With four-star farming and two-star wood production unlocked, Westfield adds a farm maintenance building, milking parlor, slaughterhouse and a biomass plant, gets a post sorting facility and its first offices, lays out a second farm district behind a big roundabout, plans a Japanese-style park, and fights early traffic with parking bans — ending just short of 10,000 citizens.
What happens in this episode
Westfield has a special challenge: the city follows what the map gives it (forests, farmland, rivers) instead of clearing space for a megalopolis. Episode 4 missed the 10,000-citizen goal, but unlocked two-star wood production and four-star farming, and that’s where this one starts.
How it was built
Farms and wood
New farm buildings: a farm maintenance building (you can add more than one, and each boosts the buildings around it), a milking parlor, a slaughterhouse, storage and more crop fields for the cattle. The large fields come at level 5. The forestry area got another plantation and a biomass plant squeezed in next to the fields. At about $10,000 a week, money wasn’t a problem.
Post and offices
Trains, monuments and campus areas felt too early, but postal services didn’t. A post sorting facility sits off a side road, away from homes because of its noise. One road with a small turnaround for trucks will become a major road, so it’s kept free of priority signs. The first offices arrived sooner than I expected.
A second farm district
New tiles bring a national road and another farm district behind a bigger roundabout built with one-way roads. That method gives you nice, round circles. Power: 130 MW used, 371 MW produced. I use a mod that runs electricity along the roads, because real cities have their cables underground. Power lines may come back later just for the look.
Parks, gardens and services
The pollution of some buildings makes me tempted by a low-pollution mod, but no judgment either way: play it how you like. Cities: Skylines lacks the tiny one-square parks SimCity 4 had (the kind you see in New York). A city park with a gate went in, and I’m planning a Japanese-style garden with downloaded props, because parks in Tokyo are among my favourite places. A recycling centre, more police (a habit from SimCity 4) and a big clinic followed.
Traffic and policies
The first traffic issues appeared. Parking right before crossings is now banned with Traffic Manager: never allow parking right before a busy junction. One crime hotspot turned out to be a street police cars couldn’t reach. The Industry 4.0 and industrial-waste filtering policies keep the city getting greener, and industrial demand finally dropped.
The goal of 10,000 stayed just out of reach after almost two hours. The decoration along some roads disappeared during the road upgrades, so it’ll be added back later. Next up: a Japanese park and the coming traffic problems.
Video chapters
- 00:00Following the map's nature
- 04:12Maintenance, milking parlor, biomass
- 08:42A post sorting facility
- 14:10The future main road and first offices
- 24:32Decoration and bus lines
- 30:50A second farm district and a round roundabout
- 35:01Power along the roads
- 45:32Small parks and a Japanese garden idea
- 1:03:53Garbage, police and healthcare
- 1:09:22Parking bans and lane rules
- 1:23:30Industry 4.0 and filtering policies
- 1:51:39Wrap-up: almost 10,000
Clicking a chapter starts the video above at that point.
FAQ
Can you build more than one farm maintenance building?
Yes. Each one improves the capabilities of the farm buildings around it, so adding several is worth it.
Why don't my police cars reach a street in Cities: Skylines?
Check whether that street is really connected for vehicles. In my case a missing connection kept the police out and crime rose until I fixed the road layout.
Should cars park right before a crossing?
No. Banning parking right before busy crossings keeps traffic moving. Traffic Manager lets you set it for a whole stretch up to the next junction.
