Industries DLC is, by far, the biggest workhorse of the Cities Skylines game. Once set properly, your industries will fund most of the requirements for your megalopolis.
If you like the core gameplay portion of this game, you want to make the maximum amount of money from your resources, this guide is for you.
Note on unlimited money, Detailers and Role-players
There were modding attempts to make this game more realistic via mods that affect population or to balance Industries better, they did an amazing job too.
To the Roleplayers: I have seen people playing/making green cities using only a small portion of the Industries, and not all, it is your choice, and skip this guide.
Power, Water and Drain – Yes we need them and build them accordingly.
You will need early on some generic industry, but don’t go too far.
Little Hamlet Milestone – You get Education, Healthcare and Garbage. Build only garbage facilities, otherwise, people will leave, do not build Healthcare, and wait with education.
Worthy Village Milestone – You get police and fire department, you may build one station each but don’t go too far on that either, we want to save as much money as we can. Start ignoring the Industry demand bar, let it fill to the max.
Tiny Town Milestone – You get Industry zones here, but you are still on low end with budget, I suggest you rush through the next milestone in order to get Ore Industry open too, and to have more money. At the next milestone, together with Ore, you will get cemeteries, build them accordingly.
The fun starts here.
Hopefully, your green bar is at 0, and your industry bar is filled up.
You may choose to start with Farming or Forestry, it doesn’t really matter.
- Level up the farm to level 2, build Tier2 processor (Flour) and Bakery Factory
- Level up forestry to level 2, build Tier2 processor (Paper) and Furniture Factory
- Level up ore to level 2, build Steel Factory (you don’t even need glass processor)
- Level up oil to level 2, build Tier2 processor (plastic) and Household Plastics Factory
Once all zones are at level 2 and have their native factories built up, you will be able to fully develop.
If you want to develop all and to have a nice flow, do not ever try to level up one zone to level 5 without other ones built up.
- 9x Small Crop Fields (or Small Fruit, they are the same)
- 5x Small Tree Plantations
- 7x Small Ore Mines
- 7x Small Oil Pump
Yes, over the whole game, unless you are going for planned Expansion, you don’t need more than this. If you build more, you will get more traffic, and cheap exports.
About raw storage
Since raw storage can be built outside of the zone, even if they are in the zone, their works do not count towards employment.
Farming is a little bit different, it has only one tier for one type (Flour) and multiple tiers for another type (Animal Products). In the latter case, the tier1 processor (Small Animal Pasture) is the most profitable one, so you don’t care about the upgrades.
Note on pollution
Build sequence – very important
- Build 1st extractor, and wait a bit…
- Build 1st storage, and wait a bit…
- Build the rest of the extractors. And wait a bit…
- Truck No1 goes from extractor to storage.
- Build 1st processor
- Storage will send trucks to deliver to the processor.
If there are no raw materials in the storage, the processor will order materials from import for the first batch.
Leveling up and education
- Level 2 – Resources: 500 | Workers: 150
- Level 3 – Resources: 1,500 | Workers: 350
- Level 4 – Resources: 4,500 | Workers: 550
- Level 5 – Resources: 13,500 | Workers: 800
Fully developed zones
- 9x Small Crop Field (or Fruit)
- 6x Small Animal Pasture
- 2x Flour Mill
- 5x Small Tree Plantation
- 2x Engineered Wood Plant
- 3x Pulp Mill
- 7x Small Ore Mine
- 4x Rotary Kiln Plant
- 3x Fiberglass Plant
- 7x Small Oil Pump
- 2x Waste Oil Refining
- 5x Naphtha Cracker Plant
Zones built like this will make ALL of your Unique Factories (16) supplied and make the highest profit without too much surplus. I strongly suggest at least 9 warehouses, one for each processor material and one for unique factory products. If you need more jobs, do not build additional extractors or processors, go with barracks, it will increase effectiveness linearly without messing with the numbers.
Note on positioning
- Tier 2 factories only use materials from their native zones, as I said, build them next to the zone
- Tier 3 factories use native materials + one additional, build them close to the zone in the direction of the additional materials zone.
- Higher-level factories use 4 materials, place them somewhere in the middle
Even higher profits
- Animal Products
- Planed Timber
To do so you have to build in chunks:
- Farm chunk: 3x Small Pasture, 2x Farm Field (or Fruit)
- Forest chunk: 1x Small Plantation, 1x Wood Plant
- Ore chunk: 1x Small Ore Mine, 1x Klin Plant
- Oil chunk: 1x Small Oil Pump, 1x Waste Oil Refining
So once you set your production in equilibrium, you can build as many “chunks” as you want to increase your profit, and your profit will be based on Unique Factory Products and one secondary export per zone. Arguably some chunks are more profitable than others, and for maximum, you may want to go all out on Petroleum for example but I listed them all per zone as you may be more interested in getting all zones in “the green”.
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