid!! Love your content!
As a former factory worker the lack of parking spaces would really be the peak of any employees day.
Oh, and for a fun variation on this, I recently did a build where all of my industry areas, AND all of my unique factories, had NO road connections (except internally, of course); they could ONLY use railroads or cargo ships (or a cargo airport, in the case of the factories) to transfer goods... anywhere, including to each other and the rest of the city. And employees could only come by metro. It actually worked really well.
This is by far my favorite TH-cam channel. Thank you Phil!
Your supposedly "Petroleum" warehouse (next to your petroleum industry) is set to "Plastics", you should adjust it :)
You should definitely focus on public transport to and from the industries for easier commute. This could also help relieve the roads from personal vehicles if you make communal transportation the preferable mode of transport for the workers
This is a fun series. My vote is to continue!
ban heavy traffic through downtown to ensure more train usage.
NO WAY! Those poor trapped tourists 😆
It is really amazing that the game actually goes into THAT kinda detail, I thought they'd just have vanished or something, but they stayed in the city all those years... I wonder what they're doing? Are they just standing around somewhere, on the side of the road, waiting for -Kim Jong Phil- our beloved City Planner to finally let them leave, or are they having _the time of their life_ in some pub?
Well, I hope they're happy anyways :D
And it is really interesting to see that this city is actually SO successful! After the first episode it was clear that this concept works great, but i thought it'd just be a bit slow because you're limited to births only, yet it seems to have picked up quite some steam. I guess that's what exponential growth does to a population, who knew that C:S is actually so accurate. Amazing!
I think the "Empty" state for the warehouses basically means "Export ASAP", which obviously is not a thing in -Best Korea- the city of Sustainability. Still super impressive that even the DLC industries seem to work perfectly fine with some proper tweaking.
As always, thanks a huge ton for your videos, much much appreciated! Really enjoyed this one!
All the best :)
At what point does a tourist stop being a tourist and just turns into a citizen? If they've been there for years...
@@RobinOttens Well under usual circumstances you are totally right, but that's clearly not how the game sees it :)
That warehouse you placed at 22:55 went from petroleum to plastic.
I wonder if it would be beneficial to connect the train in a complete circle? I'm not sure if it'd actually be shorter, but might allow the train to be more desirable for shipping for a couple industries.
The isolation of this city makes it feel oddly post-apocalyptic xD
-also three and four in this playlist seem to be out of order?
Not an expert by any means, but my best guess is that the warehouses only exist to pick up *excess* material production. Unique factories will try to pick up special goods from their production buildings first, and will only check warehouses if there isn't enough production to meet demand. In a city with outside connections you can use warehouses to either stack up goods to then use in factories later *or* you can pile up excess goods to export directly without affecting your unique factories... but in Sustainability, neither of those use cases apply. So I'd guess you could just... get rid of the warehouses? And it'd be fine? Definitely very weird though! I love this series :D
Great video City Planner Plays, keep up the good work.
Great episode by the way but I was just thinking that it would be funny to build something for the trapped tourists.😃
I know I’m a little late, but I’m glad this is continuing!!
I’m absolutely loving this series, so much different to CC (which I also love!!) It actually inspired me to try something similar and build a kind of arcology. Found a map with good access for all resources ( console so no Workshop!) and built a small high density residential area with rapid transit to industrial areas which have there own transport network. One thing I noticed is the same thing I forgot! What about the fishing industry!? While it doesn’t “add” a great deal, it’s more production for commercial zone and more workplaces for residential demand to increase.
*their
I think the next step is finding the limit of this all.
1) You placed all factories so you've reached your maximum potential for goods production. How much commercial can you build before the factories on their own cannot create enough goods for your commercial to sell.
2) Do you need factories to supply commercial buildings? Or can commercial be supplied with only refined products (crops, animal products, metals, glass, paper, planed timber, petroleum & plastics). Or do you need zoned industry again once factories can't keep up with the demand for goods from commercial.
I'll write this now so I don't forget.
At 23 mins when you reset the oil warehouse and wanted it to store petroleum, it jumped to plastics.
