Hi and welcome to my third part of these guide series. I almost hit 1000 views in one day on the last one! Imagine my happiness 😀 😀 😀
Today, I will try and cover some aspects of the industrial districts.
Choosing the right place
This part requires some minimal knowledge of geography and logic. Not in a mathy way, just where you’d naturally find ressources.
Ore: Mountains obviously. To a lesser extent the coast (since minerals are kind of everything stony right?)
Oil: Coast and/or tundra-style woodlands.
Trees: Basically everywhere BUT on the coast. Trees on the coast don’t make too much sense, do they?^^
Agriculture: Everywhere around a river, valleys. Slopes of mountains (wine) and especially around “volcanoes”. Keep in mind, that most agricultural regions in real life are oriented to the south.
Normal industry: Your choice. Mankind has proven that they don’t care where they build stuff that don’t require ressources.
This makes the map a bit more challenging, since you can’t just put your ressources where you want in one place. It also makes stuff a lot easier, since numerous small industries often produce less congestion on your roads.
The heart of the district
For industrial places, the heart of it is the evacuation towards cargo train or ship.
It is always beneficial to have a highway nearby, and you may want to have 2 highway connections on both sides.
In theory, this could look like this:
Ingame, like this:
Pay attention when placing your harbors and cargo trains. It is generally beneficial to put them on one-way roads, so that the enterning and leaving transport does lot overlap:
Also,underground roads may help very much in having a functional grid. And since you can’t see them, you can build as chaotically as you want.
Shaping the district
How you shape it, is entirely up to you. You can use the layout designs previously described here or do it in a more blocky way.
As discussed here I divide industry in 2 categories: rural and heavy. In most cases, I place my rural industry like the residential ones, organic alog the topography of the map. It mimics the natural flow of ressources, and translates de feeling of “the men goes after the ressource”.
For the heavy industry, I just place my roads, as said, in a blocky way. At the start of a game, I often tend to do a smiple grid, but as the time grows, I build a bit more differenciated.
Don’t forget that you have one way roads at your disposal. Placing some of these can often ease up congestion.
Applying a bit of fantasy to a simulation game never hurts. And so, It can be beneficial to ask yourself the question: where do those ressources come from, and what exactly is among them.
Imagine this: minerals aren’t just ores. Well in Cities, they are, but not in your head, if you want to. Along the way of last time’s “dominate your map”, why not edit your map so that it looks like a quarry? It sure looks nice!
Or an example for oil, which is often extracted on the sea on platforms:
Just edit it the way you want.
That’s it for this time, I know it was a bit short, but there is not much about industrial zones that are new to say, considering that my previous guides already partially covered this subject.
Furthermore, I’m a bit stuck at my masterthesis, so I did not have plenty of time to really put out great learning grids 😉 Anyways, I’m really happy that some of you like the stuff I write down, and I always enjoy reading feedback.
Thanks for your time!