Cities: Skylines

Cities: Skylines

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Abandoned Historical Buildings are problematic
I was super happy to have the additon of historical buildings, especially for my small town vibe areas. Mark all those smaller Lvl 1 shops historical so that I don't get towers in a rural community as soon as I add health and education services.

But there is a big problem: historical buildings that go abandoned stay abandoned even if the "abandon state" that caused it is resolved.

For example:

1. Historical buisness goes abandoned due to lack of workers, so does the non-historical buisness next door.
2: The "state" is resoved: there are now enough workers.
3 (the result and the problem): The non-historical buisness gets redeveloped and starts to function. But the historical building NEVER re-opens.

This problem basically makes this new "mark historic" feture useless to me. Super sad, as I've been wanting it from day one. It was one of the best fetures of Sim City 4 (did 3 have it...man I'm old).

I love CO and Paradox, but I feel like this is a great example of how they have a lot of learning to do with game system design. Syestem A conflicts with System B. System C is absent for a long time, despite seeming to be a basic feture. Once added, C conflicts with A and B.

But wait you say...mods. Thats what mods are for. I get it. Thing is...its hard to navigate all the mods, and even worse when they get abandoned by the creaters. Stuff like this is why I often abandoned CIM for year long stretches. Pick it up after an expansion, and then see "yep, same problematic systems".

Anyway, rant over here.

Anybody else encoutnering a similar issue with abandoned hitorical buildings. Any reansonable work arounds? I had used that District Lvl cap mod for a long time....but not using it now.
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Showing 1-13 of 13 comments
grapplehoeker (Banned) Nov 24, 2018 @ 8:42am 
Originally posted by anomic.adaptation:
Anybody else encoutnering a similar issue with abandoned hitorical buildings. Any reansonable work arounds? I had used that District Lvl cap mod for a long time....but not using it now.
Yes and no.
The solution isn't a work around, it is simply the working method.
You manually toggle the historic building option and so if it becomes abandoned (because, let's face it, you're responsible for that happening) then you just have to manually toggle it off again and then either bulldoze it or allow it to redevelop.
There is no issue here. You need to keep aware of which buildings you selected for the historic option.
If this is problematic for you, then I suggest you focus on maintaining services and by so doing ensuring that the area is stable and will not become abandoned before you start to toggle the historic option for any buildings within that area. Once it is stable you may knock down and rebuild your selected buildings and toggle them on.
Last edited by grapplehoeker; Nov 24, 2018 @ 8:48am
anomic.adaptation Nov 24, 2018 @ 8:48am 
Yeah, thats totally how I want to spend my time.

Just saying, Sim City 4 had it down pat.
Selaya Nov 24, 2018 @ 9:04am 
SC3000 had the historic buildings feature.
grapplehoeker (Banned) Nov 24, 2018 @ 9:20am 
Originally posted by anomic.adaptation:
Yeah, thats totally how I want to spend my time.

Just saying, Sim City 4 had it down pat.
Well, you can help yourself by using what's available... for example I can use the district paint tool to mark which areas I have use the historic option and then I only have to use that as a reference.
https://steamcommunity.com/sharedfiles/filedetails/?id=1573226153
I wanted these HD residential to remain at level 4 with a block of level 5 between them. Not that I expect any of these buildings to become abandoned because I've already ensured they never will be.
The alternative, if you need a workaround, would be to use a mod that has been available for years. It has been recently adopted and updated by Boformer... however as he cautions, it would still be preferable to use the in game historic selection option, as tedious as that may be for you.
https://steamcommunity.com/sharedfiles/filedetails/?id=1403136223
As for SimCity, you may say whatever you wish. It isn't relevant since this game has nothing to do with it.
Last edited by grapplehoeker; Nov 24, 2018 @ 9:21am
kristofburger Nov 24, 2018 @ 9:24am 
This is probably a bug and you should report it at the official Paradox forums.
grapplehoeker (Banned) Nov 24, 2018 @ 10:33am 
Originally posted by kristofburger:
This is probably a bug and you should report it at the official Paradox forums.
It's no bug.
By toggling any building to historic, you effectively fix it's state in place.
And so if it becomes abandoned, or interestingly if it burns down, then it may not be tampered with in any way and that includes levelling up or bulldozing (including rubble), until that is, you toggle the historic state off.
Last edited by grapplehoeker; Nov 24, 2018 @ 10:34am
Aturchomicz (Banned) Nov 24, 2018 @ 12:03pm 
Originally posted by anomic.adaptation:
I was super happy to have the additon of historical buildings, especially for my small town vibe areas. Mark all those smaller Lvl 1 shops historical so that I don't get towers in a rural community as soon as I add health and education services.

But there is a big problem: historical buildings that go abandoned stay abandoned even if the "abandon state" that caused it is resolved.