You're running out of resources in your factories because the factory can call resources from anywhere on the map, not necessarily the closest warehouse.
Thus, put your warehouses in a location that is central to all factories and limit the accessibility of the producers to the factories with policies and one way roads, and TMPE banning trucks in strategic locations if you have it live.
You can achieve this with the freight rail you built doing drops at the warehouses, and road links to the factories from the warehouses.
As per usual, test in a non-live save file.
Have you updated your forestry to as close to level 5 structures for each type that are available, and rebalanced the production to demand after placing your last factories?
This experiment has been really useful, and we've learned a lot about industry by cutting external connections and removing all that export traffic.
Definitely one of your most interesting videos! Really appreciate the effort that goes into making these and look forward to seeing how the city grows :)
really enjoying this build, it was good seeing you crank up the taxes and the population went up a tiny bit lol. Watching this build makes me want to cut off the outside world just to see how my city goes. I don't think I would totally remove my highways or railways but just chop out a section here and there _____X____.
I am enjoying the way this is going.
This was a really interesting video. Thanks for all the effort you put into making this!
Loved this episode bro. Can't waint for the next one. Wonder what comes next after the industry.
I love your other videos but nothing makes me happier than a new Verde Beach episode. I'm so invested in that city. Maybe we should revisit the older parts of Verde and update them. Like the original strip.
Tomorrow!
I really enjoy this build and the ideas you have for this city. It is an great experiment. I struggled with this experiment and my city complete dies. It is wonderful to see, that it is possiible whjat you do here :) keep it on pls
Very happy this is continuing 😀
Thank you city planner you rock
I know it's not a city builder, but watching this episode now make me want to see CPP play Transport Fever 2
This city gives of "hotel california" vibes, you can check out any time you like but you can never leave
This is interesting. Did a DLC only industry on my first "industries" map and it seemed to work ok. Then again, I never closed off imports. 🤷♂️ I'd be interested to see which supplies more jobs in a given area.
If you're looking for jobs/tile, Generic Industry hands down.
A 4x4 generic industry, level 3 building provides 32 jobs (2 jobs per tile)
If you build an industrial zone with 1 of each max-level production building (ie. 1x Engineered Wood Plant and 1x Pulp Mill), exactly as many extraction buildings as needed, and the main building. Also, substituting any buildings for lower level buildings that provided the same amount of product but with more jobs per tile (ie. 2x Petrochemical Plants are 18 tiles smaller than a single Naptha cracker but provide 60 more jobs)
Forestry is 300 jobs @ 464 tiles (0.65 jobs per tile)
Farming is 220 jobs @ 330 tiles (0.66 jobs per tile)
Oil is 331 jobs @ 175 tiles (1.89 jobs per tile)
Ore is 290 jobs @ 362 tiles (0.80 jobs per tiles)
Do these fun style builds if that’s what you want man; the people are gonna watch the stuff you enjoy doing the most 💯 💯
I'm commenting to suport and to say that I liked this content. As we see alot of people agree.
And hope that you keep at it for some time to come. I find it a unique and interesting change in the content.
FYI, water pipes absolutely get placed under rivers, Omaha and Lincoln, Nebraska both have water systems that go under the Platte.
Enjoying this build, I have learned so much!
The Bob Ross of cities skylines
Trapped those 12 tourists lol. Gives new meaning to "holiday of a lifetime"
this was very interesting to watch. well done mate!
Thanks for the video! I recently started watching your vids again and it's been quite enjoyable
My last city had a factory district with each commodity in a warehouse in the same district. The factories would still pull resources from anywhere else in the city except the nearby warehouses, which I would switch from Balanced to Empty to see if either had an effect.
hey man thanks for filming long vids for us love watching them I always find times and it always makes me want to start a new city
Really enjoyed this one.
Places solar next to forestry industry.
"And then the fire nation attacked"
3 points:
1) I am as flummoxed as I suspect you are that the railways aren't being used more effectively and I think that deserves an investigation.
