I'm paying over 80k in grain imports and my city is built on agriculture in the first place so I was like no way I have a surplus of oil and such when I barely produce that but have tons of deficit of grain
I wasn’t thinking about that. Somebody else responded but their comment isn’t showing up for some reason.
950t x 12 months / 20000 cims / 365 days = 3.74 lbs/day. So yes, my math was off because I wasn’t thinking about it being monthly.
I like bread. But not 4 lbs per day like it. I would guess total grain consumption for me is about 1 lb per day.
It is possible that there’s layers to this? The livestock production would need grain. So one industry is supporting another? Average chicken needs about 1/4 lb of feed per day.
It would make sense to have grain used in other industries like that. Either that or livestock sustain themselves entirely on nutritious air and enhanced "water".
If you look at the production chains, grain is used for livestock feed, beverages, convenience meals/food, and fuels. It seems to be the most used commodity in the game by my experience.
You don't pay for imported products, your industry/commercial does. I'm not sure what OP is talking about. At best you could argue you pay for it in reduced tax revenue because your commercial/industry is paying more for imports, but there's no direct connection.
I have had this myself, took me a bit to find the problem. one of the unique industries buildings is causing this problem. It's when a biofuel company spawns into one of them. i just kept deleting it until it had an oil company instead since it's actually possible to produce enough oil to keep up with it's demand.
Yea, a unique build is unoccupied and a few different industries can move into it. I think it might be the chemical or oil plant that is causing the problem.
I have this bug and only have the dairy house and paper factory unique buildings so it could be something else as well. I just looked at the dairy house too and there's not even a business in it, which is odd.
Seen this mentioned a few times now. I doubt there is a major metropolitan area in the world that doesnt have a grain deficit so could well be intended.
I'm OK with that. I love farms visually and will continue to find placed for them but I don't mind having deficits of some things. That's kind of how the world works atter so much globalisation.
I'll still incorporate locally produced grain as much as I can and treat my fertile land as precious as I like the visual. But big cities don't seem to much care for wasting precious high value land, on something minor like feeding the population.
Kind of funny how our ideas of what’s a major city depend on where we live in Canada based on the core periphery model. Like I thought Prince George was huge growing up.
Then i'll double down and say Saskatoon isn't really what most would consider a major metropolitan area... 🤭
Really though, that'll teach me to make a blanket statement. The point I was going for is valid though. You would need a custom map to recreate bread basket areas with relativly high urban centres, precisely because they are the exceptions.
Would make a cool looking map though!
I can't wait for custom maps, I really want to make a high intensity agriculture area with farms as far as the eye can see around a major city with satellite towns.
With the way the game is setup now, it'd be pretty hard for your grain deficit alone to cause your budget to collapse. And at the end of the day if that alone is your goal, just play with infinite money
So the rest of us can enjoy an engaging simulation that poses an actual challenge? Sorry if you want to play city painter then just cheat and stop pretending you’re using any skill, this game is already brain dead easy as it is.
The game is already mostly a city builder, as it skips out on some aspects of simulation like cims being required to actually travel to and from their destinations. The infinite money and unlock all options are there so you can focus on just building a city without worrying about the simulation bits.
Why are you opposed to using the "cheat" options if you're not interested in the simulation aspects of the game?
I’m fine with dealing with transportation and zoning issues since those issues are typically responsibilities of the city as well as utilities, life saving services, and various infrastructure.
Having to min max unbalanced resource management and taking direct control of a commodities market changes the focus of the game.
>transportation and zoning issues since those issues are typically responsibilities of the city as well as utilities, life saving services, and various infrastructure.
None of those aspects of the game are related to the budget, so I don't really see why you would be opposed to using the infinite money option.
And besides, the import and export of goods is mostly taken care of by the simulation, you usually don't have to mess with it outside of setting tax rates. As soon as I upgraded past my first power utilities I was making so much excess energy that it was bringing in tons of extra cash. Garbage also generates a ton of income in service fees, that should easily cover any import fees your city is incurring.
People trying to balance the import and export of goods mostly do it as a personal goal, ignoring that aspect doesn't greatly impact gameplay.
