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Cities: Skylines Industries - Discussion (Released 23rd October)

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New DLC for Cities Skylines has been announced and will be released the 23rd of October!

From the official forums:

Cities: Skylines - Industries Inbound on October 23, Along with Synthetic Dawn Radio and New Free Update

Captain your own industry in the newest update for the best selling city-builder from Paradox and Colossal Order

To help you get a grip on your industry sector we're launching a new tutorial series on YouTube with new videos everyday until launch! https://www.youtube.com/user/Paradoxplaza

With this expansion, players can make more meaningful choices in their cities’ industry by managing their production chains from grain to bread.” said Sandra Neudinger, Product Manager from Paradox Interactive. “The players have been asking for an industrial expansion for a while, so we’re excited to finally offer a full featured approach.

In one of the most in-depth expansions in Cities: Skylines history, Industry becomes a larger and more meaningful part of the game with this DLC. Players can build unique factories and customize their industrial areas with supply chains for the four different resource types. Well managed industry areas will level up and become more efficient. Aside from production chains, there is a new city service for handling mail and the cargo airport eases import and export of factory goods. There are FIVE new maps, new policies, new city services, new buildings (including resource extractors, manufacturers, warehouses and unique factories) and more.

Key Features:
Make It Happen - Follow your products from harvesting to processing, storage and production, then transport them to commercial zones or export to other cities.

Captain Your Own Industry - Define an area with the industry area tool and place highly specialized industrial buildings to build and manage the production chain from raw material extraction up to final end product. Industry Areas are divided into four types based on the natural resource they are processing: Farming, Forest, Ore and Oil. These areas can level up upon reaching productions goals and staffing requirements.

Build it up, Buttercup - New industrial buildings include Extractors, Warehouse Facilities, Processing and Auxiliary Buildings, Industrial Props and Roads. Unique Factories, such as Food, Toy, Furniture, Car and Electronics produce luxury products, and require a large quantity of workers, water and electricity as well as input from your industries. 

Ship It - Manage traffic and logistics with industry warehouses and the use of the new Cargo Services including a cargo airport.

Go Postal - Boost your citizens’ well-being with mail delivery and collection services. Post sorting facilities handle mail between outside connections and the post offices, and new Post Van and Truck vehicles enable the carriage.

Wonk Hard - Three new Industry Policies and four City-wide Policies, including Workers’ Union, Sorting, Tolls, Wi-Fi, Logistics, Work Safety and Automation.

Five New Maps - Rich in natural resources, transportation options and industrial opportunities, these new maps have all the right stuff.

Four new hats for Chirper!
But wait! There’s more! Coinciding with the Industries expansion, Cities: Skylines is getting a new radio channel and a free content update.

Synthetic Dawn Radio is the most far-out radio station to land in-game ever! It features 16 original new songs across four genres: 80s Electro, Vocoding Electro, Breakbeats and Futuristic Synths. Players can tune in and zone out to some stellar tunes as synth-spin master DJ Jessica Statler brings the funk.

The free update coming alongside Industries will introduce toll booths (and road tolls, naturally), which will slow traffic’s roll a bit, but generate extra income for the city. Players will also get the option to mark zoned buildings as historical, preserving their style, and the ability to create custom name lists for citizens, districts and spawned buildings.

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    And there's the first dev diary out too - not a ton of information, but there's a nice screenshot of new fields. :)

    ____________________________________________________________________________________________________________

    Greetings, fellow city builders and thank you for tuning to another series of Cities: Skylines Dev Diaries!

    Over the next weeks we are delving into new Cities: Skylines expansion called Industries which was announced 11th of October. If you have not checked out the trailer yet you can just follow the link


    Industrial areas are an important part of any city in terms of economy, environment and traffic. With Industries expansion you can now create Industry Areas of different sizes with the easy Industry Area tool. Once the area is painted it's time to choose a speciality – Forest, Farming, Ore or Oil. Your Industrial Areas will level up as they reach certain goals and requirements and unlock a wide selection of new buildings to further expand your area.

