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Entry no.28 - Industrial Sector G

Industrial sector G is one of 5 large industrial areas built in Pretoria. More than 90% of Dresden's industry is located here and it employs 12,061 people.

The map below shows the juxtaposition of each sectors within the region.
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As seen in entry's 22 & 23, the region's largest power plant is located in this sector. A medium sized traditional port with only a small intermodal facility is also located adjacent to the south shore of Cisco Bay. This entry however will focus on the industrial zone located between the port and downtown Dresden.

Industrial Sector G overview - not including the Port(beyond the upper left) & Power Plant(beyond the upper right)
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I'll be taking what I think is a unique approach in this entry. Instead of just showing random locations I'll preview each industrial facility one-by-one in order of the largest employee base - so as to better help you find suitable employment of course! :)  The employee count is the total amount of sims that actually travel to the building in question for work. 


Dresden's 25 largest industrial employers (not including government or infrastructure related facilities)

1
Company -
Gusslov Pipelines Inc.
Business Type - Pipe Mill
Address - 80 Portland Rd.
Total Employees - 1,472  Dresden's largest private industrial employer
Job Satisfaction - 3/5
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2
Company -
Golden Dragon Sorting Facility
Business Type - Freight and Parcel Processing
Address - 192 Pincer St.
Total Employees - 1,150
Job Satisfaction -
3.5/5
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3
Company - Rand Textiles
Business Type - Textile Manufacturing
Address - 1,2 & 4 Textile Place
Total Employees - 611 (all three buildings)
Job Satisfaction - 3/5
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4
Company - Mondi Paper Products
Business Type - Pulp & Paper, Forest Products
Address - 15 Connection St.
Total Employees - 606 
Job Satisfaction -
4/5
Aside from the power plant this my 2nd favorite industrial facility in the city.
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5
Company - Backstien Industries
Business Type - Industrial Machinery
Address - 52 Edison Rd.
Total Employees - 562
Job Satisfaction -
4/5
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6
Company - Simland Food's
Business Type - Food and Beverage Distribution 
Address - 12 Pincer St.
Total Employees - 548
Job Satisfaction -
3.5/5
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7
Company - Longfellow's Inc.
Business Type - Heavy Equipment(forklifts)
Address - 125 Genosha Blvd.
Total Employees - 457
Job Satisfaction -
4.5/5
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8
Company - Elemental Technologies
Business Type - Research & Development(classified)
Address - 19 Rubbish St.
Total Employees - 451
Job Satisfaction -
unknown(classified)
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9

Company - Hapag-Lloyd Logistic Center
Business Type - Consumer goods distribution
Address - 10 Comex Drive
Total Employees - 404
Job Satisfaction -
4/5
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10 & 13
Company - Acme Boiler Co. & Diag Inc.
Business Type - Boiler Makers & multiple
Address - 69 & 71 Edison Rd.
Total Employees - 396 & 323
Job Satisfaction -
2/5 & 3.5/5
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11

Company - Mill Street Brewery
Business Type - Brewing 
Address - 45 & 47 Portland Rd.
Total Employees - 349
Job Satisfaction -
5/5
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12
Company - Gratiot Motors
Business Type - Automotive Components
Address - 28 Edison Rd.
Total Employees - 328
Job Satisfaction -
4.5/5
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14
Company - Coca-cola Bottling
Business Type - Beverage Maker
Address - 1 Coke St.
Total Employees - 318
Job Satisfaction -
4.5/5
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15
Company - Larkin Admin.
Business Type - Computer Software
Address - 60 Portland Rd.
Total Employees - 310
Job Satisfaction -
4/5
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16
Company - Gleaners Industrial Supplies
Business Type - Industrial Products
Address - 49 Edison Rd.
Total Employees - 288
Job Satisfaction -
3.5/5
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17

Company - Organ Works Inc.
Business Type - Corn Wet Milling
Address - 13 Qzar St.
Total Employees - 285
Job Satisfaction -
3/5
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18