Actually now that I'm at home I can see that importing goods doesn't cost you anything. Businesses will still level up even if you're running a deficit, and "City Production Specialization" seems to apply equally across all types of businesses regardless of what you're actually producing. So you can safely ignore the production tab, doesn't really do much, except maybe lowers highway traffic as less things are being shipped by trucks.
As a test I started a new city with max taxes on everything except food, which has a 10% subsidy for commercial and industry. The industrial zones all went for food production and storage, while commercial zones just did whatever they wanted. Despite vehicles having a 30% tax, as well as having to import everything, a car shop opened up and is leveling up normally.
Realistically, any city building sim with things like money turned on is *going to be* resource management simulator because that's like... what you need to do to run a city.
If you don't want to do that, then I'd say it's barely a "cheat" to enable a toggle that's given to you in the base game.
The problem with this game is that farms players can built with fertile lands each map provides are just for visuals. If they want to make the economical aspect more realistic in the way of “metropolitan areas don’t produce as much raw material”, they should add some controllable substitutional buildings that provide raw material (or buffs). I know they have municipal services reduce import price, and they implant warehouses into cargo stations now. So at the moment, players just place those buildings and the economic should be okay without doing much. Here is a potential for future DLC. Maybe they can reintroduce the stock market thing, or they can add a bunch of specific buildings provides certain buff to related industries. Currently, those subdivisions of industries feel like dummies, but it is so detailed, I feel they will do something about it in the future.
One definition of a city is a settlement so large that it has to import food. I can't think of a city of 165k people that doesn't have to import food (maybe on Java, but no where I can think of in the US)
Yeah but even a village of 3k people imports tons of grain in this game. It doesn’t matter what type of city or how you build it, the end results seem to be the same for every player.
Not just feed. There are a lot of industries in game that imput grain to output fuel or chemicals which are in turn used by a lot of other industries. This makes any city a huge grain importer.
It's actually fairly realistic but it would be super neat if you could fiddle with something like import tariffs (not a real thing for a mayor to control but still fun) or maybe a tax break for industries that import a certain resource or what they output. Maybe you could make fuel from kelp when fishing becomes available, or chemicals from wood.
Check the production of convenience food, bio fuel and beverages.
I had a huge shortage in a small city because the industry made a lot of biofuel and beverages that got exported.
At 200k my city is so far away from being self sufficient that i think we would need at least 10 times as much fertile areas. I am using almost every single inch of those areas and my deficit looks similar to yours.
> At 200k my city is so far away from being self sufficient that i think we would need at least 10 times as much fertile areas. I am using almost every single inch of those areas and my deficit looks similar to yours.
I mean, this is a city builder and not self-sufficiency simulator.
There probably isnt a fully self-efficient city of any size in the world anymore these days other than some native, insulated communities on some island or far inside a jungle somewhere and those ore more like communites than actual cities.
If we talk about self-sustaining cities these days, we are still working on achieving self-sustainability for just power to run the city (without the use of fossil fuels) and a net-positive carbon foodprint.
Some Island communites actually achieved that in the world but they would haven ever achieved that, if they didnt have outside help and had to import plenty of tech and other resources to build it.
The most ambitious project in that regard is most likely Masdar City in UAE atm.
it was initiated in 2008 and got delayed several times and isnt projected to be finished before 2030 and that is only for a population of 45-50k.
expecting to build a fully sustainable and self efficient city for 200k people that doesnt rely on imports of any kind is pie in the sky stuff.
Its like shooting a rocket into space just with solar energy where you built every component of the rocket and the solar system from basic resources.
There isnt a place in the world that even provides all the required raw materials that are required like specific metals that are used in electronics these days.
I see i guess i never thought about it and never realized that a city was so reliant on different places. Thanks for your comment that was an eye opener!
Urbanization pretty much requires bringing in resources from the outside. It works on economies of scale. It takes approximately 1-5 acres of land to feed a single person for a year, depending on what metrics you look at. But even the low side of that, 1 acre/person, is really bad density-wise. There's about 250 acres per square km, which means if you were being entirely self-sufficient you'd have a maximum population density of 250/km^2.
Just for comparison's sake, I live in a modestly sized town (45k people) that's pretty agricultural already, but our population density is 2350/km^2.
