That's a given. That's how part of your demand formula works. By just bulldozing a larger area, you also kill demand, as the game also compares zoned area to needed area.
The demand shouldn't change if you bulldoze an abandoned building or not. Abandoned buildings still place demand. I do notice the economy takes a dump if you bulldoze buildings though. It seems to still make money when abandoned. I think they do this to keep the game from crashing. Probably why they didn't put it in the game originally. Another good reason to not use autobulldoze. no abandoned would be preferable in this scenario
As to land value effects, the vanilla way to abolish those mechanics is putting down the Eden Project. Also, tsunamis kill lots of buildings via the land value effect.
I forgot, I did have the Eden Project enabled. I'll post the save before the monuments were added for stability.
However, many game changing mods won't "make your city fail". For many, it's even the opposite.
This is true. I was mainly speaking for AI altering mods. But a lot of other mods can mask issues or make issues seem minor. Autobulldoze falls under this category.
For example, if you use a mod to remove the need for pipes
I said mods that fix issues. This doesn't fix a problem. This eliminates a chore! lol
a mod that removes the need for the whole deathcare mechanics ( but you still need deathcare buildings).
You actually wouldn't need death care in this scenario either, as other services will pick up the bonuses needed for other buildings.
Don't forget that this is the result of the "No abandonment" mod. The result you would see with only "Auto-Bulldozer" enabled would look different. If you really don't pay attention to the icons that show what's wrong in your city, the next thing you will see is lots of "not enough workers" icons in a mature city. Of course, that won't happen with "no abandonment", because then "Auto-Bulldozer" will only demolish burned down buildings, nothing else.
Yes, the notices are less the issue as they are always up. The issue is that you aren't focused on the whole city 100%. You are out on tile 79 or 80 and zoomed in constructing. Then you zoom out after an hour or so and see you city starting to have issues. (Usually from your new area putting demands on other areas and throwing things out of balance). With autobulldoze it will demolish the abandonment and you will see you have issues, but they will seem minor and you may ignore it as you are building a new area and know it will get out of balance even more, so you keep ignoring it. Then all-of-a-sudden your new section won't grow and demand has dropped to zero.
If autobulldoze or no abandonment were disabled, then you'd clearly see a few abandoned the first time you check and may ignore it. But the second and third time you checked, you'd clearly see major issues forming.
I mean, autobulldoze and no abandonment aren't the end of the world, but they do hide issues when you aren't paying 100% to your city 100% of the time, which is 100% all of the time! I'm just saying you'll have less headaches without autobulldoze or no abandonment.
The simple thing is that I have used "Auto-Bulldozer" for years now, and I have absolutely no problem seeing the issues why buildings abandon.
seeing issues is not the issue. See above.
I used autobulldozer at first and when mass-death first became an issue. It was very handy, bit it didn't fix my problem. After figuring it was traffic, I fixed roads and all was good for a minute, then it came back. Then I figured it was bunched up death care. I spread it out and still got it even though I had x2 death care coverage. I couldn't seem to find the issue until I disabled autobulldoze and seen where the majority of death was occurring. I then noticed it was just in certain areas and just had to add a few extra crematoriums in those areas and all was fine.
If I would have left auto bulldoze enabled I would have had a harder time figuring it out. On top of that, everyone was saying I'm nuts and I didn't need 4x the coverage and it wasn't the solution and I had problems else where. Then finally everyone seen that it was the solution after exhausting all other options.
Ironically you never quoted my experience and how it was/wasn't an issue?
MarkJohnson said:
But I don't know what other reasons you are talking about. The only reason that's been stated is autobulldoze hides abandonment issues. If you commerce that has not enough goods to sell notifications and it is autobulldozed as soon as its abandoned, then instantly rebuilt, then you don't notice it, and you just think deliveries are a little slow and it it finally made it and it didn't fail. when it actually failed and you do indeed have an issue with your city, and it will keep compounding itself as you continuous ignore it as you don't see it anymore. Until finally you have city wide failures of not enough goods to sell like the OP has.
So you never ran into this issue or similar issue ever with this mod?
That's actually not what I said. Those buildings that ultimately abandon will display the issues they have for minutes before they abandon. Every displayed issue will lead to abandonment if it isn't fixed or goes away by itself. And for the "abandoned" icon itself, it usually shows up for a moment before a building gets bulldozed. If you really have widespread problems, you will see those icons blink up all the time.
I understand that you want to have more time to see the abandonment reasons displayed, which with Auto-Bulldozer only happens for several minutes. That's a legitimate reason. You don't need to invent other reasons for this to be acceptable.
In my experience, that's not an actual problem. We will have to agree to disagree on this point.
No it's not a major problem I agree. But it is an issue that you benefit from mid to late game without the mod(s).
It's rare I need to see why abandonment happens. I just need to see the amount of abandonment that is taking place to gauge the severity of the underlying issues. If only a few are abandoned, then I ignore it as a growth glitch that will even itself out when things mature. If it an abnormal amount then I'll look to see if I can balance it out manually. If it's very large then I'll assume it is an agent limit and see what got so out of balance that it broke my city. I can usually fix it in short order if caught early. But if it is masked with mods, then it can take significantly longer.
If you have been using it so long that you recognize what it's behavior means, then by all means keep using it. But that doesn't mean it won't cause any issues whatsoever. Especially others who are new to using it.
I just prefer vanilla in that way I know exactly how things work and not worry if maybe a mod is hindering something. It's nice to have the workshop for beautification and abilities to build outside the 9-tiles that is the base game. I just don't find these two mods useful 24/7. and autobulldoze is handy when you need it so you can clear out ruble or abandonment when needed. but never 24/7 usage. I see zero positive usage for no abandonment whatsoever.