Office used as "buffer" for pollution ?

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28rommel

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I have read in some past threads (and in other CS informative websites) that people recommend placing Office growables as a "buffer" between structures that produce (ground and noise) pollution, and say, residential. This recommendation suggests that Offices can withstand pollution (and the illness to its workers), or that Office actually absorbs pollution, and lessens (say) the distance that the pollution would otherwise emit/travel.

So here are my questions :

1a.) Is it true that Office actually absorbs (ground and noise) pollution, and thus lessens the outward distance the pollution would otherwise emit/travel ?
1b.) If true, what proof have you seen of this ? What I would really like to know, is if there is an actual game rule/algorithm that exists in the programming, that accomplishes this. (Probably a question for a developer or some of our game programming geniuses that follow our CS gaming).

2.) If Office does NOT absorb pollution, is it true that Office growables placed right next to structures that produce pollution, have little to no effect on the workers in the Offices ?
Is it OK to place Offices in growable zoning exactly next to pollution producing structures, or should we still leave some empty spacing first, then place some Offices, and then some residential afterwards ?

Please give me your advice. Thank you !
 

ristosal

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1.) Not true.
2.) Ground pollution has some negative impact on office buildings but workers will not get sick. Noise has no effect, which is why it's used as a buffer zone between commercial/industrial and residential zones. Also works around other noise such as transport stations of course.
 

28rommel

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1.) Not true.
2.) Ground pollution has some negative impact on office buildings but workers will not get sick. Noise has no effect, which is why it's used as a buffer zone between commercial/industrial and residential zones. Also works around other noise such as transport stations of course.

Ok, thank you for the advice.
But I'm confused about one thing you said. You say "Ground pollution has some negative impact on office buildings but workers will not get sick."
If workers will not get sick, then what other "negative impact" are you referring to in regards to the office building ?
 

Beer Fiend

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Ok, thank you for the advice.
But I'm confused about one thing you said. You say "Ground pollution has some negative impact on office buildings but workers will not get sick."
If workers will not get sick, then what other "negative impact" are you referring to in regards to the office building ?

More to do with it levelling up really. Ground Pollution is still a NIMBY function after all.
 

Promethian

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The only thing that absorbs pollution is the Eden Project, which pulses out a "reduce all pollution by X" effect every once in a while.

Pollution has a range that it can reach from its source. Shown by a circle when placing polluting ploppables. So theres less an absorb as a taking up the space where the pollution reaches.

As for offices. They do not like pollution. It counts as a negative against leveling up and offices already are picky about leveling up.
 

28rommel

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Pollution has a range that it can reach from its source. Shown by a circle when placing polluting ploppables. So theres less an absorb as a taking up the space where the pollution reaches.

Thanks for the information Promethian.

Question: Let's use the Incineration Plant as our example here, and concentrate only on the noise pollution it emits.
As you say, when you go to place the Incineration Plant, a circle and a "sound" symbol will appear showing the extent of the area which will be affected by the noise. This circle is quite large. After placing the Incineration Plant, and waiting a while for it to reach it's maximum usage, you can then go to Info View/Noise Pollution info window, and also see the extent of the noise pollution (dark red is very bad, pink Is mild).

So here is my question: The circle you see before placing the Incineration plant, usually shows a larger and farther extent of noise pollution compared to what is shown in the Info View/Noise Pollution info window. Is it fair to say that we can rely more on the Info View/Noise Pollution info window, and ignore the extent of what the large circle was showing when placing the asset ?
 

28rommel

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Ohhhh !
I just noticed this on the Cities Skylines Wiki page.
What do you think they actually mean when they say "Placing offices will reduce the amount of sound pollution" ?

Effects
Citizens don't like to live near pollution. It makes them unhappy and decreases their health, it also lowers land value around polluted land. Pollution can no longer be decreased by planting trees in polluted areas. Sound pollution produced by roads can be lowered by upgrading them; sound barriers for motorways, and trees for normal roads. Placing offices will reduce the amount of sound pollution. Buildings producing noise or ground pollution should be moved away from residential areas.

Link: http://www.skylineswiki.com/Pollution
 

thexmassteam

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"Placing offices will reduce the amount of sound pollution"
IRL, any building between a sound source and someone will end with sound reduction for receiver.
Could be tested IG : found a zone with huge noise, note where the red/pink area end. Build office and notice if area was reduce on the office side.
 

Promethian

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I think of noise and pollution as different things. Largely because they are separate negative factors for leveling zones. Sorry if there is any confusion there.

Of course the info panels are more accurate but not always immediately after placing something. Pollution takes some time to build up for instance.

I haven't studied the exact mechanics around noise but if offices ablate it then any other zone type that doesn't generate noise also ablates it.