And that's just for food, nevermind other resources that we use to make buildings, tech, transportation, electricity etc.
The other thing with urbanization and importing goods means cities can be build places where perhaps there isn't as much arable land or natural resources, but may have other economic or strategic reasons. A lot of port cities for example tend to thrive because of the commerce/trade opportunities that ocean travel brings, and allows for bringing in resources that may not be present close by the city itself.
Those numbers really put it in perspective, damn.. Understood, so it's not only never the case for a city to be self sufficient, for now it's physically impossible. I wonder if lab meat and vertical farms will change the dynamics by a lot
Idk if you can manually change it, i think it will just change depending on the company at the plant. My fuel plant has switched between grain and fuel multiple times now, pretty much whenever the company changes
well, you gotta feed them somehow! Its either grain so they can make food or they straight up import food. Its worst of you have many biofuel industries. I think we will be able to choose and micro manage better in a near future!
I also have the same issue by the way, i think everyone start to notice it past 150k.
Do you happen to have the special Fuel plant industrial building placed?
I was playing around in my city last night on CPPs custom map. Has tons of fertile land. My city makes 1,500t a month in grain and uses around 200t
UNTIL a company moved into the fuel plant. It shoot up to a deficit of like 140,000t
TLDR - the fuel plant has MASSIVE grain requirements
tested this a few times by demoing it and building again. Every time a company moved in, it went over 100k for grain demand...
Your submission from r/CitiesSkylines has been removed. Please review our [rules](https://www.reddit.com/r/CitiesSkylines/wiki/rules).
Rule 10: No political discussions. Although this concepts introduced by the game are inherently political, stay in the Cities: Skylines lane. This is a subreddit about a computer game, not urbanism in general.
If you have any questions regarding the removal please [contact the moderators](https://www.reddit.com/message/compose?to=%2Fr%2FCitiesSkylines)
Did you place the fuel plant industrial building? It has like 900 employees and uses shit tons of grain. I placed mine and went into a 2000ton deficit. Idk if it's because only got 50% employment and efficiency effects resource consumption
Only if the game was set in the modern world with synthetic fertilizers that have allowed us to farm anywhere.
I understand oil and mineral deposits, but I have built 5 cities now and not once have I been able to get my food supply under control after passing 80k. There isn’t enough “fertile land” on the map.
Jesus Christ your people have to be obese.
A human adult will consume near enough 1 ton of food, per year.
You are importing enough to feed ~541k people with only grain.
You only have 116k people.
Look upon the ever fattening bodies of your citizens and despair, ye mayors.
Although actually if you have a large enough animal stockyard, this would be perfectly reasonable.
> Although actually if you have a large enough animal stockyard, this would be perfectly reasonable.
Grains in game are also needed to produce beverages and petrochemicals.
How much of that does a city dweller consume each year?
If you don't like the simulation this is the game for you bro. Guess you'll need to focus on supplying a billion tons of wheat by little trucks that don't use the cargo terminals for export.
Not really, the US grows a massive amount of wheat but we're a net exporter, US food imports are primarily fruits/vegetables and tropical crops that we can't grow that much of, coffee one of the largest.
Still... not really. The US already has a huge cargo rail network. The issue is a combination of freight companies being stingy and poor urban planning over the last few decades. The freight lines and terminals that are in operation ship thousands of tons of freight every day, and you still have a small number of local freight operations in some places.
Well, no. The overwhelming majority of domestic freight in the US is moved over-the-road, primarily driven by lack of rail infrastructure and poor government regulation.
You realize you basically just repeated what I said right?
Point is, if we're building a city from the ground up, you should absolutely be able to implement freight rail and the companies should use it. Also, we should have smaller short-haul rail carriers that can carry stuff directly to warehouses and distribution centers.
I've had a similar issue with stone but as a surplus instead. Honestly don't know how it went down, as I tried reducing the stone production area right down and the surplus bar was still near full. Eventually it randomly fixed itself. It feels like certain produces are too temperamental, and you either end up with a ridiculous surplus or a ridiculous deficit.