Company - GWR Packaging
Business Type - Freight Distribution
Address - 1 Pincer St.
Total Employees - 276
Job Satisfaction -
2.5/5
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19
Company - Lafarge Cement
Business Type - Concrete Batching plant
Address - 11 Solpadenie St.
Total Employees - 274
Job Satisfaction -
3/5
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20
Company - Unidek Ltd.
Business Type - Thermal Insulation manufacturing & distribution
Address - 55 Portland Rd.
Total Employees - 263
Job Satisfaction -
3.5/5
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21
Company - Piglatin Clays Ltd.
Business Type - Kaolin Processing
Address - 10 Solpadenie St.
Total Employees - 253
Job Satisfaction -
2.5/5
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22
Company - Vestor Acetone
Business Type - Chemical Manufacturing
Address - 9 Edison St.
Total Employees - 176
Job Satisfaction -
1/5
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24
Company - Jack Wild Conductors
Business Type - Semiconductors
Address - 145 Genosha Blvd.
Total Employees - 172
Job Satisfaction -
4.5/5
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25
Company - Sovereign Distribution
Business Type - Freight Distribution
Address - 28 & 30 Power Ave.
Total Employees - 166
Job Satisfaction -
3/5
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That concludes the top 25 list. But even if you are not successful in your job application(s) with any of those companies there are still dozens of other potential employer who may want to hire you, so keep at 'er. Of course, if you actually have some big bucks in your pocket already and don't need to look for a menial job why not buy a property instead?

This lot at 61 Pincer St. is now available after a company by the name of dead paper products literally went dead.
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The factory was demolished 2 years ago and the lot has remained empty ever since, just waiting for a willing buyer to come along and redevelop it. So why not take a chance? ;)  Granted it's located near a lot of nasty chemical manufactures, boxed in by a busy freight rail corridor and built on uneven ground but don't let that deter you!
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To conclude this already ridiculously long entry here's a couple mosaic shots for the road.
M1
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M2
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M3
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Amazing industry and great mosaics. I see you are using Bipin's concrete supports for elevated roads/highways.

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A very convincingly layed-out industry ! (and de-gridded, too !) Great mosaics ! I like the way the NAM snakes through it (and the parkings !)

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The depth and detail here is outstanding, and coupled with great city building, that is a match made in heaven! Great work takemethere! :) 

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I very much like the "regional" approach you're taking. 

This is something I'm trying to implement in my region -- making cities more purpose-dedicated and less the "shotgun" approach.

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Another masterfully crafted industrial area! There's some great use of fillers here (are those some custom IRM-compatible parking ones that I see?), and your road/rail networks are nice and cohesive, given how busy this area is!

There's some nice variety in industry. Interesting how #8 chose to build their shiny new lab in the middle of some rather undesirable looking industries - for classified research it sure does feel like they didn't quite get the inconspicuous agenda... :P

Love your new format. The little bits and blobs are making these entries very engaging. Keep it up!

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@raynev1 Thanks mate!

@Ln X Thanks and yes those supports/concrete embankments by Bipin sure look great don't they. He's working on a updated version of them too. Though I had to make a custom lot for almost every instance I use them but that's largely because the scenery around each one of them is different eg. an empty space, a rail line, a parking lot etc.

@tariely Yeah the NAM sure does does wonders, I hope your able to make good use of it in the near future.

@michae95l I try my best to mix both the visual appealing aspects and the city/region building approach of the game together so thanks very much for the regards!

@Dreadnought Glad you like that aspect of it. I think the 'shotgun' approach you employ is good for generating ideas and developing your own style to city building. If functionality is important to you, as oppose to stickily trying to make visually appealing cities, I think you should try working on a medium or even a large city tile next before taking it to the regional level. It might be difficult to integrate many small size cities into a region that will function cohesively for example traffic trends to not want to travel more then one tile over and small cities next to each other can result in an endless loop of traffic. It's also more difficult to plan out and coordinate your highway, rail, subway, electrical, etc networks if there crossing over many boarders between small towns as oppose to a few large or medium tiles.

