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If a building/lot dilapidates, will the game ever demolish the lot and build something shiny new in its place? I've tried suffering with some dilapidated lots in some of my cities, but the best result I've seen so far is re-occupation (at higher population, less wealth).

I tried searching for old threads, but there's such a haystack of dilapidation avoidance (and mayoral demolition) that I couldn't find any mention of natural renewal.


-- Jeff Fisher ><> Vancouver WA
"I may be pissing into the wind, but if I keep my enemies behind me and aim carefully, I can still rain on their parade."

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I have seen totally abandoned buildings get demolished by the game and replaced with something else. This is the one exception to NKO not allowing higher wealth to take over a lot. When a property is abandoned the game treats it like a vacant zoned lot when considering what to build.

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Chance favors the prepared mind. ― Louis Pasteur  
Remember, a few hours of trial and error can save you several minutes of looking at the README. -- I Am Devloper (on Twitter)

Clickable ---> The Best of Cori's Posts  (scroll down a wee bit there)    Something fun: MySimtropolis - Invitation to become a SimCity 4 MySim

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I can confirm what Cori says - I've had completely abandoned buildings demolished, and I've had them reoccupied with the same wealth level.  That said though I find the mechanics a bit slow for large cities, and use a no dilapidation mod - so far it seems to be working well after 200 some odd years (that isn't to say there isn't abandoned buildings, but they just don't look like crap immediately).   I guess at some point if a property doesn't get reoccupied and it eventually shows the dilapidation (I think I chose after 100 years option) I might have to break out with a bulldozer, but I haven't had to do that yet. 

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Let's drop these things called egos on the floorStamp on them, and try to get on with it  --Kingslee Daley

Always ask yourself the question:  Cui bono?  Cheering vestry jolt now.

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IIRC for some reason plopped lots don't do this. I've heard that commuter traffic can enter plopped lots but not leave them except for transit switches (as the only ploppable buildings are transit, utility and civic, which don't produce anything and never abandon), so Maxis probably programmed it that way for some odd reason. Does plopping a growable lot still count as plopping? And how does the game tell the difference?

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10 minutes ago, Wiimeiser said:

Does plopping a growable lot still count as plopping?

Yep.

 

10 minutes ago, Wiimeiser said:

And how does the game tell the difference?

While I can't say for sure, my guess is it knows how the lot is getting there and when plopped it sets the Lot Configuration 0x88edc793 property to 0x0F.

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Chance favors the prepared mind. ― Louis Pasteur  
Remember, a few hours of trial and error can save you several minutes of looking at the README. -- I Am Devloper (on Twitter)

Clickable ---> The Best of Cori's Posts  (scroll down a wee bit there)    Something fun: MySimtropolis - Invitation to become a SimCity 4 MySim

Are you new here? Check out the Introduction and Guide to Simtropolis.

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5 minutes ago, CorinaMarie said:

While I can't say for sure, my guess is it knows how the lot it getting there and when plopped it sets the Lot Configuration 0x88edc793 property to 0x0F.

I wonder if that's 4 separate flags or a single 16-value variable...

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16 hours ago, Wiimeiser said:

I wonder if that's 4 separate flags or a single 16-value variable...

Based on the Wiki notes it's a set of 16 options in a variable which could hold 256 total:

  • 0x00=None
  • 0x01=Low Density R
  • 0x02=Medium Density R
  • 0x03=High Density R
  • 0x04=Low Density C
  • 0x05=Medium Density C
  • 0x06=High Density C
  • 0x07=Agriculture/Farming
  • 0x08=Medium Density I
  • 0x09=High Density I
  • 0x0A=Military
  • 0x0B=Airport
  • 0x0C=Seaport
  • 0x0D=Spaceport
  • 0x0E=Landmark
  • 0x0F=Civic/Plopped

Reader itself says merely "Plopped building" for 0x0F which the Civic buildings are, but so are Landmarks.

The Seaport zoning (and maybe Military, Airport, and Spaceport) are unfinished parts of the game. @simmaster07 made a mod which allows those to be zoned, but alas, they don't actually do anything in the game since Maxis didn't complete the growth code part.

Edit: I removed the "( I'm unsure on this one...)" for the "0x0E=Landmark" in the LotConfigPropertyZoneTypes on the Wiki since this has been proven to be true.

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Chance favors the prepared mind. ― Louis Pasteur  
Remember, a few hours of trial and error can save you several minutes of looking at the README. -- I Am Devloper (on Twitter)

Clickable ---> The Best of Cori's Posts  (scroll down a wee bit there)    Something fun: MySimtropolis - Invitation to become a SimCity 4 MySim

Are you new here? Check out the Introduction and Guide to Simtropolis.

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4 hours ago, CorinaMarie said:

The Seaport zoning (and maybe Military, Airport, and Spaceport) are unfinished parts of the game. @simmaster07 made a mod which allows those to be zoned, but alas, they don't actually do anything in the game since Maxis didn't complete the growth code part.

Whoa!  I had no idea that they'd planned on having those zoned....... that was one thing I was a bit disappointed about when I first tried out SC4 (of course everything else had impressed me enough to keep at it *;)).   SimPeg's Seaports really helped ease that disappointment when I found them just a few years ago...

Anyway, it's too bad that didn't make it into the game.....  *:(

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Let's drop these things called egos on the floorStamp on them, and try to get on with it  --Kingslee Daley

Always ask yourself the question:  Cui bono?  Cheering vestry jolt now.

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