Plopping the 'Tusi 101

Ploping the 'Tusi 101

The 'Tusi 101 is a very complicated buildings in terms of plopping thanks to the solution I had to find in order to overcome its obscene size. So here we go on a plop guide.

Ok so here we go, first you drag an avenue, then pick either side of the building. Position it like the image you see, with its back (the flat side) facing your view (if this is not the angle you want, obviously, flip the game view) It should save about 3 meters from the avenue itself.

Now plop the second half. You probably noticed that this is a 1x1 lot with an overhanging building model (it is bug-safe I assure you all, no immortal building bug). In order to see the base lots I turned on the fire hazard view. At least now I can see what I'm working on. Now you need to plop a NAM pedestrian mall on the indicated purple squares in order to enable the function of the building's subway component, otherwise commuters will not be able to pass trough it.

After that you have to lay the subway network. The building has a total jobs of 15,000 and a subway capacity of 15,000 too, so ideally this subway network should be a separated terminal from your main networks to avoid congestion.


And here you go, a funcitonal subway station and commercial complex that ammounts 30k job in total. You can also provide commuter acess to it either directly by placing a road beside it (not recommended) or via FLUPs. The overhanging building allows for the most diverse designs for the base, here I used an eco-friendly prototype with peg's random woods.

And here you go! voila!
*if you don't have NAM I strongly recommend getting it. A workaround for the plaza is to place a 2x1 road stub on one of the building's side so the passengers can jump out of the subway station and into the building (the game sim doesn't allow immediate internal commute sadly). A 1x1 road stub seems to not work

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