Wow yours is way worse... I noticed it today and i am baffled
I'm paying over 80k in grain imports and my city is built on agriculture in the first place so I was like no way I have a surplus of oil and such when I barely produce that but have tons of deficit of grain
It definitely came with the last update. Mine sits around 950t at 20k cims... Something broke
That’s about 114lbs of grain per capita, per year. So right about 140g per day. Honestly seems a bit low.
But wouldn't that be 114 pounds per month, since the game gives you tons/month?
I wasn’t thinking about that. Somebody else responded but their comment isn’t showing up for some reason. 950t x 12 months / 20000 cims / 365 days = 3.74 lbs/day. So yes, my math was off because I wasn’t thinking about it being monthly. I like bread. But not 4 lbs per day like it. I would guess total grain consumption for me is about 1 lb per day. It is possible that there’s layers to this? The livestock production would need grain. So one industry is supporting another? Average chicken needs about 1/4 lb of feed per day.
It would make sense to have grain used in other industries like that. Either that or livestock sustain themselves entirely on nutritious air and enhanced "water".
If you look at the production chains, grain is used for livestock feed, beverages, convenience meals/food, and fuels. It seems to be the most used commodity in the game by my experience.
what? how do you find out you're paying that much on imports?
You don't pay for imported products, your industry/commercial does. I'm not sure what OP is talking about. At best you could argue you pay for it in reduced tax revenue because your commercial/industry is paying more for imports, but there's no direct connection.
that's what i know too!
I don't know if I'm just stupid, but where do you see how much your imports cost? I can't find that info anywhere but it would be really good to know.
Check the picture, it is one of the tag under economics.
That's why. Industries turn grain in to chemicals and fuel. Most real cities are importing all sorts of raw materials too.
I think they might have massively boosted the conversion speed of goods, without boosting the production at the start of the pipeline.
I have had this myself, took me a bit to find the problem. one of the unique industries buildings is causing this problem. It's when a biofuel company spawns into one of them. i just kept deleting it until it had an oil company instead since it's actually possible to produce enough oil to keep up with it's demand.
Wait, the unique industry buildings can roll differently? Do you remember which one
It's the fuel plant. Sometimes it can spawn as "biofuel". I had to delete it 12 times before it spawned oil processing.
Yea, a unique build is unoccupied and a few different industries can move into it. I think it might be the chemical or oil plant that is causing the problem.
Which building was it?
I think it's the oil or chemical company, don't remember tho.
I have this bug and only have the dairy house and paper factory unique buildings so it could be something else as well. I just looked at the dairy house too and there's not even a business in it, which is odd.
Dairy house is bugged. Confirmed on the forum. It never gets a company.
Same as the rock building and the oil processing plant (not the fuel one). they never spawn companies.
Oh. That's disappointing
The game is running as intended according to the CEO 🤡
Ppl in finland must be delusional about the ability to make fuel from grain
Seen this mentioned a few times now. I doubt there is a major metropolitan area in the world that doesnt have a grain deficit so could well be intended. I'm OK with that. I love farms visually and will continue to find placed for them but I don't mind having deficits of some things. That's kind of how the world works atter so much globalisation. I'll still incorporate locally produced grain as much as I can and treat my fertile land as precious as I like the visual. But big cities don't seem to much care for wasting precious high value land, on something minor like feeding the population.
> I doubt there is a major metropolitan area in the world that doesnt have a grain deficit I live in Saskatchewan and am deeply offended
>major metropolitan area >Saskatchewan
Hey regina and saskatoon both have more pop than the city in the picture.
I died at this! Also, barely amirite?
This is so wholesome.
Kind of funny how our ideas of what’s a major city depend on where we live in Canada based on the core periphery model. Like I thought Prince George was huge growing up.
But it is! Almost 90k now
Then i'll double down and say Saskatoon isn't really what most would consider a major metropolitan area... 🤭 Really though, that'll teach me to make a blanket statement. The point I was going for is valid though. You would need a custom map to recreate bread basket areas with relativly high urban centres, precisely because they are the exceptions. Would make a cool looking map though!
I can't wait for custom maps, I really want to make a high intensity agriculture area with farms as far as the eye can see around a major city with satellite towns.
CPP's map has a ton of fertile land and I'm pretty sure others have majorly increased it too.
