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Erdem57

Anti Abandonment Plugin

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Hey :)

Can someone help me to finde a anti abandonment plugin . I'm searching it for a long time but i couldn't find. Or is there any other plugin etc. to stop abandonment at plopped buildings?

Thank you for help

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There's 2 mods I know that might interest you: turtleninja and by bone

None of these mods really stop abandonment: the first will prevent your buildings to degrade in wealth (and keep them good looking) and the second will make the requirements for wealth harder to reach, thus harder to loose.

Edit: sorry I overlooked the fact it was for plopped buildings. In this case the less abandonment mod is totally useless

Still you could try a demand mod


  Edited by Magneto  
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i know we all have our reasons for certain game altering mods but why?

think twice for such mod for it would ruin the strategy of the game, imo why even play if a or any game has no challenge? *sigh*

this will help reduce abandonment from commute

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If you are getting abandonment, you need to solve this problem not mask it. There is something wrong happening in your city.

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Either: Commute time problem, Pollution, Low Demand, Low desireabilty

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this will help reduce abandonment from commute

No, it won't, as long as you place your bus stops reasonably. That plugin is just the standard Maxis traffic simulator with bus behavior modified slightly. It basically makes buses act like taxis. Furthermore, if you have the NAM installed (which I recommend), that plugin will disable the NAM traffic simulator and break the NAM.

If you want a taxi mod, there are some good ones on the STEX that don't break the NAM.

As for abandonment of plopped buildings, plopped residentials will always abandon unless you plop them on top of already grown residentials. As for the types of abandonment which are caused by game bugs (which is actually a large portion), the best mod for fixing that is the which can also be downloaded as part of the complete


  Edited by z1  
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Abandonment is a kind of diagnostic that tells you that you've done something that is contrary to the general game algorithm. It is a problem to be solved, not to be avoided or forced out. You simply need an abandonment policy that controls what results

Abandonment, preceded by no-job zots is telling you one of several things:

1. It is too soon for a building of this magnitude;

2. Residents need a better path to work;

3. There are not enough jobs in the city;

4. There must be more, but it is getting late at night around here.

In case 1, simply rezone for a lower density.

Case 2 needs an examination of the path to jobs. You might have to create jobs closer to the building.

Case 3 indicates that you need more jobs of either commercial or industrial. This could lead to some more C or I zoning.

Using a mod to alter the effects of abandonment simply means you are willing to ignore this facet of the game rather than work to solve it.

I look on the game partly as an exercise in problem solving. You get to solve the problems you've created for yourself. The game sets out a canvas and you get to play with the palette of creation and problems.

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Beware: Emancipated user.  No Windoze for me.
The teacher opens the door but the student must enter himself. - Ancient Chinese Saying

Every minute of hate in which one indulges oneself is sixty seconds of happiness lost.
Music expresses that which cannot be put into words and that which cannot remain silent. -- Victor Hugo
If you always do what you've always done, you'll mostly get what you've always got.
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"We have met the enemy, and he is us" - Walt Kelly

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Abandonment, preceded by no-job zots is telling you one of several things:

1. It is too soon for a building of this magnitude;

2. Residents need a better path to work;

3. There are not enough jobs in the city;

4. There must be more, but it is getting late at night around here.

In case 1, simply rezone for a lower density.

Case 2 needs an examination of the path to jobs. You might have to create jobs closer to the building.

I would place #2 at the top of the list, as in my experience and that of many others this is the #1 cause for abandonment. And while it's true that this problem implies something wrong with the pathfinding, creating jobs closer to the building often doesn't help. This becomes more and more true the bigger your city gets. I remember before I discovered the NAM, I had a city of about 300,000 on a large tile, and I had residentials literally right across the street from suitable jobs, and they would still abandon due to commute time. There were large pockets of abandonment throughout the city that wouldn't disappear no matter what I did. As soon as I installed one of the NAM traffic simulators, most of the abandonment disappeared immediately. It's simply that the pathfinding in the original Maxis traffic simulator was worse than awful. When the old SC4 boards were still up at EA, you could find a dialog between the7trumpets (along with others) and Maxis where the players were all complaining about how horrible the pathfinding was. This was in August of 2003, before Rush Hour was even released. But Rush Hour uses the same pathfinding as the original SC4. IMHO, this is the single biggest bug in the game, and for a long time it has been easy to fix by installing a better traffic simulator. If you're even a semi-intelligent player, no change in playing style is going to have anywhere near the impact on abandonment and dilapidation in your game as upgrading the traffic simulator.

Is this a cheat? No, it is merely a bug fix. Maxis actually publicly claimed that their traffic simulator always found the fastest route from residences to jobs. But it didn't - it either found the shortest route in terms of distance, or it found no route at all, even when valid routes existed. The NAM traffic simulator simply fixes this so that traffic simulation works the way Maxis claimed it did.


  Edited by z1  
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I have commercial buildings abandoning due to low desirability but my whole map is green with desirability and my demand is through the roof. So what gives?

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2 hours ago, maimunmunsor said:

I have commercial buildings abandoning due to low desirability but my whole map is green with desirability and my demand is through the roof. So what gives?

When you checked your desiribilty map, did you check it for all wealth types?  The default view is for R$, which is almost always all bright green (except for areas with radiation).  If you click on the different wealth types on the left hand side, you will see the desirabilty levels change.

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On 18-8-2012 at 2:56 PM, A Nonny Moose said:

If you are getting abandonment, you need to solve this problem not mask it. There is something wrong happening in your city.

some people just want to build a city for looks, it doesn't have to be playable

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DOES High TRAFFIC NOISE is one of the core reason for building Abandonment ?? Other than my Commute time, school grade, hospital grade, Crime rate and land value is perfect.

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High Traffic noise is something that will deter Residential, CO and I-HT buildings from developing. But CS buildings love it, since traffic = customers. Effective use of zoning in traffic hotspots can actually make this desirable.

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On 8/17/2012 at 8:42 PM, nukeu123 said:

think twice for such mod for it would ruin the strategy of the game, imo why even play if a or any game has no challenge? *sigh*

I think that some mods might ruin the "strategy" of the game, but I think that many change, not ruin, the strategy of the game.  For example on might play with the intent of reproducing the "Big I," the intersection of I-25 and I-40 in Albuquerque, NM, or at least I assume it is still called that. To do that, they might download the NAM and whatever else is needed.  Since they have changed their goal for the game to being reproducing the interchange rather than producing a money-making city, they might also DL a money cheat such as "extra cheats.dll" or the infinite money park.

I don't think that SC4 has a "sandbox" mode where the need for money can be turned off, but many simulation games (esp. the RCT games) do have one so that other things rather than how much money your city (or amusement park) makes can be concentrated on.

Brian Christiansen

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18 hours ago, brianc1327 said:

I don't think that SC4 has a "sandbox" mode where the need for money can be turned of

Do you mean this, or is that not what you mean?

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On 3/3/2019 at 1:17 PM, Duco said:

Do you mean this, or is that not what you mean?

It doesn't surprise me much that a mod can be made that essentially implements a "sandbox mode," I generally use the infinite money park that essentially makes everything free, thus essentially implementing a "sandbox mode."  My point was that if you go to steam or whoever to download it, it does not come with a sandbox mode until you get the appropriate mod to implement it.

Brian Christiansen

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