Gadriel's Cities: Skylines
Zoned Industry
Sometimes, starting with zoned industry makes sense. It requires much lower investment of time and money, especially when there may be other areas of the city that need your attention. In addition, industry areas require a ready supply of available workers. Zoned industry, on the other hand, can start small and is easy to expand incrementally. Note the warehouse, which is set up for farm zoned products. |
Farm Industry
This farm industry is laid out in a linear fashion along a narrow stretch between a highway and the city limit.
This farm industry is laid out in a linear fashion along a narrow stretch between a highway and the city limit.
When first building an industry, it can help to start with two-way industrial roads, then upgrade to one-way roads once everything is in place. That way, the industry can start working immediately, important for building up the storage of raw materials (crops in silos) in order to jump start the industry.
When complete, most of the roads will be one-way. The wider two-way industrial roads simply replace two one-way roads. If you use two separate one-way roads, then it doesn't matter the direction of the circuit, but if you use two-way industrial roads, then turns should be to the near corner when possible (for right-side driving, right turns, or clockwise).
There should be a truck circuit for each step of the industry process:
The factory to be built is the factory that only requires resources from the same industry area. In this case, the pastry factory only requires crops, flour, and animal products (butter!).
It helps to keep both sides of the one-way road busy. So, there are farms, silos, and processing on both sides of the road. The warehouses for the processing are on the same side of the road as the associated processing.
There are twenty barracks on a side road, which increases efficiency to 200%. With all policies enabled, there is enough production to keep the bakery humming, and plenty for export, too.
Note police and fire are conveniently located at the highway entrance. They can quickly service the industry area but can also hop onto the highway bound for other areas that may need their assistance.
When complete, most of the roads will be one-way. The wider two-way industrial roads simply replace two one-way roads. If you use two separate one-way roads, then it doesn't matter the direction of the circuit, but if you use two-way industrial roads, then turns should be to the near corner when possible (for right-side driving, right turns, or clockwise).
There should be a truck circuit for each step of the industry process:
- Raw material (crops) to storage (silos)
- Storage (silos) to processing (animal product or flour)
- Processed goods to warehouse (animal product or flour)
- Warehouse to factory (bakery)
- Factory to warehouse (specialty product, pastry)
- Warehouse to highway or rail or both
The factory to be built is the factory that only requires resources from the same industry area. In this case, the pastry factory only requires crops, flour, and animal products (butter!).
It helps to keep both sides of the one-way road busy. So, there are farms, silos, and processing on both sides of the road. The warehouses for the processing are on the same side of the road as the associated processing.
There are twenty barracks on a side road, which increases efficiency to 200%. With all policies enabled, there is enough production to keep the bakery humming, and plenty for export, too.
Note police and fire are conveniently located at the highway entrance. They can quickly service the industry area but can also hop onto the highway bound for other areas that may need their assistance.
Five-Star Design
Of course, not all maps or developmental histories allow for a strictly linear layout for an industry. In this five-star farm industry, Apples Unlimited, you will note there are circuits for each of the steps of the industrial process. A bridge is used to avoid creating an intersection as trucks return to processing from the warehouses. The flow is clockwise at first but reverses to counterclockwise at the processed goods warehouses; but because roads are all one-ways, trucks do not have to cross traffic lanes. Farm Commons is zoned industry with a warehouse for zoned farm products. Paths allow cims to walk to work from the residential areas using a pedestrian bridge; in this case, built with the convenient Automatic Pedestrian Bridge Builder by kian.zarrin & Chamëleon TBN. |
Forest Industry
This five-star forest industry has a similar layout as the farm industry above. However, the forest industry does take up a lot more room, primarily due to the barracks.
Also, there is an extra road. The tree plantations were sometimes directly delivering logs to processing without stopping at the log yard or sawdust storage, so the extra road gives them a more direct route back to the tree plantations.
Free Logging is zoned industry and rounds out production. Free Logging gives cims a chance to work and prosper independent of big Timber Inc. (as it were).
This five-star forest industry has a similar layout as the farm industry above. However, the forest industry does take up a lot more room, primarily due to the barracks.
Also, there is an extra road. The tree plantations were sometimes directly delivering logs to processing without stopping at the log yard or sawdust storage, so the extra road gives them a more direct route back to the tree plantations.
Free Logging is zoned industry and rounds out production. Free Logging gives cims a chance to work and prosper independent of big Timber Inc. (as it were).
By the way, industrial areas don't have to be contiguous. Just draw the industry out to where you want the adjunct, then erase the connection. (This also works for zoos, which can take up a lot of room.) A lot of times, forest barracks can be placed along a highway or in a hilly area unsuitable for other uses.
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Ore Industry
Hard Rock Co. works much like the farm and forest industries, but the steel factory does take up a lot of space. With a full complement of barracks and all policies enabled, there is more than enough metal for steel. Along with glass, exports are strong. If the ore is found in the hills, it might be a good idea to smooth the area first with the slope tool. The steel plant only requires metal, so the metal processors and metals warehouse are placed on the same outside lane as the steel plant. That way, trucks don't have to cross lanes to make deliveries to the warehouse or steel plant. The highway will be extended in the near future. |
We Make Everything Corp.
Having built all four industries (farm, forest, ore, oil) with their own factories (pastry, furniture, steel, household plastics), all the other factories can be built. You will want highway and rail access for your manufacturing center. From there, starting with two-way roads, build eight warehouses, one for each of the processed special goods: animal products, flour, planed lumber, paper, petroleum, plastic, glass, and metal. Also, build silos, as some factories need crops. Now, you can start building all the factories, including the shipyard if you have access to a river or sea. Finally, you will need warehouses to store the finished special factory products. Upgrade the roads to one-way roads. It should loop from the highway to the warehouses for the processed special goods to the factories to the warehouses for the produced commercial goods. From there you need access back to the highway or the rail, or both. Flow is clockwise, except the rail, which is counter-clockwise. As you can see, traffic is quite manageable. (Hmm. Probably should have a road bypass for the shipyard, so that materials coming to the factories by rail can skip past the shipyard.) Total city income is usually about $50,000 to $100,000 per week. |