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tjc6901

"Junk" Piles in Vacant "I" Land

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Hello Everyone. I've been reading all of these posts on here for quite a while and they are most helpful but I have been looking for an answer to one of my questions and I can't find it so I thought I would post it here. My question is: What is the deal with the "Junk" that appears mostly in the "I" sections of vacant land? Why does it appear and why, when you bulldoze it, does it almost immediately come back? Why would EA/Maxis put such a wasteful thing into the programming of the game. What is it's purpose? It's very frustrating because "I" buildings will not grow in the areas where this "Junk" is but there seems to be room for one to grow.. Thanks to all who can help. 

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I've noticed it, too. Possibly it means there is too much empty space in the zone. Maybe planting trees will help.

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By "junk", I think you refer to the containers that are piled up by your factories.

 

I'm not really sure whether they only serve aesthetic purposes or perhaps they affect the amount of goods that are delivered from the factories to the "C" buildings and trade depots.

 

In any case, I never bulldoze them unless I plan to build another facility or expand the existing "I" area.

 

EDIT: Made some tests and I can assure you now that the "junk" only serves aesthetic purposes. They don't even impede factories from upgrading to higher density.

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I have found the smallest an industrial plot can be is somewhere between 3-4 individual zone clicks. Anything more, if it is close to an edge will get the junk you are referring to. 

 

I have found that the smallest parks fit in those spaces very nice without deleting adjacent industry and can help with commercial and residential happiness.

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It is just there as filler and doesn't impede the construction of new buildings if those new buildings need the space.  The program seems to calculate how much space it needs for buildings of zone type and density X & Y and if there's demand for more buildings of X zone and Y density and there is a building model that will fit it will place them.  What happens sometimes is if you're not using perfectly right-angled roads then the program can't orientate the building to road like it wants to so although it looks like those "filler" buildings are preventing construction its really some other factor (usually roads).  I play with a lot of curvy roads and I'm tweaking them all the time to make be space efficient but not rigidly boring.

I assume they added the filler stuff because we've no way to paint in the area between buildings so it does look a little ugly.  The program does try to do this to some degree (largely high density buildings) will increase in their footprint around the structure itself to eat up some of the in between space.

 

Update 1.7 addressed an issue where some of the filler/clutter buildings couldn't be bulldozed are were preventing plopping buildings, etc.

http://forum.ea.com/eaforum/posts/list/9381430.page

 

"All units and buildings can now be demolished using the bulldoze tool."

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have you ever driven through an industrial area or any vacant lot in a city that didn't have random junk in it?


"this working too hard thing is hardly working"

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