Cross reference:
http://www.the-nextlevel.com/tropico/cafe/index.php?topic=10482.0El_Coronel got bored too soon.
... When laying roads, a lot of landscaping persists. But if you lay the road first, you can't put landscaping onto the road surface. So, the trick is to lay out your roads first with landscaping, then finish the surface. ... A two-wide boulevard doesn't come out as well though, as the road-laying logic leaves patches of grass showing though ...
Big mistakes! First, a few trees and shrubs along the edge of the road tiles may at first glance (when zoomed out) appear to be in the road when they actually are not. Then, the Laborers will pave several of the road tiles before they start clearing the tiles of vegetation -- it's as if different Laborers have different work orders: "lay paving" or "clear vegetation." So eventually the "landscaping" in road tiles will be cleared away. A two-wide road is a waste of space, money and effort. But if you insist on doing it, you have to have the green grid turned on so you can see how the second road "meshes" with the first. You have to place some curves and intersections one tile at a time instead of just ripping off with the "point and drag" which works well only for straight lines. Again - you need to be zoomed in.
The white-based palms (and the broadleaved trees in that $100 category) do channel traffic if you make a solid line of them. This is tricky though. Pathing does become an issue. Hedges seem to block passage also. Even the rocks appear to work (if you want something less visible). There are cracks though. If you lay a line and there is a visible gap where one rock lays off to a side slightly, the [units] will find it.
Again it's a big mistake to think that what appears to be a solid line actually "blocks" the units. First, the description seems to indicate that placement was not done at a close zoom-in as needed for accuracy. Then, it is necessary to know that the mechanics of the game's interplay of the units with the map surface allows the units to move (find a path) where the player's eyeball does not expect one to be. When two buildings are placed side-by-side, there is still a path for the units to move between them. A line of hedge plants may make it less likely that a unit will walk between plants in the line, but it does not prohibit it. A unit may not step on a flower bed, but it can step between them if required.
Landscaping is out near farms. The farmers and ranchers (no fences for cattle control!) are ruthless in chopping down and digging up trees, bushes, rocks, etc. They do leave fountains and statues alone as far as I can see.
But El_Colonel did not carefully observe the area involved. Five tiles from the footprint of the Farm building, and eight tiles from the Ranch building. The developers stupidily added an invisible fence to the Ranch and thereby lost the balance of how fast the grass had to grow for the cows to eat the number of meals they are programmed to require. AND starving cows\goats mistakenly trip the people starving alarm. For garsh sakes, fountains and statues are "buildings" - not vegetation.
I haven't tried measuring the different types, but I haven't noted much difference. A solid wall of anything [vegetation] around the docks overwhelms the dock's pollution enough that the added beauty results in an almost dark green rating ... I suspect the beauty improvement is the same and the density of coverage is the issue.
DUH! It works for any aura (radiated) pollution from any building. However, it's the beauty value (as provided in the Brady guide):
- Wild Shrub .3 to .7
- Wild Tree 1
- Hedgerow .9
- Ornamental Bush 1.2
- Ornamental Tree 4.5
- Flowers 2.5
Remember - you need to dedicate a full tile anti-pollution zone around buildings which have a heavy pollution radiation. Each tile holds several items of vegetation.
Anyone know what makes the $100 trees worth more? I thought maybe the farmers would leave them alone, but testing proved this not to be the case. From now on when I want trees I will stick to the $50 ones.
- Wild Tree costs $50 and has a beauty value of 1
- Ornamental Tree costs $100 and has a beauty value of 4.5
The $100 trees are 4.5 times as effective as the $50 trees. Duh!