@Kim Sunwoo :thumb: and there's plenty more visuals of winding and crossing of networks to come.

@kingofsimcity TY and yup thats exactly what they are. I had to make several different custom parking and filler lots to get the effect(s) I was looking for here. Oh man I have so many modular parking lots already and you just went and gave us a bunch of more great options to play with, thanks a lot! And hah! When you put it that way they do seem to be a little out of place don't they. Maybe they figured no one would think they could possibly be doing anything all that important inside there being located next to an incinerator?

@gviper Thanks!  :) 

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I've came back to play simcity4 again, after a looong pause, lost lots of CDK3 props and what not... hoping to get back with something to show - finding a good region to start.

This is a masterpiece, your 9th symphony( not that I follow your work, but I will try to keep up now)!!!! Love this!!
Tell me, that intertwined avenue to road piece, what is that?

Great work!

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Man that's a nice industrial sector ya got going.

Although one thing did bother me. That Kaolin plant in pic 21 seems a bit small for a Kaolin plant. Most of the ones I am fimiliar with are huge refinery type complexes such as the one in Sandersville,GA

 

 

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Absolutely fantastic update! The images are superb and the level of detail is impressive. The final mosaic is just wow!

Can I ask where the Golden Dragon parcel BAT is from though? 

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@Fatjuice Thank you very much for the compliment. Industry was not really something I spent too much time on until recently, aside from power plants. I was inspired by some of the work shown in CJ entries last year by Ln X, Belfastsocrates and others. So I spent the last two weeks rebuilding this industrial area by downloading new BAT's, re-loting them and new modular parking and filler lots, realigning the road and rail networks where needed, picking and choosing what buildings to place where(the fun part!) and adding little touches with fillers & mmp's. I'm glad all that effort shows through :)

I found the piece you mentioned on a Japanese simcity4 site, here's the specific link for it;
http://www.bripizza.net/sc4/1107overcrossroad/1107overcrossroad.html
There's several other useful BAT's on that site as well, check it out;
http://www.bripizza.net/sc4/transport.html

Good luck with your new region btw, I'll definitely check it out if you post it up.
 

@DavidDHetzel Thanks for the input. Any advice on how to improve thing and make them more realistic is always appreciated. I'm not to familiar with the Kaolin industry, so I did a quick goggle search on it and came across something that looked like that building in one of the first images. Guess I should take more time checking things :P


@v701 Glad you like it :thumb:


@Belfastsocrates Thanks for the regards! That last mosaic is my own favorite as well, love making the railway wind it's way through the town.

And no problem at all, I'd be glad to help. Turns out the Golden Dragon Industrial Center is labeled by its initials on the exchange, makes it harder to find then the others;

 

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Wow, what detail in such a small space !  Great variety of industries and rail and road very well integrated. Marvelous entry, well done !

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Before I bomb you with questions I must say that you whole region is something which is rarely seen on forums. I appreciate a lot good looking and funcional industrial zone. I also have IRM but I need really big Industrial zones to sattisfy job demand, and than approximately 70-80 % of my city is industrial which i dont like. 
Anyway, great work ! :D 

And now i wanna ask are those some kind of fillers or it is a terrain mod? how is that grass so good looking? 
and i like those trees. if you could tell me which are those mods i would be grateful :D

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@DavidDHetzel Yeah it did look pretty old. I guess you can say it's an old industry that's a heritage structure so it hasn't been demolished.

@kschmidt Thanks, I'm glad you enjoyed it.
 

 @TekindusT What can I say, I'm a hardcore industrialist :D


@gen. Falcon Thanks mate. Yeah you need a lot of industry to satisfy job demand for a large city in comparison to commercial. Before I went to work on the industry in this city there used to be about 25,000 industrial jobs mostly uneditted dense maxis industry with few custom lots. That along with another 25,000 commercial gave me a total of 50,000 jobs which was enough to keep the city properly functioning with a population of about 90,000. After I improved the industrial area the number of total jobs dropped to about 40,000(13,000 industrial & 27,000 commercial). In the same time the population grew to about 100,000. That's when major abandonment started to happen and the city started to die. Turns out I forgot to connect one of the highways to the next city over after rebuilding it and the city came back to life. Now almost 20,000 people take that highway out of town while before it was lightly used by maybe 3000 sims. If you don't have the jobs then you really have to build up the transportation network/connection, of which my cities have many, to get sims to where the need to be. 

