With Cities: Skylines II approaching, I look for what Springvalley still lacks. A small underwater oil field gets drills, pyrolysis, refining and naphtha cracker plants, its own power and fire and police cover, plus my first petroleum refinery. Fire watchtowers go where coverage is missing. Sherry District and Orchard Square grow loosely, with patchy zoning and offices as noise buffers. Then a large new farming district with big crop fields is laid out by the river to bring in revenue. Fishing is still missing.
What happens in this episode
The last episodes brought a nature reserve and 100,000 citizens. Before Cities: Skylines II arrives, I want to fill a few gaps. The info views show farming, forestry and oil, but there’s room for another small oil field.
How it was built
A small offshore oil field
An underwater oil field that doesn’t pollute gets a small industry. A power plant producing 56 MW, more than enough, comes first. Then:
- a main building (a shame you need a new one for each area) and barracks;
- lots of drills;
- a pyrolysis plant, waste oil refining plant and naphtha cracker plants;
- a large crude oil tank and room to expand;
- its own police and fire department.
The processing plants are missing resources at first, as expected.
Fire watchtowers
I check the map for areas without fire watchtowers. Even without disasters enabled, they raise happiness, because citizens feel safe. One building still lacked water and power.
Country roads and CS2
I love these country roads. Contour lines help avoid broken terrain. For CS2 I’m worried about two things: clear guidance on creating my own assets, and whether you can use a real-world map overlay to build a real city layout. I have one in mind, but I’m not saying which yet.
A loose village
Two more water towers go in. Sherry District and Orchard Square grow loosely, with patchy residential zoning, small shops and offices between shops and homes as noise buffers. The original look and feel stays.
Money
Building cost a lot, and the budget is under pressure. The oil and ore industries need to start earning. Trains are running fine.
A third farm
I’d love to run a Japanese-style elevated highway through town, but not without wrecking downtown. Instead, I build a large new farming district by the river. The road layout gives trucks access from both directions, with not only industrial roads, and spreads out to leave room for large crop fields. Trucks are already leaving the highway for it. Bakeries follow. Fishing is still missing, and Brook Heights could become a fishing town.
A refinery
This is my first petroleum refinery in Springvalley, I think. I don’t enjoy dirty industry, but at some point there’s no way around more revenue. Unique factories come next.
Video chapters
- 00:00What's still missing?
- 04:07Drills, refineries and fire towers
- 08:36Country roads and CS2 worries
- 12:42A loosely zoned village
- 17:44Planning a new farming district
- 24:50Large crop fields
- 32:23Trucks, bakeries and fishing ideas
- 38:52A first petroleum refinery
Clicking a chapter starts the video above at that point.
FAQ
Can you build an oil industry on an underwater oil field?
Yes. Paint the oil industry area over the offshore deposit and place drills near the shore; processing plants go on land nearby.
Do fire watchtowers matter without disasters enabled?
They still add safety coverage, which raises citizen happiness, so they're worth placing in areas without fire tower coverage.
How do you keep a rural area loose?
Zone in patches, leave gaps, keep the original road layout, and put a few offices between shops and homes as noise buffers.
