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also why not a policy of sound proofing?
some cities does it irl
As for windmills and industrial, Dont build them so flipping close, its all about planning. You only need to be a couple of city blocks away and the sound doesnt matter. Have a nice park or even offices inbetween,
no entertainment minimal upkeep
i need to make a list...
some people has it
Why feel the need to cram noise sensative things close to a large wind turbine/industrial sector. Its the sound constraint that forces people to find somewhat real life solutions to thier in game problem making for a more creative and realistic city thanx to one simple constraint.
I dont think cramming things as close as possible just "because" makes for fun creative cities. More like min-max sectors. The large space available to build should encourage us to plant large forests for the sake of having forests and open fields just for the sake of having them and yes industrial sectors a bit away from noise sensitive things.
also could create some estethic diffrences
some might just place these sound barriers just for their looks
some might use them to recreate the berlin wall
some might use them to create those gated highclass residential zones where the tenants
''dont want to suffer peasants'' that some countries in the world has
I think just making an "Office Building" that has 1*4 zoning space and hires no workers will work. Of course that "Office Building" will have an appearance resembling a real Noise Barrier. Won't it be a good idea?
that would have no additional effect than leaving the same space free of buildings and putting an asset there that looks like a sound barrier (lot's of those on the workshop)
buildings don't reduce noise, only distance and trees reduce noise.
hint: seems like everything that counts as a tree has the same noise reduction, even bushes or grass... the smaler the asset the more you can fit into an area.