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  • Yep, Cities Skylines has a seventh expansion pack, with this one going by the admirably

  • straightforward title of Industries.

  • No beating around the bush, you want more industry? You got it.

  • Providing what could be considered the antithesis of the Skylines Green Cities pack, Industries

  • fully commits to virtually exploiting natural resources in the realms of drilling for oil,

  • mining materials, logging forests, and farming crops and livestock.

  • And this time around I was provided an early review key by the publisher, which is how

  • this video is up before the pack’s official release.

  • As always though my opinions are my own and nobody’s even looking at this video before

  • it goes live so I can say whatever I please.

  • And right now, what I please to say is that Industries is a welcome addition while also

  • feeling like a retread of previous expansions.

  • That is to say: taking more direct control of your city’s industrial sector provides

  • some much-desired complexity and finessing of logistics, but if youve played the Parklife

  • expansion from early 2018 then youve already got a good understanding of how it works.

  • Now, instead of four different kinds of parks youve got four different kinds of industries:

  • Oil, Forest, Ore, and Farming.

  • These are the same specialized industries that were already in the game of course, except

  • here theyve beenparkified” I guess you could say.

  • So instead of only dropping a specialization on top of existing industrial zones, you can

  • paint a dedicated district and place individual buildings inside to take advantage of nearby resources.

  • As with Parklife, these new districts can overlap the traditional ones and won’t activate

  • until you place a main gate, or in this case a main office building for that particular industry.

  • And as greater resource quantities flow through said industry itll level up through five

  • levels, unlocking new buildings each time the same way parks did.

  • And finally, there are also a few policies that can be applied to each industry to further

  • nail down how they function.

  • So yeah, if you enjoyed the hands-on nature of Parklife and wanted more of that kinda

  • thing, youre gonna dig what Industries has to offer.

  • Me being a fan of that pack, and nitty-gritty detail work in city sims in general, I found

  • myself very much on board once I realized Industries was built on such a similar foundation.

  • It works and it’s fun so it seems they went with a “don’t fix what ain’t brokeapproach.

  • That being said, due to the nature of industrial production and resource management, there’s

  • an extra layer of depth than there was in Parklife and that’s where things get interesting.

  • Each industry relies on natural resources and each map comes with a limited amount of them.

  • Some cities are packed with oil and ore, while others may be filled with fertile flatlands and forests.

  • There’s always an element of importing resources from unseen outside connections, but for the

  • most part your industries are going to be limited by the land itself.

  • This is in stark contrast to Parklife where you could place parks darn near anywhere and

  • get great results if you only spent enough money on attractions and ad campaigns.

  • But with industries, especially those focused on extracting oil and ore, once the resources

  • run dry youre left with an unsustainable business.

  • At least, unsustainable at its current rate of growth without making notable changes,

  • all of which come at the expense of funding, time, traffic, and the environment.

  • Let’s explore the possibilities by looking at individual industries, starting with bubblincrude.

  • Oil that is, black gold, Texas tea.

  • The backbone of the oil industry is extraction, with each pump, well, and rig rapidly draining

  • any underground oil in a set radius around it.

  • Once that oil’s gone, it’s gone, and the extractor will have to be decommissioned or moved.

  • Sometimes even offshore if that’s what it takes to feed the fossil fuel beast.

  • Mining works very much like oil here as well, except youre ripping into the earth seeking

  • precious ore instead.

  • Multiple types of extractors once again come into play, each with different sizes and capabilities,

  • but all of which rely on local resources to function.

  • Once youve got raw ore or crude oil out of the ground, itll then be packed up and

  • shipped off to a nearby storage facility.

  • These are one of a multitude of unique new building types that come with each industry,

  • many revolving around storage and/or refinement.

  • So with oil for instance, youve got specialized storage facilities that are geared towards

  • petroleum products and nothing else.

  • But you also gain access to generic storage yards and warehouses that can accept deliveries

  • from any industry, including the old zoned ones, with a menu letting you choose how and

  • what to store at each location.

  • This ties in nicely with the refining of raw materials and production of products, which

  • in the case of oil are things like petroleum and plastic, and with mining it’s stuff

  • like metal and fiberglass.

  • Again, there are dozens of new buildings to help make this supply chain work, it isn’t

  • limited to zoned industry vaguely working in the background.

