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GrijzePilion

Looking for Ploppable R$$$

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Hello,

 

Due to short-sighted choices made by my neighboring cities, all population growth has come to a halt in my main city of Templemond...I'm looking for some Ploppable, not Growable or Landmark R$$$ towers in a Houston 1990 or European style...been searching the STEX for a long while but can't find anything.

 

~ Pi

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Hello,

 

Due to short-sighted choices made by my neighboring cities, all population growth has come to a halt in my main city of Templemond...I'm looking for some Ploppable, not Growable or Landmark R$$$ towers in a Houston 1990 or European style...been searching the STEX for a long while but can't find anything.

 

~ Pi

 

 

There is a mod that allows you to plop any building in the game (don't remember which one it is, I never used it myself)

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Keep in mind that ploppable residential will not work properly. ( at least that I know of someone correct me if I'm wrong )

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Correct. The building dilapidates very quickly, hence the reason you'll hardly find any residential ploppables. If you have the extra cheats dll you can use the LotPlop command to plop any building that is in your plugins, but be aware it will dilapidate too.

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    There is a mod that allows you to plop any building in the game (don't remember which one it is, I never used it myself)

     

    Thanks, been playing around with the BuildingPlop cheat - my city's growing again!

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    Keep in mind that ploppable residential will not work properly. ( at least that I know of someone correct me if I'm wrong )

    I've plopped a dozen or so R$$$ towers and most of them seem to work fine...yes, sometimes they are abandoned because of commuting reasons, but it generally works.

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    The demand must have been high enough

    Whatever I do, the demand for R$$$ seems to hang about +6000...my city's population is just over 30k - of which 27k are R$$$...the biggest problem I'm having right now is that new zones have trouble finding jobs.

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    Ploppable residentials 100% do not work in the game. The problem comes from the fact that ploppables are actually landmarks, but with job/resident properties added. They seem similar to growables, but to the game they are different.

     

    Sims can not leave the lot, and so they can't take jobs. And plopped industrial lots can't make freight trucks, but those aren't essential to their functioning.

     

    You can trick it into not dilapidating, but sims still won't be able leave the building and take jobs. This essentially reduces the lot to eyecandy, and so you would be better off just using a landmark version.

     

    But the difference is that ploppables *do* increase the number of sims in your city, which affects the RCI. Plopping residential will create demand for jobs, which the plopped residential won't be able to actually fill. So plopped residentials can mess up the RCI growth of your city.

     

     

    I'm not sure if placing growable lots using extracheats.dll works. I think it does, but I don't think I've checked to see.


    02Sxlbs.png    PATREON    •    MIPRO    •    MY BAT & TUTORIAL THREAD

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    I'm not sure if placing growable lots using extracheats.dll works. I think it does, but I don't think I've checked to see.

     

    The BuildingPlop cheat does seem to function properly - i've solved my lack of mods by just plopping in Maxis lots, but only rarely. Of the 10 buildings i've plopped, 4 got abandoned.

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    The BuildingPlop cheat does seem to function properly - i've solved my lack of mods by just plopping in Maxis lots, but only rarely. Of the 10 buildings i've plopped, 4 got abandoned.

    And they will continue to abandon as time wears on - As I understand it, the pathfinding function from plopped residential buildings does not work - it may find one 'job' but if that job ever changes, then the plopped residential will eventually abandon. Essentially, if you want to build a dynamic healthy city, I would stay away from plopped residential (landmark or via the plop cheat).  


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    It may find one 'job' but if that job ever changes, then the plopped residential will eventually abandon. 

    Yeah, had a few Chicago condos doing that all the time. Ironic how I wanted to fix my instable city by making it worse - little did I know.

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    Uhm so ploppable buildings even with jobs (commercial) are all eye-candy or does this apply only for residential buildings? 


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    I think so too because when I traffic query those commercial ploppable buildings I have, there are workers commuting to it.