    Your Industry Areas gather, import, export and refine resources for the use of various production plants all the way to the top – to manufacture the desired luxury products for profit. Can you create the ultimate production chain?

    IndustryAreas.png

    Industries DLC will also come with new cargo services and Warehouses to help fulfill all your industrial needs. You are now able to store your goods to help the flow of resources within your City. Post City Service will bring Post Vans and Post Trucks to your streets so your citizens can now rejoice in freshly delivered mail! As always, Industries expansion will also come with 5 new maps with plenty of resources, new policies and more to help your city flourish. We're also offering free content for everyone to enjoy and you can read more about them in the upcoming Dev Diaries.

    Industries expansion will be available in stores 23rd of October. To help the wait stay tuned for more Dev Diaries where we dig deeper into new features.

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    Oh. my. god.

     

    They even added some basic form of IT. 

    I can't wait for the release!

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    I'm most excited for farms. If executed well it will bring a few players back I reckon as it was highly requested. It was one of the things missing from this game. So glad they finally changed their minds. 

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    Hot damn! An expansion that expands upon an existing game mechanics rather than add new ones that not many would use.

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    Looking at the steam page and the images there in, notice that where the garbage button was is now the industry button, and there looks to be a load of new industry sub tabs.. And also the farms look like farms now being from small the huge..

    https://store.steampowered.com/app/715194/Cities_Skylines__Industries/

    ss_1e9c51681ed0939b8e9adf2b9ba5c96527d9b

    Massive farms now..

    ss_9e0170ae48e48a28c9f6dfb82889ef0612285

    Looking good..

    ss_983304e68cc1c12315af354d88060b400f7e7

    And even more coolness..

    ss_9ec310d1fc46c9f79eb9aa8ab5025345da297

    Anyway not long to go before this really awesome DLC drops.. :)

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    This looks really promising :).

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    Another update and a somewhat more concise video, and that the farm areas we see in those screenshots are ploppables so you will have more control over the desired look and what not of the area.. And as such it looks like they are using what they introduced with the Parklife DLC and using it in Industries..

    And more in depth info in the dev diary..

    https://forum.paradoxplaza.com/forum/index.php?threads/cities-skylines-industries-dev-diary-2-industry-areas.1123567/

     

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    I think the whole thing for the next DLC is to expand on the 4 primary industries, to add in a lot more management of what happens from the field to factory to shop..

    And another video which does give a bit more of how this DLC will work.. And as in my other post they are doing to primary industry, what they did to parks in Parklife..

     

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    9 hours ago, Matthias King said:

    There's no generic industry stuff?

    As far as I understand the lines are getting a bit more blurry. It's about what's produced and what's needed. I'm not sure if the specialisations end up with finished products or if the unique factories are the ones that produce stuff that commercial would then use, but I'm pretty sure some of the new buildings produce finished stuff like that.

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    14 hours ago, Avanya said:

    As far as I understand the lines are getting a bit more blurry. It's about what's produced and what's needed. I'm not sure if the specialisations end up with finished products or if the unique factories are the ones that produce stuff that commercial would then use, but I'm pretty sure some of the new buildings produce finished stuff like that.

    From watching that second video you can have end production facilities such as a furniture factory and so on.. The video goes into how you have the forest lot, and from that you have a sawmill to process the logs from the forest lot, and there is also a lumber yard to store excess logs.. And then you can plop down a furniture or toy factory to turn those raw materials into saleable goods.. So this DLC really does look like it is going all out with adding in a lot of micromanagement into the industry side of the game..

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    That's cool. The oil and other industries are great, especially considering I'm building a SoCal city and you commonly see oil pumps everywhere, like in between houses in residential neighborhoods, but I'm more interested in general industry and especially light industry. Those are things that have been missing from the game from the start, like machine shops and things like that which don't pollute.

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    1 hour ago, Matthias King said:

    That's cool. The oil and other industries are great, especially considering I'm building a SoCal city and you commonly see oil pumps everywhere, like in between houses in residential neighborhoods, but I'm more interested in general industry and especially light industry. Those are things that have been missing from the game from the start, like machine shops and things like that which don't pollute.