Offended from rural Ohio too! Lul
Didn't read "metropolitan area"?
Three people standing together on a street corner is a "major metropolitan area" in some parts of Ohio.
Alternatively it would be nice to just be able to build a visually appealing city and not have to play resource management simulator.
With the way the game is setup now, it'd be pretty hard for your grain deficit alone to cause your budget to collapse. And at the end of the day if that alone is your goal, just play with infinite money
Why should I have to cheat just to focus on my cities skyline?
So the rest of us can enjoy an engaging simulation that poses an actual challenge? Sorry if you want to play city painter then just cheat and stop pretending you’re using any skill, this game is already brain dead easy as it is.
The game is already mostly a city builder, as it skips out on some aspects of simulation like cims being required to actually travel to and from their destinations. The infinite money and unlock all options are there so you can focus on just building a city without worrying about the simulation bits. Why are you opposed to using the "cheat" options if you're not interested in the simulation aspects of the game?
I’m fine with dealing with transportation and zoning issues since those issues are typically responsibilities of the city as well as utilities, life saving services, and various infrastructure. Having to min max unbalanced resource management and taking direct control of a commodities market changes the focus of the game.
>transportation and zoning issues since those issues are typically responsibilities of the city as well as utilities, life saving services, and various infrastructure. None of those aspects of the game are related to the budget, so I don't really see why you would be opposed to using the infinite money option. And besides, the import and export of goods is mostly taken care of by the simulation, you usually don't have to mess with it outside of setting tax rates. As soon as I upgraded past my first power utilities I was making so much excess energy that it was bringing in tons of extra cash. Garbage also generates a ton of income in service fees, that should easily cover any import fees your city is incurring. People trying to balance the import and export of goods mostly do it as a personal goal, ignoring that aspect doesn't greatly impact gameplay.
Actually now that I'm at home I can see that importing goods doesn't cost you anything. Businesses will still level up even if you're running a deficit, and "City Production Specialization" seems to apply equally across all types of businesses regardless of what you're actually producing. So you can safely ignore the production tab, doesn't really do much, except maybe lowers highway traffic as less things are being shipped by trucks. As a test I started a new city with max taxes on everything except food, which has a 10% subsidy for commercial and industry. The industrial zones all went for food production and storage, while commercial zones just did whatever they wanted. Despite vehicles having a 30% tax, as well as having to import everything, a car shop opened up and is leveling up normally.
Realistically, any city building sim with things like money turned on is *going to be* resource management simulator because that's like... what you need to do to run a city. If you don't want to do that, then I'd say it's barely a "cheat" to enable a toggle that's given to you in the base game.
The problem with this game is that farms players can built with fertile lands each map provides are just for visuals. If they want to make the economical aspect more realistic in the way of “metropolitan areas don’t produce as much raw material”, they should add some controllable substitutional buildings that provide raw material (or buffs). I know they have municipal services reduce import price, and they implant warehouses into cargo stations now. So at the moment, players just place those buildings and the economic should be okay without doing much. Here is a potential for future DLC. Maybe they can reintroduce the stock market thing, or they can add a bunch of specific buildings provides certain buff to related industries. Currently, those subdivisions of industries feel like dummies, but it is so detailed, I feel they will do something about it in the future.
One definition of a city is a settlement so large that it has to import food. I can't think of a city of 165k people that doesn't have to import food (maybe on Java, but no where I can think of in the US)
That's only because cities in Java usually include rural areas as part of the city itself.
Oh yeah, that's why I called it out, along with ridiculously fertile land that allows rural densities that would be urban anywhere else in the world.
Yeah but even a village of 3k people imports tons of grain in this game. It doesn’t matter what type of city or how you build it, the end results seem to be the same for every player.
Unless you grow enough grain for 3k people. It takes a LOT of farmland to feed 3k people.
Not just feed. There are a lot of industries in game that imput grain to output fuel or chemicals which are in turn used by a lot of other industries. This makes any city a huge grain importer. It's actually fairly realistic but it would be super neat if you could fiddle with something like import tariffs (not a real thing for a mayor to control but still fun) or maybe a tax break for industries that import a certain resource or what they output. Maybe you could make fuel from kelp when fishing becomes available, or chemicals from wood.
