Rebalanced Industries

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Author: Quboid

Last revision: 15 Nov, 2022 at 09:02 UTC (3)

File size: 137.22 KB

On Steam Workshop

Description:

This mod is being replaced by Rebalanced Industries Revisited by MByron26:

https://steamcommunity.com/sharedfiles/filedetails/?id=2911178252&searchtext=

Rebalanced Industries

Compatible with Cities Skylines 1.15.1 (15th November update)

Please don’t second-load with this mod!

Second-loads (loading from in-game or quitting to the main menu and loading again) cause issues with this mod and many others and affects your performance. Always quit to the desktop before loading a second time.

Fix the traffic (and more!) in your Industries DLC districts with Rebalanced Industries (Rebind). Reduces cargo traffic and employee numbers for a more playable and realistic experience. Industries DLC is required, this does not affect zoned industry.

La version française de ce guide est ici / French translation of this guide here. Merci mjm92150.

  • Fewer cargo trucks
  • Fewer employees in farms, forests, mines and oil pumps
  • Farms produce crops slower and cost less
  • Fewer cargo trucks!
  • More employees for Unique Factories, especially the big ones
  • Fewer cargo trucks!!

Cargo trucks for Industries buildings can now carry much more per load, meaning they need to make fewer collections and deliveries. This applies to all trucks, including ones downloaded from the workshop.

What happens when I enable this mod on an existing city?

  • Your cargo traffic will start decreasing almost immediately
  • Over-employed Industries buildings will keep their extra employees, but won’t hire more until they’re below the new employee count, so the number will decrease slowly as cims retire/die/etc.
  • Under-employed Unique Factories will immediately try to fill all available positions
  • Some buildings that haven’t had deliveries for a long time seem to break and never get deliveries, so will need to be rebuilt
  • I recommend letting your city run for couple of days for traffic and storage to adjust
Rebind in detail

Warehouses

  • With smoother traffic warehouses are more effective, but with less frequent deliveries they are even more important – you will probably need fewer, but I recommend having at least 1 for each cargo type in each district
  • Extractor warehouses (that hold raw materials; barns, silos, log yards, oil tanks, etc) are cheaper, have fewer trucks and employ fewer people, but hold more to ensure larger, less frequent deliveries/collections can be handled
  • Other warehouses hold more Industries cargo, have slightly fewer trucks and cost more since you will probably need fewer.

Farming

  • Crop trucks carry 3x as much; animal products and flour trucks carry 1.5x as much.
  • Farms produce half as many crops and cost a quarter as much to build and maintain, and to supply with power, water, etc. Farms need space, build twice as many fields!
  • Farms and pastures employ much fewer (but slightly more highly educated) people, since mechanised farming is a thing
  • Farm warehouses (barns and silos) hold 3x as much, but have fewer trucks for fewer, larger deliveries

Forestry

  • Raw forestry product trucks carry 2x as much; paper and planed timber trucks carry 1.5x as much
  • Forestry plantations employ half as many people
  • Forestry warehouses (log yards and storage) employ half as many people, cost half as much and hold 2x as much

Mining

  • Ore, glass and metal trucks all carry 1.5x as much
  • Mines employ half as many people
  • Mining warehouses employ half as many people, have fewer trucks and hold 1.5x as much

Oil

  • Oil trucks carry 3x as much, petroleum trucks carry 2x as much and plastic trucks carry 1.5x as much
  • Oil pumps employ half as many people
  • Oil tanks employ half as many people, have fewer trucks and hold 2x as much

Unique Factories

  • Like other Industries buildings, unique factories have extra storage space for larger deliveries (collections are unchanged)
  • Large unique factories employ many more people (e.g. the steel plant employs 150 people, instead of 66)
  • Unique factories that employ more people cost more to maintain (but are still very profitable)

Also…

  • No known incompatible mods
  • All Industries buildings’ temporary storage is increased to handle larger truck loads
  • Can be disabled safely, the "What happens when enabled" process will happen in reverse
  • Rebind is compatible with Maximilian’s Farms assets – highly recommended!
  • Industries district milestones require few employees (should be just as difficult to achieve)
  • Train, ship and plane cargo loads are also reduced. This is less noticeable, but cargo terminals in Industries districts typically work more smoothly
  • Few cargo trucks means fewer vehicle agent used – large cities will run a little better
  • Read Avanya’s Industries guide to learn how to make great Industries districts

All feedback welcome – please report bugs, suggest features and (constructively!) criticise my balance choices!

Known bugs

  • The building info panel that pops up from the toolbar when plopping buildings gives the old values for trucks/employees/etc. If anyone knows how to alter this, please contact me.

Credits:
Thanks to leaderofthemonkeys. Made with Harmony[github.com]

Source Code:
GitHub[github.com]

[www.patreon.com]
[www.paypal.me]

Download
Required DLC:

These DLC should be installed in order to use this item.


Cities: Skylines - Industries
Revisions:

Old revisions of this mod are available below. Click the link to download.