    At this point it may be down to modders to see how creative they can be with this new DLC..  You will notice how CO have added in some of those community mods such as Toll roads, there was another but can't remember what it was.. :)

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    Well, all ploppables so far we have been able to adjust or turn off pollution, so I imagine we can do the same for these ones. That would make it fairly easy to make some more light industry. I'm definitely gonna dig into that - the fact that we can make industry that doesn't rely on RICO (which probably won't survive forever) is pretty awesome. :D

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    52 minutes ago, Avanya said:

    Well, all ploppables so far we have been able to adjust or turn off pollution, so I imagine we can do the same for these ones. That would make it fairly easy to make some more light industry. I'm definitely gonna dig into that - the fact that we can make industry that doesn't rely on RICO (which probably won't survive forever) is pretty awesome. :D

    You mentioning RICO and what CO seem to have done with industries, it does look like CO have gleaned some ideas from the RICO mod and added their version of RICO into industries.. And if so who knows what else could be done..

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    I'm not sure if they've taken inspiration from RICO or just from the many wishes of larger industry/farms, but regardless it's awesome. I would love to see them do something for residential, commercial and offices too, so we can get rid of RICO completely. I love the mod, but it's always better if we don't have to rely on a mod. And the fact that it looks like they've expanded on the resources and goods give a bit more depth, which is awesome. Especially since it can be ignored by those that enjoy the simple zoning style of playing. :)

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    Just wondering, is there any word of any expansion increasing the building limit?


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    Nope, it looks like no limits are increased. I imagine there's very little room for it within the minimum system requirements. Honestly I'd mostly like to see the vehicle limit increased as it's more painful to hit for a city than any of the other limits. But I'm not sure there's much hope for that happening either. :(


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    Here is the next in the series and this one talks about the industry zone main buildings and how they work.. 

     

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    There's some more dev diaries out as well.

    Industries Dev Diary #2: Industry Areas

    Industries Dev Diary #3: Supply chain part 1

    Industries Dev Diary #4: Supply chain part 2

    Industries #5: Industry Area levelling

     

    And in case you didn't know Paradox stream every workday until release. The last few days have been 17.00 CEST, but the first ones were earlier. You can find all the older streams too on Twitch.

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    The more I see of this DLC, the more I want it. This is by far the best DLC so far. It's the most comprehensive and will add a much need variety to industry. 

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    Biffa has just uploaded a video of his first look at the new Industries DLC, it is a long one but always interesting to see the new things in play..  One thing that he does mention in the video is what will eventually happen to the vanilla game industry..

    Also be aware it is a spoiler video of sorts as he does show every new item in the DLC, the one thing that I can say though by looking at this video, this DLC is going to add a whole lot of complexity into the game which is going to be very cool indeed..

     

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    I find it funny how Biffa shows them every time how to make a concise, informative video. He only missed the roads.

    He may also have mistaken the European service buildings for new ones.

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    At least they've partly acknowledge it and gotten youtubers involved - first Strictoaster for Parklife and now TwoDollarsTwenty for Industries. :)

    More dev diaries and tutorials are out btw.

    Industries Dev Diary #6: Maps and policies
    Industries Dev Diary #7: Cargo

     

     


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    Super excited for the cargo airports - hopefully we'll get cargo plane stands so we can make custom cargo centers! 

    Also, can't wait for Canada Post assets *:8)


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    12 hours ago, Avanya said:

    At least they've partly acknowledge it and gotten youtubers involved - first Strictoaster for Parklife and now TwoDollarsTwenty for Industries. :)

    Sure, but honestly, I find the decision to make 2 minute videos a bit annoying. This makes it difficult to see context. It looks like the marketing department won out on this. It definitely keeps the buzz going if you have something new every day, but it takes longer to get to the videos than to watch them. The Biffa video is still double the length of all the others together. Of course, I have enough time to watch these things and don't have to rely on a restroom break to get my info.

    Anyway, I'm definitely looking forward to trying the shiny new toys out.

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