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Fampa

Captain
Apr 26, 2024
421
929
Now that the many bugs are slowly getting resolved, I fell like CO really needs to take a look at industry. It just fells off.

When checking my industry profitability. Some of them are red and some are green. But it doesent seem to make any sense. I have all the basic industry (cotom, oil etc) making surplus. It still doesent seem to matter what choises I make or if there is cargo train in the city. Is it just me?

It fells buged. I cant say fore sure though.

What do you guys think?

Also, as many have suggested, there should be a active game mechanic that takes ware houses in consideration.
 
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It doesn't feel off to me. Maybe try to be more specific. What are you expecting that you're not seeing. Or, what are you seeing that you're not expecting?

Maybe this might help:

 
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It doesn't feel off to me. Maybe try to be more specific. What are you expecting that you're not seeing. Or, what are you seeing that you're not expecting?

Maybe this might help:

One example is that i have a surplus in almost every good and still I am importing tons and tons of these same goods.

Another is what I said before, I dont understand why so many of my industry are in a red state (in this case maybe its just the game that doesent clarify how to improve industry profitability)
 
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I think a big takeaway from the DD is about transport costs. Maybe your industry is spending too much there. I'm only guessing, of course.
 
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Frankly, after all the changes which have been made to the game in the meantime I wouldn't rely on the DD's as a source of information about the game anymore.
Yeah it'd be great if the devs would update their wiki or else provide any official communication on game operations beyond those ancient dev diaries and these threadbare patch notes.

It always bums me out to see the odd rando link that outdated info (and heck, some of it was just plain aspirational and never made it into the game in the first place) as though it's authoritative, but I'm aghast to see an official company rep push it.

And I don't know how any player can make the straight-faced claim that "[the economic simulation] doesn't feel off to me" when a quick look at immaterial goods shows a whole portion of said simulation is not functioning coherently, if at all. Load any city and look at production/surplus/deficit to discover that no cim ever uses immaterial goods with the exception of the three that are office-produced. I'm not saying it makes the game "unplayable," but it absolutely buttresses OP's valid point.
 
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Besides this "off" feeling, I feel that we should worry more about industry. In the current state, we just spam industry as the demand bar goes up. There is no thinking what so ever. The only thing we have to worry about is pollution, but that is not enough to make an interresting mechanic.
 
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Yes yes yes... Industries need attention. I also don't understand the logic behind. As far as I read the mechanic should be that if I place a resource for industry (per example Wood) and then Beside or close to it an industrial zone it should spawn industry that uses this resource. But it doesn't happen. Or if, only with very low impact.

In my last city I had steel production in an huge amount.

But my commercials complained they couldn't buy drinks in a cheap way. Even with putting the subvention bar for drinks full to the left side I barely got industries which produced drinks. No matter where I placed it. It generated the mist time steel production

I miss the industry mechanics from CSI in this case.
 
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Yes yes yes... Industries need attention. I also don't understand the logic behind. As far as I read the mechanic should be that if I place a resource for industry (per example Wood) and then Beside or close to it an industrial zone it should spawn industry that uses this resource. But it doesn't happen. Or if, only with very low impact.

In my last city I had steel production in an huge amount.

But my commercials complained they couldn't buy drinks in a cheap way. Even with putting the subvention bar for drinks full to the left side I barely got industries which produced drinks. No matter where I placed it. It generated the mist time steel production

I miss the industry mechanics from CSI in this case.
I also had problems producing Beverages. Whenever I zoned new industry areas, Beverage buildings would be built, but they would quickly go bankrupt and be replaced with other kinds of industry, even when heavily subsidized.

However, this is not an issue in my latest save. Perhaps there was a fix to the problem? Or whatever I did to trigger it hasn't yet happened in that new save.
 
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I also had problems producing Beverages. Whenever I zoned new industry areas, Beverage buildings would be built, but they would quickly go bankrupt and be replaced with other kinds of industry, even when heavily subsidized.

However, this is not an issue in my latest save. Perhaps there was a fix to the problem? Or whatever I did to trigger it hasn't yet happened in that new save.
For me the trigger was that if I build an extra outside connection (rail or road) the export/import prices would increase exponentially and the first companies that would go bankrupt from this were the bevarages. I filed a bug report about this 5 months ago, so maybe they have fixed this issue in the mean time. Or you didnt build an extra outside connection in this save yet. I havent played since then, so I dont know.

Edit: the Bug report:
Thread 'Outside connection bug: With every creation of an outside connection import prices imcrease by 1000% of all materials and goods.' https://forum.paradoxplaza.com/foru...e-by-1000-of-all-materials-and-goods.1696471/
 
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In addition to what was already said, the Design feels unfinished at the moment:

1. Each industry is exactly the same. There are a lot of different goods and interesting supply chains. However, what every you do or whichever industry you have, it does not matter at all. No matter if you have a reffinery, a steel Mill or a Hightech Chip factory. They require the same amount of workers, the same qualification of workers and also produce the same amount of pollution.

tl:dr: Start making branches different. They can be balanced but still come with their pros and cons.


2. Warehouses: Very short: Please allow us to zone warehouses. Their should be two types of zones as already promised somewhere.


3. Give purpose. I know autobalance is a design target. And this game is not supposed to be industry giant. But still: This system deserves some more purpose and interaction possibilities than zone and it's done.
 
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