In-game still from Fair Banks County

· Fair Banks County · Episode 6

Recycling instead of landfill, an industrial makeover and the first high-rises

FB 06Cities: Skylines II

Still from the series

BY
Ben · citybuilderben
PUBLISHED
UPDATED
TL;DR ·

The landfill is simply bulldozed and replaced by a recycling centre, paths fix awkward zoning, then a whole area is rebuilt after checking natural resources: the rail yard moves, residential zones give way to farms, oil fields and forestry, a second cargo terminal goes in, power exports cover the bills — and the first high-density towers rise downtown.

Video: Fair Banks Rises: High-Density Living and Industrial Makeover · open on YouTube ↗

What happens in this episode

After the last episode brought the highway into the city, rewatching it showed me some mistakes. Episode 6 of Fair Banks County fixes them, and replaces the landfill.

How it was built

Recycling instead of landfill

The landfill cost 30,000 a month and was filling up quickly. Coming from the first game, I was surprised: in Cities: Skylines II you can simply bulldoze a landfill without emptying it first. A development point unlocks the recycling centre. It’s more expensive, which made me hesitate, but it’s the more environmentally friendly option. It fits after relocating a parking lot and clearing some industrial buildings, which also frees room to expand. The ground is levelled back to the old landfill height to match the existing quay walls.

Lanes, paths and trees

The on- and off-ramps get better lane management. Around the welfare office, an interchange that would have been impossible in the first game now works. A trick I hadn’t used much: when zoning or connections come out odd, place a path. It realigns the zoning. Oaks, hickories and wild green bushes, at a higher brush strength, make it look less planned.

Resources first — I forgot

My future industrial area had a mistake: I never checked the natural resources view. There’s oil, fertile land, water and a large forest. So the area is revamped. The residential zones go, the rail yard moves to the other side of town, more tiles are bought and the highway interchange is redrawn. Instead of spending development points on intersections, I tried to build my own with the existing tools. Rail connections in and out are fixed, even if not beautifully, and the specialised industry areas follow the resources: farms on the fertile land, oil fields, and forestry where I densified the forest first, because resources deplete over time.

Industry on the shore

General industry fills the rest, with smaller buildings along the shoreline. I don’t like chimneys. Parking lots can sit on bridges, which is great. Pedestrian crossings and traffic lights are removed, and roundabouts help traffic flow. The production panel shows shortages of grain, chicken, vegetables and cotton, and plenty of oil and stone. Power exports at a higher fee keep electricity costs down to about −28k. A second cargo terminal connects to the rail yard and off the map, and a broken sewer on Myrtle Street gets fixed.

The first high-rises

High-density residential demand finally arrived. Old industry next to the station is removed, and a commercial strip follows. Signature buildings and the first towers rise, with the first three eating up all the demand. Traffic lights come out, and roadside trees stop parking where it shouldn’t happen. This view is a big step for the city. Great Town, next, unlocks high-density businesses, offices, high-speed highways and city promotion. In the farming area I only zoned small-sized industry to keep chimneys off the island. The oil derricks are enough.

Video chapters

  1. 00:00Bulldozing the landfill, a recycling centre
  2. 08:19Lane fixes and the path trick
  3. 13:09Checking natural resources (too late)
  4. 23:42Rail links and specialised industry
  5. 35:15Industrial zones, parking on bridges
  6. 39:22Production stats and a second cargo terminal
  7. 47:38High-density demand at last
  8. 51:46The first towers and traffic fixes
  9. 59:38What's next: Great Town

Clicking a chapter starts the video above at that point.

FAQ

Can you remove a landfill in Cities: Skylines 2?

Yes — you can simply bulldoze it, without emptying it first. I replaced mine with a recycling centre, which costs more to run but is the more environmentally friendly option.

How do you fix odd zoning next to a road?

Add a pathway. Placing a path can realign the zoning cells, and you can often delete it again afterwards.

Why check natural resources before zoning?

Because you might zone homes on top of oil, fertile land or forest you need later. In Fair Banks County I had to demolish a residential area to use the resources underneath. Remember resources also deplete over time.