SimCity 2013 Trade Specialization Guide – Depot, Port, Trade HQ


Trade is an extremely important part of running a state. No country in the world would be able to survive without trade. Thus, it’s natural to expect such an important feature to be incorporated in your city in SimCity.

The Trade specialization is slightly different from the others, simply because this specialization is almost essential regardless of which other one you have. If you’re generating a large amount of crude oil, coal, metals, or manufacturing electronics, then you need to get some profit out of this hard work, and the best way to do so is through trade.

For more help on SimCity, read our Power, Water, Sewage, Zoning and Tourism Guide.

SimCity Trading Specialization

Trading starts off with the two major facilities, called the Trade Depot, and its modified version called the Trade Port. You can almost construct a Trade Deport right away – just make sure you do it once you have start your natural resource extraction.

The Trade Depot requires no water or power to run, so it’s a great and cheap method to start earning some cash quickly.

Trade Depot

  • Cost: 10,000
  • Operational Cost: 75 per hour
  • Global Market Delivery: Every 60 minutes

The Trade Depot is the primary trading facility, and your main portal to the Global Market. However, a trade depot is useless unless it has proper place for storage. For this very reason, you will need to add storage lots for the respective material/resource you wish to store. For example, if you are extracting oil, then you’ll need an oil storage lot.

If you are using an Oil Refinery and extracting fuel, then you will need a fuel storage lot.

This means that you’ll probably end up buying a lot of storage lots as you progress, which isn’t actually a bad investment. The storage lot determines how much of an item you have stored in your city, so that it can be sent to the global market or other cities in the Region.

If you’re generating a lot of resources and happen to have reached the limit of 4 lots per material type, then you can always consider creating another Trade Depot. Trade Depots are fairly inexpensive, and thus a real must-have for just about anyone.

A Trade Depot not only allows you to export whatever you are generating, but also import goods from the global market or the neighborhood. Basically, this is the hub for all import/export materials. Once a Trade Depot is available, enter the building’s Edit Mode to use your own resources, import resources, or export resources.

Remember: the Trade Depot is an extremely active hub and a major player in your city’s economy. This is one facility you should check on as often as possible.

Now, let’s have a look at the storage modules it has to offer:

Freight Truck Garage

  • Adds 1 delivery truck to increase the amount of deliveries
  • Maximum of 4 per Trade Depot
  • Capacity: 5 tons per truck
  • Cost: $3,000
  • Upkeep: $50/hr

Freight Shipping Warehouse

  • Adds a warehouse for shipping freights to
  • Cost: 2,000
  • Operational Cost: 15 per hour
  • Freight Capacity: 54 tons
  • Maximum Modules: 4

Storage Lot

  • Adds capacity for goods based on the type of lot you wish to create
  • Maximum of 4 total storage lots per Trade Depot
  • Cost: $2,000
  • Upkeep: $15/hr

The following are the types of storage lots:

  • Industrial Freight -16.2 tons
  • Coal -20 tons
  • Crude Oil -2,000 barrels
  • Raw Ore -20 tons
  • Metal -20 tons
  • Alloy -20 tons
  • Fuel -2,000 barrels
  • Plastics -2,000 crates
  • Processors -2,000 crates
  • Computers -2,000 crates
  • TVs -2,000 crates

Trade HQ

  • Cost: $37,500
  • Upkeep: $450/hr

Requirements: Town Hall in any city in the Region, 3 different storage lots in Trade Depots, trade at least $72,000 worth of resources in the global market in a single day

Like the other specializations, Trade also has its own headquarters, a tall shimmering skyscraper that grows as you make more and more successful trades. This glorifying structure not only decorates your city, but also provides you with advanced divisions for electronics, petroleum, and metals.

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By Haider Khan

One of the long time staff at SegmentNext, Haider is an integral part of the team with a love for writing, playing guitar, and aviation. Apart from writing for us, Haider is also a competitive FPS player and also enjoys exotic RPG games like Diablo and Xenogears (his favorite game of all time) on the side.


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    • SimCityuser444

      This didn’t talk about specialization of trade at all. All you covered was what each building did. I can look that up in a wiki