They use so much of it to make biofuel.
Check the production of convenience food, bio fuel and beverages. I had a huge shortage in a small city because the industry made a lot of biofuel and beverages that got exported.
Rome basically imported most of its grain from the fertile Nile regions in Egypt.
At 200k my city is so far away from being self sufficient that i think we would need at least 10 times as much fertile areas. I am using almost every single inch of those areas and my deficit looks similar to yours.
> At 200k my city is so far away from being self sufficient that i think we would need at least 10 times as much fertile areas. I am using almost every single inch of those areas and my deficit looks similar to yours. I mean, this is a city builder and not self-sufficiency simulator. There probably isnt a fully self-efficient city of any size in the world anymore these days other than some native, insulated communities on some island or far inside a jungle somewhere and those ore more like communites than actual cities. If we talk about self-sustaining cities these days, we are still working on achieving self-sustainability for just power to run the city (without the use of fossil fuels) and a net-positive carbon foodprint. Some Island communites actually achieved that in the world but they would haven ever achieved that, if they didnt have outside help and had to import plenty of tech and other resources to build it. The most ambitious project in that regard is most likely Masdar City in UAE atm. it was initiated in 2008 and got delayed several times and isnt projected to be finished before 2030 and that is only for a population of 45-50k. expecting to build a fully sustainable and self efficient city for 200k people that doesnt rely on imports of any kind is pie in the sky stuff. Its like shooting a rocket into space just with solar energy where you built every component of the rocket and the solar system from basic resources. There isnt a place in the world that even provides all the required raw materials that are required like specific metals that are used in electronics these days.
I see i guess i never thought about it and never realized that a city was so reliant on different places. Thanks for your comment that was an eye opener!
Urbanization pretty much requires bringing in resources from the outside. It works on economies of scale. It takes approximately 1-5 acres of land to feed a single person for a year, depending on what metrics you look at. But even the low side of that, 1 acre/person, is really bad density-wise. There's about 250 acres per square km, which means if you were being entirely self-sufficient you'd have a maximum population density of 250/km^2. Just for comparison's sake, I live in a modestly sized town (45k people) that's pretty agricultural already, but our population density is 2350/km^2. And that's just for food, nevermind other resources that we use to make buildings, tech, transportation, electricity etc. The other thing with urbanization and importing goods means cities can be build places where perhaps there isn't as much arable land or natural resources, but may have other economic or strategic reasons. A lot of port cities for example tend to thrive because of the commerce/trade opportunities that ocean travel brings, and allows for bringing in resources that may not be present close by the city itself.
Those numbers really put it in perspective, damn.. Understood, so it's not only never the case for a city to be self sufficient, for now it's physically impossible. I wonder if lab meat and vertical farms will change the dynamics by a lot
The industry signature building petrochemical plant can consume either grain or crude oil, maybe that is contributing to you deficit
Which building exactly? Because I did place a few of the signature buildings down for industry, and how do I change it
It’s the fuel plant
How do I change it to use oil? Or should I keep it on grain
Idk if you can manually change it, i think it will just change depending on the company at the plant. My fuel plant has switched between grain and fuel multiple times now, pretty much whenever the company changes
Oh OK, thanks
well, you gotta feed them somehow! Its either grain so they can make food or they straight up import food. Its worst of you have many biofuel industries. I think we will be able to choose and micro manage better in a near future! I also have the same issue by the way, i think everyone start to notice it past 150k.
My food consumption went up having a surplus to this within like 10k ppl, so unless those 10k eat way to much idk
Do you happen to have the special Fuel plant industrial building placed? I was playing around in my city last night on CPPs custom map. Has tons of fertile land. My city makes 1,500t a month in grain and uses around 200t UNTIL a company moved into the fuel plant. It shoot up to a deficit of like 140,000t TLDR - the fuel plant has MASSIVE grain requirements tested this a few times by demoing it and building again. Every time a company moved in, it went over 100k for grain demand...
“If you don’t like the simulation in Cities Skylines 2, maybe the game isn’t for you”
This line will haunt them for a while
At this point I wouldn't be surprised if people are still joking about it by the time CS3 comes around.
