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Xander Dax

Ploppable Residentials?

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Hey guys not sure if this is the right place? but i have a question, i have heard a few users here comment that ploppable residentials will work if you first zone the area for residential, then let buildings grow on the area and once that happens you can plopp your residential buildings and they will funtion properly and not abandon.

So my question is does this really work?, or would i be wasting my time trying this?.

 

Thanks for any help with this question.

Xander Dax

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It can work. Just be sure that the demand is actually there, and you have to be lucky that the "no road" zot disappears quickly (may be a matter of timing, which I haven't checked yet). If the building{s} you replace are the same category (like R$$) and have at least the same occupancy, you won't have demand problems at least.

 

Sometimes, you get some feedback that you did the right thing. Yesterday, I finally broke down and plopped a 6x4 R$$ building that I had been trying to grow on that spot for many ingame decades by then and had never seen in my game. The lot had just broken up again (about the sixth time or so) and at that point grew three buildings of the right type (R$$) with altogether slightly higher occupancy than what I had in mind. I plopped the desired lot (with the "buildingplop" cheat), and the zot disappeared quite quickly.  There was no sign of abandonment, even after years. As life goes, I discovered that the lot didn't look like I expected at that place (as I said, I had never seen it) and decided to bulldoze it again (talk about being fickle...). It regrew immediately before the bulldoze dust settled (really, I still had the cursor there). I guess the game was fine with it, finally. I decided to leave it be.

 

Just test it. It takes only a few minutes.

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    Thank you for the timely response, will test this out asap.

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    I have plopped residentials in the past, and sometimes they stay, but most of the time they dilapidate. In any case: if you plop them and they stay, the inhabitants will be 'locked' in their house (the house will not generate traffic).

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    Essentially, such residentials fail to connect to the pathfinder, and as such remain as monuments or eventually just flush into abandonment as their inhabitants escape.


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    Interesting. I tried to reproduce what I did in my first answer, and you are correct. But the weird thing is that the game seemed to have forgotten to erase the zoning information on my first attempt that I described above, otherwise my bulldozed plop wouldn't have regrown. Weird glitch.

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