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    Residentials can be plopped with the plopcheat, but they will abandon with time and not work properly. There's no way around it. You could lengthen their stay a little while zoning the proper residential zone of that lot before plopping the lot on top of it, but eventually, they will be abandonned also. (just takes a little longer)

     

    Commercial LM's (and also Utilities and Parks) with jobs will last, Sims will be able to work there as long as the lot is connected to the transit (road, street etc)

     

    The only way to have Res grow is to be patient and supply the right jobs to the demand. Also make sure that you have access to the neighboring citytiles (roads, train, planes, ferry etc) Check if you have enough watersupply, schools, other utilities and parks. These are all factors for residential growth. Also check the education level of the sims.

     

    Fred

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    Residentials can be plopped with the plopcheat, but they will abandon with time and not work properly. There's no way around it. You could lengthen their stay a little while zoning the proper residential zone of that lot before plopping the lot on top of it, but eventually, they will be abandonned also. (just takes a little longer)

     

    Commercial LM's (and also Utilities and Parks) with jobs will last, Sims will be able to work there as long as the lot is connected to the transit (road, street etc)

     

    The only way to have Res grow is to be patient and supply the right jobs to the demand. Also make sure that you have access to the neighboring citytiles (roads, train, planes, ferry etc) Check if you have enough watersupply, schools, other utilities and parks. These are all factors for residential growth. Also check the education level of the sims.

     

    Fred

     

    Thanks for the info. :D

     

    I guess I am now very enlightened that I might enter the state of nirvana.  :thumb:


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    Good luck! ;)


    "I love long walks, especially when they are taken by people who annoy me." I say what I think, and not what you want to hear most of the time!

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    If residentials are 100% bound to be abandoned, I have news for you...29fqs8i.png

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    But what about after 50+ years? 15 years ingame is not a long time. My abandonment for growable RES is currently zero in all of my cities, some of the lots have been there for over 350 Sim years!


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    Well, I've been getting a lot of Growable abandonment lately...any tips?

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    If residentials are 100% bound to be abandoned, I have news for you...29fqs8i.png

     

    Ploppable Res Lots WILL abandon with time! No way around it. :( Unless they have no residents. ;)


    "I love long walks, especially when they are taken by people who annoy me." I say what I think, and not what you want to hear most of the time!

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    one answer..........the same as above, whenever you plop a residential lot, no matter what mod you have in your plugins, your lot will abandon sooner or later.

     

    :)


    "I love long walks, especially when they are taken by people who annoy me." I say what I think, and not what you want to hear most of the time!

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    @Mrbisonm That aside, if a lot takes 50 years to get abandoned it ain't much of a hassle to replace it, right?

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    Yeah sure, but for 100 lots you plop, how many will last 50 years?

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    @Magneto True, but my cities don't tend to get that large anyway. For my current city (30k population, the most successfull city I've built since I got this game 8 years ago) it's not a good idea to plop anyway...the BuildingPlop cheat has only further disabled growth...

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    It doesn't appear to be abandoned because the game is tricked into thinking that the residents are successfully commuting. So it doesn't trigger abandonment, even if the sims aren't actually successfully commuting.

     

    The problem with ploppable residentials is that the sims can't leave the building. This means they're not actually taking jobs.

     

    They add to the population counter. And they affect the RCI balance (in a bad way because they're creating demand that they're not able to participate in filling). But they're not functioning.

     

    If you want something that appears to be an occupied residential building, but actually isn't, then you're better off plopping a landmark lot.

     

     

    And anyone is welcome to do whatever experiments they'd like, but the mechanics of this are already known, and it's factually known that residential ploppables are not properly functional.

     

    "Ploppable residentials" has been a topic for a decade, and for a long time it's been known that they do not work. And there's always a camp of people who come in, see that the buildings do not appear to be abandoned (despite explanations of why that is the case), and insist that ploppable residentials work. I'm sorry to be harsh about it, but it is factually known that they do not work, and there isn't any debate about it.

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    If you want something that appears to be an occupied residential building, but actually isn't, then you're better off plopping a landmark lot.

     

     

    Then I might have to change my question from "Ploppable Res?" to "Making my City grow again?"

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