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unknownbeing

Do parks activate even if no direct road access? (Inner blocks)

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I know most building require direct access to roads,

but do parks (e.g. 1block  plaza,  garden etc)

activate (desirability, demand, lower pollution?) even if they do not have direct road access,

but are in an inner block surround by other blocks?

 

if not, should it be better putting unzoned and plant of bunch of trees?

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Yes, at least speaking of the standard Maxis parks, they can be placed anywhere and will function. A recent post here I made lists the Park Effect they produce, and this is an example of how the parks can be plopped wherever desired. The aura accumulates, and the same likewise with the reduction in pollution too.


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Everything in the game that requires road access to function, where none is present, will eventually show a "No Road Zot", to indicate a problem. So if you don't see that, you can be fairly certain the lack of roads is not an issue.

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On 12/11/2020 at 8:19 AM, unknownbeing said:

I know most building require direct access to roads,

but do parks (e.g. 1block  plaza,  garden etc)

activate (desirability, demand, lower pollution?) even if they do not have direct road access,

but are in an inner block surround by other blocks?

 

if not, should it be better putting unzoned and plant of bunch of trees?

If the park requires power, for lighting, etc., it should be on the grid, someway or other. I don't know if MMP's create the Park Effect or not, as, technically, they're paint, and not really there.

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2 hours ago, SIM-ple Jack said:

I don't know if MMP's create the Park Effect or not, as, technically, they're paint, and not really there.

No, so far as I know these effects can not be successfully added to a flora Exemplar. However, like trees we can add + pollution effects, so they contribute a YIMBY effect. 

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In general, the only buildings that require road access are buildings with either jobs or residents. All others don't. So, in general, parks do not require road access (especially not the Maxis ones), but there may be the rare exception where a park has been modded to have jobs. Therefore, you may want to check the Readme of a lot you've downloaded about this; and, as rsc204 already mentioned, if you see a No road access zot on a building, this means that it requires road access, and if you don't see it (let the game run a while to be sure), everything is OK (because it either doesn't require road access, or it just has).

Edit: That's actually a good question: What happens with a building that has park effect on it but it has jobs, if it has no road access? Does it lose its park effect (and other effects, such as pollution, demand cap relief, raising desirability)? I believe yes, because technically, it gets abandoned.

Also, MMP's never require road access, but not every MMP has been modded to raise desirability or reduce pollution. This especially counts for many custom content; therefore, again, consult the Readme if you are not sure.

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3 hours ago, 11241036 said:

What happens with a building that has park effect on it but it has jobs, if it has no road access? Does it lose its park effect (and other effects, such as pollution, demand cap relief, raising desirability)? I believe yes, because technically, it gets abandoned.

I believe this would depend on what the building was modded as. If a Civic, Park, or Landmark then I suspect it would continue all the incidental things like park or landmark aura as well as pollution, cap relief, and such. My premise is they are not in the R, C, or I class so they can't technically abandon.

While speaking from intuition only (rather than empirical data), I also suspect even ploppable residential, commercial, or industrial will continue to produce any of those modded effects even if they do completely dilapidate and abandon.

You could test it easily if that's more than a mental exercise question. *;)

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19 hours ago, CorinaMarie said:

I believe this would depend on what the building was modded as. If a Civic, Park, or Landmark then I suspect it would continue all the incidental things like park or landmark aura as well as pollution, cap relief, and such. My premise is they are not in the R, C, or I class so they can't technically abandon.

While speaking from intuition only (rather than empirical data), I also suspect even ploppable residential, commercial, or industrial will continue to produce any of those modded effects even if they do completely dilapidate and abandon.

You could test it easily if that's more than a mental exercise question. *;)

You were right, I just tried it with a testlot with jobs, 200 air and water pollution, and a park effect of 200. The lot produced both of these effects despite not having road access and showing the No road access zot.

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