I use the Columbus terrain mod for the base textures which can be found on the LEX here;
https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=170
You have to be registered with the site to download it if your not already, but it's easy to do.

That was one of the first custom terrain mods to come out and even after experimenting with numerous other newer terrain mods that have since been released it's still the one for me. If your into creating natural scenes there are other ones that I would recommend over it as they have a more natural tone of green(as in less bright) and with more detailed textures(only really noticeable in closer zoom levels) such as the Sudden Valley Terrain Mod or the Berner Oberland mod which are all the rage these days. But for someone like me who's more into creating urban scenes, especially transportation networks(I work in that industry), the Columbus mod creates a greater degree of contrast that makes the rail and roadways stand out more while the sudden valley terrain mod mutes them. I'll show exactly what I mean when I cover "The Transfer" in a future entry.

For the grass I'm guess your referring to the parts where I've applied mmp's - "mayor mode ploppables". I used multiple mmp's from different files to add those textures but the one that I probably use the most and which is the most comprehensive of them all is Chris Adams RRP Pasture Flora. It can also be found on the LEX here; https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1886

As for the trees, oh man there are so many I use from about two dozen different mods. Since this is an industrial area there's a lot less of them in the scenes I'm guess your referring to the ones which replace the standard maxis trees the file for which can be found below.

Hope that helps! If that's what you we looking for if not then you might have to be more specific and point out the picture/building number and what your looking for in it.

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That was pretty much comprehensive reply for my questions . There are few who answer extensively like this. Thank you very much :D .

I supposed it was Columbus. I installed it recently. Before this i used meadowshire but i think columbus is better. I also heard for berner oberland when terrain grass NAM apeared and i wanted to try that terrain mod with TGN but couldnt find it on SCD4. Says the file is moved or removed. I tried TGN with appalachian and pyrinean but i dont like it. Its not really for city building but for some mountain town and villages. 

And one more thing which i forgot to ask in earlier reply. I see you are using IRM for industrial. Do you use CAMpatible version of IRM ( i saw it recently on stex) or just regular non campatible IRM ? 
Thank you again, you are awesome. keep doing great job :D 

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@MilitantRadical Thanks mate!
 

@gen. Falcon Not a problem! I liked to help out and interact with other members, especially ones that follow my CJ closely and take an interest in what is shown in them. :thumb:

Yeah I'm not sure why, but it seems that the berner oberland file was removed from the LEX exchange. I tested that terrain as well but I stuck with Columbus for the reasons mention before. I did keep one part of it - I changed the mountain textures to the one that came from oberland. The one I was using before was not from columbus but a sandstone type. Though I'm stating to not like the oberland one as much as I did at first. While the textures alone looks phenomenal, if your into using mmp's it's not as easy to blend them in with it. Hmm, not sure if I deleted it I probably did but it might still be in the recycling bin. If you'd like I could send it to you if I can find it in there.

As for the IRM I just use the regular version and not the campatible one. I can't recall what it was but there was some kind of drawback that deterred me from using it when it first became available. Anyhow, thanks again for the regards!
 

@DavidDHetzel I'm glad you asked about that stack - since that's one of my custom creations :D
I released it as part of a smoke set I made over a decade ago!(now I feel a little old.... :()
Anyways, it's available here;

I've been planning on release an update version of some of them in the future using far better textures. Just haven't gotten around to completing that little project, a bit too bogged down with other things at the moment.

As for the billboards... yup you guess it - they're the same ones you asked about and I couldn't figure where I got them from before. Maybe someone will know if you post it in the Can't Find It? - Ask Here! thread. Also the base on these aredifferent because I just replaced it with my own custom made prop;

Spoiler

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