2) I've seen you and so many other builders whose work I otherwise love commit the same sin: please feed your workers. I believe every worker barrack area should be fortified with commercial space. My thinking: Skippy gets off of a shift and wants to pick up a six-pack, some jerky, and a bag of chips for dinner when he or she walks "home" from the worksite. Maybe it's payday and they want to treat themselves or their mates to a steak or a burger at the local watering hole. I have no way of knowing for a fact that worker barracks behave, or don't, as residential zones, but I see value in acting as if they do. You did maintain a notable commercial need through pretty much this whole video and I think this could have addressed that.
3) Those trivial criticisms aside, I love your work. "City Planner Plays has uploaded a video" is a phrase that always brings me joy. This episode was profoundly informative and was also a whole lot of fun. Please keep doing what you do so brilliantly. Thank you.
So now somebody is gonna do a Singapore map and series is what it sounds like.
I don't know if this is within the scope of your channel, but I'd find it really interesting if you did more experiments like this; I enjoy you taking a sidestep from an ongoing build and deciding to experiment with game mechanics in weird ways. Maybe in the future, you'd make a video on Cringeopolis; wherein you commit all the sins you've warned us against in order to prove how bad city design can be.
Also, you sound like Ross from Friends. That's an instant like.
Love this series, if anyone is interested in playing a game entirely centered around building state-subsidized industry and city building such as this- I highly recommend Workers and Resources, Soviet Republic on Steam. It’s a much more methodical and in-depth game than Cities: Skylines, though.
it's not the mayor's city, it's OUR city, comrades
I have to say, I loved the point where you taxed the living hell out of the city, ONLY TO SPEND MOST OF IT ON TERRA FORMING :P
Great series please keep going with this city
The question would be is it better to import the base goods into the production building without the extractor buildings? Less traffic is one benefit.
A different approach to a city with the no outside connections and very interesting, but I can't help but feel like you are neglecting your beavers. Need more Timberborn :)
Yes yes yes. This is how I wanna celebrate st pats! Thanks Phil
This was a very interesting idea for a video, good to know!
Just continue this sustainable city.. I love it ❤
Last time I tested tings, I found that doing the no zoned industry works, but it works better if you have a small section of zoned and focus zoned industry. There is also something odd about how cargo gets moved around and you really need the mod for that before it starts to work right. Small incoming storage and one larger produced storage seemed to work best, but there's a balance/efficiency thing that someone should really figure out.
Raw materials -> base produce -> factories -> sales
Each step needs to be balanced and the more you add that uses up raw materials the more you need to produce or it'll slow down. It's way the efficiency cargo mod or what's it's called is important. Adding that makes it work more like you're trying to make it work. In vanilla it do not work like that at all.
I haven't playing in a while so I might be wrong, but it sure felt like an issue last time and I sort of planed a build to test it, mostly to see what it would take to balance it out, but I haven't gotten around to it, yet.
Nice video/series!
I did expect the additional factories to be way more profitable. Income was around 10k already, then you increased production, got to 5 stars even, and made raw materials into consumer goods. Maybe the railroad and all the roads added more expenses but I'd expected income to soar higher and higher.
Probably because some production is running full speed, then halted fully, then running again? You really miss the stability exporting gives.
My suggestion for transporting goods. Finish the train tracks to a full circle so material can get around faster.
Perfectionist's going crazy over dem tree's, lul.
I ran into this problem recently with having moved mostly to DLC industries and wound down all the zoned industry and my commercial started having not enough goods issues. I solved it by installing a cargo train to import goods and it seemed to bridge the gap.
Generic industry is still needed but not as much with the offsetting unique goods. Monitor the level of goods being imported and exported and you will need to find the balance. Also the more you import, the more outside truck traffic comes into the city.
I think leveling behind the crude storage tank is not to reality. In North Dakota they use a lot of low lying areas for runoff from the fracking process. That’s why certain areas have dangerous drinking water and the farm land and cattle areas aren’t usable. Now they do have tons of oil in them but the will just make flat pads for the building and leave everything else.
Try mixing industrial areas with your zoned districts. For example, I've been placing my farming industry in my farming zoned districst, and it helps boost the production of my goods.