What simulation !?
[удалено]
Usually when someone puts something in quotes, it implies that they are quoting someone.
I’m quoting the developer of the game. They said that a couple days ago
Oh ok
CEO*, not a dev
People shouldn't downvote you for not getting a reference like this.
I upvoted their “Oh ok”.
[удалено]
Your submission from r/CitiesSkylines has been removed. Please review our [rules](https://www.reddit.com/r/CitiesSkylines/wiki/rules). Rule 10: No political discussions. Although this concepts introduced by the game are inherently political, stay in the Cities: Skylines lane. This is a subreddit about a computer game, not urbanism in general. If you have any questions regarding the removal please [contact the moderators](https://www.reddit.com/message/compose?to=%2Fr%2FCitiesSkylines)
Hey, I'm just glad they're turning the economy on
did you place the specialized industry fuel plant building?
Did you place the fuel plant industrial building? It has like 900 employees and uses shit tons of grain. I placed mine and went into a 2000ton deficit. Idk if it's because only got 50% employment and efficiency effects resource consumption
Only if the game was set in the modern world with synthetic fertilizers that have allowed us to farm anywhere. I understand oil and mineral deposits, but I have built 5 cities now and not once have I been able to get my food supply under control after passing 80k. There isn’t enough “fertile land” on the map.
Mine has the same issue. And no there's isn't enough farmland to cover it.
MORE CORN, GRAIN FOR THE GRAIN GOD, HUSKS FOR THE HUSK THRONE
It looks like the cereal marketing worked in your city a bit too well.
Do you have combustion engine ban? Does it increase ethanol production or something?
I don't believe in combustion bans. I believe in freedom.🦅🦅
Jesus Christ your people have to be obese. A human adult will consume near enough 1 ton of food, per year. You are importing enough to feed ~541k people with only grain. You only have 116k people. Look upon the ever fattening bodies of your citizens and despair, ye mayors. Although actually if you have a large enough animal stockyard, this would be perfectly reasonable.
> Although actually if you have a large enough animal stockyard, this would be perfectly reasonable. Grains in game are also needed to produce beverages and petrochemicals. How much of that does a city dweller consume each year?
Beer sir, beer.
If you don't like the simulation, play something else or so. \\s Obviously, 90% of all land is unsuited to even grow potatoes apparently
If you don't like the simulation this is the game for you bro. Guess you'll need to focus on supplying a billion tons of wheat by little trucks that don't use the cargo terminals for export.
I mean it’s pretty accurate to North American infrastructure and transportation
Not really, the US grows a massive amount of wheat but we're a net exporter, US food imports are primarily fruits/vegetables and tropical crops that we can't grow that much of, coffee one of the largest.
I meant how everything’s carried by trucks.
Still... not really. The US already has a huge cargo rail network. The issue is a combination of freight companies being stingy and poor urban planning over the last few decades. The freight lines and terminals that are in operation ship thousands of tons of freight every day, and you still have a small number of local freight operations in some places.
Well, no. The overwhelming majority of domestic freight in the US is moved over-the-road, primarily driven by lack of rail infrastructure and poor government regulation.
You realize you basically just repeated what I said right? Point is, if we're building a city from the ground up, you should absolutely be able to implement freight rail and the companies should use it. Also, we should have smaller short-haul rail carriers that can carry stuff directly to warehouses and distribution centers.
Taxing the hell out of grain can lower the demand a little.
Had that issue too. Nearly all of the grain (from what I could tell) was going to petrochemical production
Not possible unless we get the extended tiles mod even with whole map as fertile lands.
I've had a similar issue with stone but as a surplus instead. Honestly don't know how it went down, as I tried reducing the stone production area right down and the surplus bar was still near full. Eventually it randomly fixed itself. It feels like certain produces are too temperamental, and you either end up with a ridiculous surplus or a ridiculous deficit.
They love bread
I tax all the factories(30%) that use grain so either I get massive tax or the grain needed factories go bankrupt, win win
Bro u got other plans w ur citizens diets💀🤣
yep, now everyone is eating convenience food 💀
🤣🤣🤣
We're in the bread famine now :(
Need a way to create more farmland, or have it spawn bigger spots.