For example:

1. Historical buisness goes abandoned due to lack of workers, so does the non-historical buisness next door.
2: The "state" is resoved: there are now enough workers.
3 (the result and the problem): The non-historical buisness gets redeveloped and starts to function. But the historical building NEVER re-opens.

This problem basically makes this new "mark historic" feture useless to me. Super sad, as I've been wanting it from day one. It was one of the best fetures of Sim City 4 (did 3 have it...man I'm old).

I love CO and Paradox, but I feel like this is a great example of how they have a lot of learning to do with game system design. Syestem A conflicts with System B. System C is absent for a long time, despite seeming to be a basic feture. Once added, C conflicts with A and B.

But wait you say...mods. Thats what mods are for. I get it. Thing is...its hard to navigate all the mods, and even worse when they get abandoned by the creaters. Stuff like this is why I often abandoned CIM for year long stretches. Pick it up after an expansion, and then see "yep, same problematic systems".

Anyway, rant over here.

Anybody else encoutnering a similar issue with abandoned hitorical buildings. Any reansonable work arounds? I had used that District Lvl cap mod for a long time....but not using it now.
Just get the no abandonment mod
carnikolao Nov 7, 2019 @ 3:50pm 
Originally posted by grapplehoeker:
Originally posted by kristofburger:
This is probably a bug and you should report it at the official Paradox forums.
It's no bug.
By toggling any building to historic, you effectively fix it's state in place.
And so if it becomes abandoned, or interestingly if it burns down, then it may not be tampered with in any way and that includes levelling up or bulldozing (including rubble), until that is, you toggle the historic state off.
This is a bug, since it doesn't make any sense. In Europe at least. We have many old historical buildings that are used by companies. Are they abandoned because company broke? No, they get populated by another company, organisation or whatever. That's how historical buildings work in real life... So this is a bug in my opinion.
wallisdog Mar 21, 2020 @ 10:19pm 
The mod you need is called "Building States" It changes the state of any building from occupied to abandoned to collapsed.
When an historical building is changed to occupied, scaffolding goes part the way up it, until the problem that caused it to abandon is rectified, then it is occupied again. However, the historical status needs to be reinstated.
Last edited by wallisdog; Mar 21, 2020 @ 10:22pm
PoloB Apr 5, 2020 @ 12:42pm 
Originally posted by wallisdog:
The mod you need is called "Building States" It changes the state of any building from occupied to abandoned to collapsed.
When an historical building is changed to occupied, scaffolding goes part the way up it, until the problem that caused it to abandon is rectified, then it is occupied again. However, the historical status needs to be reinstated.
Really helpful, Thank you.
Coyotee Apr 5, 2020 @ 12:53pm 
If you don't want to mess with building levels, you can use
https://steamcommunity.com/sharedfiles/filedetails/?id=552309905
to simply disable the abandonment completely
grapplehoeker (Banned) Apr 5, 2020 @ 1:54pm 
Originally posted by carnikolao:
Originally posted by grapplehoeker:
It's no bug.
By toggling any building to historic, you effectively fix it's state in place.
And so if it becomes abandoned, or interestingly if it burns down, then it may not be tampered with in any way and that includes levelling up or bulldozing (including rubble), until that is, you toggle the historic state off.
This is a bug, since it doesn't make any sense. In Europe at least. We have many old historical buildings that are used by companies. Are they abandoned because company broke? No, they get populated by another company, organisation or whatever. That's how historical buildings work in real life... So this is a bug in my opinion.
No. This is what can happen to historical buildings in real life ;)
https://londonist.com/london/art-and-photography/derelict-london-book
https://www.buzzfeed.com/danieldalton/beautiful-and-haunting-abandoned-british-buildings
That's just Britain, but there are many elsewhere in the world including Europe ;)
https://www.worldatlas.com/articles/10-famous-abandoned-buildings-from-around-the-world.html
https://www.cntraveler.com/galleries/2015-11-18/the-most-stunning-abandoned-places-on-earth
Some of these places are just awesome and I wouldn't demolish them either!
Last edited by grapplehoeker; Apr 5, 2020 @ 1:56pm
rmnfomin Nov 1, 2020 @ 10:10pm 
In case if anyone is still struggling with this issue, I found a solution.

1) Subscribe to Building States mode (thank you wallisdog)

2) Fix the issue that caused abandonment ( in my case it was electricity and water)

3) Change the state of the building to first abandonment (you will see a pile of construction debris) and then to new construction (just empty lot)

4) Enjoy watching how you building is being restored exactly as it was prior to being abandoned

I also signed up for No Abandonment mod but I am still to check how it works and whether it will prevent any abandonments in the future

I hope this helps
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Date Posted: Nov 24, 2018 @ 8:35am
Posts: 13