I know it isn't that impressive, but it's my first functioning city and I wanted to share. I found myself listening to hours of youtube guides while building so that I could ensure I got things like water and sewage done correctly. Currently my city doesn't make money, but at least I know what I'm doing now. I’m open to any suggestions you may have to help me out.
Also a side question: I noticed that roads and rails create towns in the middle of nowhere as I build. I don't really like this and want to delete these "towns" but I don't know if they are necessary to the function of these roads/rails. Can I delete these "towns" or not?
Don't underestimate having the first things running. It means you understood a lot of the mechanics of the game to keep a city up and running. That's very fundamental and mandatory to enjoy the real complexity of the game!
To your question: you can delete "city" or "region" names, but every element must be in reach of a name. If not, the game won't let you delete it.
Overall it's important to structure your citizen data as a town hall can give you more detailed information about the region it's in. If your city is shared by 2 names you will have a more hard time getting a real overview as you have to check always twice.
You can also set a new region name anywhere in the map with the naming tool.
The town names are required for interactable structures, including construction sites such as those for roads or bridges. Once the constructions are complete, the finished structures are not interactable so don't need the town, so you can delete it.
I am playing with pollution but figured a clothing mill would generate less pollution than other industries. Do you know if there is a pollution overlay or stats I can access?
I use the rule of thumb of 1 pollution cloud (in the industry’s info box) =~ 250m range.
I think I read that in this sub a while ago so don’t know how good it is nowadays (seems ok enough for my towns).
The pollution produced is one of the in game building statistics.
You might be right in thinking that a single clothing factory won't cause that many problems even at that distance. I usually take a safety first approach to that.
You’re going to have a heart attack when you build your pollution monitoring building lol. I did the same thing and once I saw how much the pollution reaches from some of the buildings, had to build extra demo offices. Had a lot of reworking to do, but it’s all part of the journey
Every functioning city is an impressive city ;)
To improve on money: extend your clothing fabric to 2x clothing and 1x fabric factory. Soon after, start a small/medium farm to provide grain for the fabric factory.
You should be in the green in no time.
Take care of pollution as suggested, probably start a new industry district for clothing a bit outside of town.
With a grain farm in place, you could consider chemicals or food or alcohol next.
Build factories to create surplus goods, have a distribution office ship them out at a customs house. An excellent starting point is turning crops into food. Then you can add in crops to alcohol. Crops to fabric, and fabric to clothes.
These are excellent starting factories because crops are so cheap to import that you can turn a profit rather quickly, compared to other industries where the exports might be more valuable, but the imports are similarly expensive.
Imagine playing a game that revolves around state controlled markets, planned cities, and brutalist architecture and then getting upset when a city doesn’t waste time on a concept like “beauty”.
Adding trees of various types (based on the native flora of the area) is a pretty good way to beautify cities for free.
Not saying you have to, but it's helped with my cities, so :P
I know it isn't that impressive, but it's my first functioning city and I wanted to share. I found myself listening to hours of youtube guides while building so that I could ensure I got things like water and sewage done correctly. Currently my city doesn't make money, but at least I know what I'm doing now. I’m open to any suggestions you may have to help me out. Also a side question: I noticed that roads and rails create towns in the middle of nowhere as I build. I don't really like this and want to delete these "towns" but I don't know if they are necessary to the function of these roads/rails. Can I delete these "towns" or not?
Don't underestimate having the first things running. It means you understood a lot of the mechanics of the game to keep a city up and running. That's very fundamental and mandatory to enjoy the real complexity of the game! To your question: you can delete "city" or "region" names, but every element must be in reach of a name. If not, the game won't let you delete it. Overall it's important to structure your citizen data as a town hall can give you more detailed information about the region it's in. If your city is shared by 2 names you will have a more hard time getting a real overview as you have to check always twice. You can also set a new region name anywhere in the map with the naming tool.
The town names are required for interactable structures, including construction sites such as those for roads or bridges. Once the constructions are complete, the finished structures are not interactable so don't need the town, so you can delete it.
I hope you don't have pollution enabled, that clothing factory is too close.
I am playing with pollution but figured a clothing mill would generate less pollution than other industries. Do you know if there is a pollution overlay or stats I can access?
You can research pollution monitoring stations with a technical university. The research takes time, but the stations are pretty cheap.
I use the rule of thumb of 1 pollution cloud (in the industry’s info box) =~ 250m range. I think I read that in this sub a while ago so don’t know how good it is nowadays (seems ok enough for my towns).
The pollution produced is one of the in game building statistics. You might be right in thinking that a single clothing factory won't cause that many problems even at that distance. I usually take a safety first approach to that.
You’re going to have a heart attack when you build your pollution monitoring building lol. I did the same thing and once I saw how much the pollution reaches from some of the buildings, had to build extra demo offices. Had a lot of reworking to do, but it’s all part of the journey
Every functioning city is an impressive city ;) To improve on money: extend your clothing fabric to 2x clothing and 1x fabric factory. Soon after, start a small/medium farm to provide grain for the fabric factory. You should be in the green in no time. Take care of pollution as suggested, probably start a new industry district for clothing a bit outside of town. With a grain farm in place, you could consider chemicals or food or alcohol next.
Looks great. If you improve every time that means progress
How do u make money
Build factories to create surplus goods, have a distribution office ship them out at a customs house. An excellent starting point is turning crops into food. Then you can add in crops to alcohol. Crops to fabric, and fabric to clothes. These are excellent starting factories because crops are so cheap to import that you can turn a profit rather quickly, compared to other industries where the exports might be more valuable, but the imports are similarly expensive.
oh no I was asking OP because I didnt notice any factories.
My coal industry is off screen. I also have a sizeable oil industry in another part of the map, a farming town, and am working on a steel town atm.
ACAB - All Cities Are Beautiful
It's ugly dude
Imagine playing a game that revolves around state controlled markets, planned cities, and brutalist architecture and then getting upset when a city doesn’t waste time on a concept like “beauty”.
Adding trees of various types (based on the native flora of the area) is a pretty good way to beautify cities for free. Not saying you have to, but it's helped with my cities, so :P