Banana Plantation at first glance is a cheaper Banana Farm that makes less Gold, however it has several distinctions: Player 1 can place a Plantation on their second turn (first turn if playing on High Finance), the income gain can occur during the opponent's turn, and it takes advantage of opponents who rely on card draws (e.g. Supply Drop, Archer's Instinct, Black Bloon).
On the contrary, if the opponent has a full hand, the Plantation will not generate any Gold until the opponent plays cards.
In comparison to Banana Farm, Banana Plantation takes three turns to pay itself off and will be one Gold ahead on on the fourth turn, while Banana Farm takes two turns to pay itself off and will be two gold ahead on the third turn, making Plantation much less efficient.
Due to the opponent having control of your gold gain (other than natural card draw), this card is difficult to use effectively and often is an active detriment in decks. Use Banana Farm as a moneymaker instead, as the 1 extra gold is worth the consistent, much stronger moneymaking power.
Keep in mind that the opponent can see your plantation, eco and current money. Your opponent can strategically draw enough cards with card draw to get what they need while preventing you from affording important cards like Super Monkey Storm or Bloon Master Alchemist.
Unlike Banana Farm or Marketplace, Banana Plantation on 10 eco cannot afford many important interactions for tempo decks. Two 6 cost cards are not possible unlike farm, and two 7 cost cards are not possible unlike Marketplace. On 10 eco, two 5 cost cards would be affordable anyway, so the 1 extra gold gained from Plantation often doesn’t make much of a difference.
Because a returning Long Range Rang (via not popping Bloons) doesn't trigger Plantation, Plantation is not competitive against normal Farm under that circumstance.