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hhhzzz123

General question about three different type lot?

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For most of the files have three stats are: growable, landmark, and ploppable.

can anyone tell me what are differences among them?
Thank you so much48.gif

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Date: 11/4/2005 3:29:31 AM Author:hhhzzz123

For most of the files have three stats are: growable, landmark, and ploppable.

can anyone tell me what are differences among them?
Thank you so much48.gif

quote>
Growable:  are lots the game grows, when you zone an area, the game does the work.
Landmark:  are also ploppable, used to enhance your commercial zones.
Ploppable:  are lots you plop or install manually.

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  • Original Poster
  • Posted:
    Last Online: A long, long time ago... 
     

    so growable has the construction going on right? we have to wait the computer to construct the building, is that right?

    for landmark and ploppable both apply job right? then whats their differences?

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    Originally, there were only landmarks (LM). They boost attractivity for commercial zones, and in some cases, they bosst the mayor rating too - at least in a certain radius around them. However, they don't have any jobs. They don't quench demand. And they don't generate tax revenue.

    RCI ploppables are something Maxis didn't really have in mind - an invention of the modding community, so to speak. They are an attempt to combine all aspects of regular growable buildings with the ploppability* of landmarks.

    However, this only works properly for commercial buildings. Industrial ploppables have jobs and cause commute traffic, but they don't generate freight. Residential ploppables don't allow their occupants to leave the building, so they don't find jobs. Hence, the buildings abandon.

    Now the complicated thing is that a ploppable can have jobs (like a growable), cause commute traffic (like a growable), generate tax revenue (like a growable), but modders can also add landmark effects (like a landmark), mayor rating effects (like a landmark) or even park effects or more fancy stuff. You could make e.g. a ploppable CO tower cost maintenance cost (like a landmark) or generate tax revenue (like a growable)

    --EDIT--
    Ah, the construction issue. Well, in general, ploppables and landmarks appear directly, whereas growables actually grow out of the ground. This property, however, can also be added to ploppables! Check out the NDEX KaplanKo Tower or SimGoober's Marriott Hotel, for example. When you plop these, a construction site appears. The building then takes a while to build up. But you don't need zones, you still plop it.
    --/EDIT--

    As a rule of thumb, you can remember:
    - Landmarks are ploppable.
    - Ploppables are ploppable. (Duh!)
    - Landmarks act like the default Maxis Landmarks.
    - Ploppables can act much like growables, sometimes combined with landmark effects.


    ___
    * Does that word exist? 42.gif


    -=| You can choose a ready guide in some celestial voice ||| If you choose not to decide you still have made a choice |=-
    -=| You can choose from phantom fears and kindness that can kill ||| I will choose a path that's clear - I will choose free will |=-

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    Posted:
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    T Wrecks:  ploppability; not in the english dictionary, but then neither is ploppable.  So we will have to allow it, and not deduct from your score.44.gif

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    ROFL - Well, zot won't be in there, either... ^^ dang, I wish the smileys were working at this PC! :-P


    -=| You can choose a ready guide in some celestial voice ||| If you choose not to decide you still have made a choice |=-
    -=| You can choose from phantom fears and kindness that can kill ||| I will choose a path that's clear - I will choose free will |=-

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  • Original Poster
  • Posted:
    Last Online: A long, long time ago... 
     

    Hahaha...now I understand!

    thank you guys so much44.gif

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