  • So youve got dedicated refineries and factories for every industry now, taking raw materials

  • and creating more specialized products out of them, with all of them needing to be stored,

  • used up, sold, and shipped on their merry way.

  • This relies not only on thoughtful placement of factories and warehouses, but also on efficient

  • roadworks for endless trucks to get in and out of there at all hours of the day.

  • To this effect there are new industrial roads that can be placed which are cheaper to build

  • while still allowing for swift traffic speeds.

  • And there are now toll booths and toll roads, which by default slow down the flow of traffic

  • but provide a nice boost to city coffers.

  • Tolls can also be upgraded through a policy that allows for faster electronic payments,

  • in addition to some other industry-focused policies like workersunions and automation,

  • all of which come with their own trade-offs.

  • So yeah, you end up with a pretty involved balancing act of supply chain management that

  • I find darned satisfying to manipulate.

  • It’s quite stressful, in an oddly pleasing way, to try and maintain the strained yet

  • symbiotic relationship between refinement, transport,

  • production, available workers, and profit margins.

  • Not to mention the ongoing impact on the environment, from losing miles of valuable land to extraction

  • machinery, to making half the population sick from the metric tons of pollution being generated.

  • Hey look, oil industry pollution is down 40%! Can’t you tell?

  • Onto forestry and farming, which work a little differently from the other two.

  • These still rely on natural resources, in this case trees and fertile land, but considering

  • the renewable nature of things that grow they don’t deplete in the same ways as oil and ore.

  • The forest industry relies on laying down plots of trees

  • and farming is all about crops and livestock.

  • They still need to be in areas deemed suitable according to the resource map so youre

  • somewhat limited in terms of placement, but at least they can be a bit more sustained

  • with freshly-planted crops and future generations of animals.

  • With forestry the main refineries come in the form of saw and pellet mills, which take

  • the logs of nearby tree plots and turn them into planed timber for building or pulp for paper.

  • And with farming you have fields holding bounties of fruit, vegetables, and grains, as well

  • as pastures for livestock like cows, pigs, and sheep.

  • Each harvest is then turned into new resources like flour and animal products, which can

  • then be shipped off to new unique production facilities like bakeries and beverage factories.

  • As a bit of logistical lubrication there are also a couple new airports focused on feight.

  • The cargo airport and the cargo hub make use of ample aircraft carrying products instead

  • of passengers, with the hub combining both air and rail into a single ploppable structure.

  • Speaking of airmail, there’s now a set of postal service buildings to provide mail delivery too.

  • This works a lot like the road maintenance building introduced in the Snowfall pack,

  • so it’s not entirely necessary but adding it to your city results in greater citizen satisfaction.

  • Placing POs sends delivery vans throughout the city spreading stamped happiness everywhere

  • they go, and sorting facilities act as a middle-man between local and outside postal connections.

  • And lastly there are some minor free additions that launched alongside this pack.

  • In addition to the tolls roads shown earlier, the latest patch also introduces custom name

  • lists to help keep track of every person or building youve named, as well as the ability

  • to mark individual zoned buildings ashistoric.”

  • So even if its level changes the aesthetic will remain the same, something I’ve enjoyed

  • in city-builders since SimCity 3000 and I’m glad to see it in Skylines.

  • And that’s the gist of the Industries pack!

  • As usual it’s sold for $15, or $18 for the Plus version with a new radio station.

  • Much like Parklife before it, Industries is an expansion that isn’t necessary for every

  • player so whether or not it’s worth the asking price is debatable.

  • But it absolutely makes sense for players like me that love getting their business management

  • hands dirtier than the base game provides.

  • Though it kinda feels like a conflict of interest owning, operating, and profiting from every

  • major industrial business in my city while also being the mayor of said city, but eh.

  • I just like role-playing as a greedy capitalist overlord sometimes, mowing down forests to

  • grind up rocks and drilling up pristine beaches to fill thousands of barrels of dinosaur juice.

  • Until we get a proper sequel to the game, packs like this one consistently keep me coming

  • back to Cities Skylines, and in that sense I’d say Industries does its job nicely.

  • And if you enjoyed the coverage of this pack for Skylines

  • why not check out some of my others, I've covered all of them so far!

  • And I do all sorts of other things here every week on LGR.

  • And as always thank you very much for watching!

Yep, Cities Skylines has a seventh expansion pack, with this one going by the admirably

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