I keep imagining what it'd be like if I could, you know, basically re-create Vice City. Film studios... okay, I basically just want to build Film Studios.
I need your wisdom fellow el presidentes, is it possible to get the overall happiness from the picture below to 65%? The map is Viva Tropica and I have only 1 year left. I reloaded a couple of times but the highest I can get was 60%.
A hospital or two, one more cathedral, a couple more police stations in the scary bits on the island and a shitload of gardens?
You're probably screwed, though.
Bluntly on
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ShogunHair long; money long; me and broke wizards we don't get alongRegistered Userregular
edited May 2010
Placement of buildings drives me insane in this game. On my current map I absolutely cannot place a tourist dock anywhere. I have two large beaches. One is where my shipping dock is and the other is on the other side of the island. Perfect for starting up the tourist area right? Not happening. Either the terrain cannot be flattened or it has to be built on ocean shores. I also have insanely difficult times building marinas, oil refineries, and fishing huts. Basically anything that shares land and sea is very frustrating. I see a lot of people complain about the roads and I've never had any problems doing exactly what I want to do with roads.
Do all those edicts then jack up their wages. Looks like you don't have a hospital though based on that medicare happiness, that would've been useful earlier in game.
I'm screwed yea, I tried activating all the good edicts to no avail. I also do not have much space to place stuff in my town area anymore thanks to my non existant planning skill.
In other new the new dlc I brought bugged out and decided to take the vanilla Tropical 3 along with it.
Odd... though generally on that campaign leave yourself the last 5 years to jack up peoples happiness. Also fewer people on tropico = easier to keep them happy.
Once you get an industry going you're basically free to do whatever the hell you want, the money will just keep rolling in with the tide. Man, it's awesome.
I need your wisdom fellow el presidentes, is it possible to get the overall happiness from the picture below to 65%? The map is Viva Tropica and I have only 1 year left. I reloaded a couple of times but the highest I can get was 60%.
You can't do it. Not in a year. The most you might be able to get in a year would be about 3-4%. You'll have to start over or from an older save (you are staggering them, right?).
Some tips based on what is there?
Apartments, apartments, apartments. If that is the worst housing you have, the minimum happiness for housing is at least 60.
Build an extra church and cathedral. Having 'one' is not enough. The more you have, the easier it is for a Tropican to actually attend. Religion satisfaction skyrockets if people aren't turned away from churches.
Your entertainment quality can be affected more positively by providing more entertainment. Like churches, if there isn't any avalable slots, they can't visit. So that value goes down. Unlike most other ratings, you don't need a whole lot of effort here, but a restaurant and a movie theatre go a long, long way. Just try not to build too many things near each other unless you've got an extremely dense residential area.
If your island is a bit spread out, then just make sure that there is a garage nearby. Citizens will go to available entertainment. Since these venues tend to service more citizens per worker, they go a long way toward this stat. Along with a restaurant and theatre, if you don't mind the bitching from the religious, build a cabaret, too. That should be enough to boost entertainment quality.
As for religion, same for healthcare. If you can build them, have two larger hospitals. Otherwise place a few extra clinics around the place.
Crime safety... Usually one fully staffed police building is enough to keep crime safety at about 90%. However, sometimes depending on where you place things, some crime will crop up elsewhere. Around farms and the docks, usually. If you can't live with having some small, light yellow areas of crime, then build another police station somewhere (make sure they're both connected to the roads). They don't really seem to have a genuine area of effect (at least nothing you can actually see), but placing one very near a high crime spot will eliminate it once staffing picks up.
The rule of thumb with cops is if they can get there in their cars, it will lower crime significantly. So make sure your island is connected properly to roads.
For the environment, that's rather tricky. All farms produce a crapload of pollution. Seemingly more than factories after you issue the pollution edicts. Try to place farms (and factories) away from residential buildings. Tropicans put up with their own pollution easier than that from other sources. At the least, try not to place too many residential buildings in 'orange' coloured areas. (Even with the typical happiness at about 50-60%, the environmentalists like you because of low pollution.)
For liberty, make sure you place the newspaper in the middle of the largest collection of residences on the island. If you have to, plan a space to put one and leave it empty. Then build housing around that spot. (Set the job to Coupons-n-more to turn a nice profit eventually.) When the liberty is high enough, enact same-sex marriages. (This will help with housing as some single Tropicans can finally start a 'family' and free up openings for others to move in.) Also, once you build the college, enact sensitivity training.
Liberty ends up around 80% on average with this. It can be boosted with a radio station or TV station, but that's only if you have the money to do it. They're not really necessary.
For job quality, set teamsters to Easy Does-it at the beginning. They only haul one load anyway, so you'll boost their happiness a little bit. If you build a second construction yard (or don't specifically need them so much), change construction workers to Easy as well.
The same goes for factory workers in the mid-to-late period of the game. Also, increasing pay boosts the job quality as well. So plan your economy well to afford double digit incomes for even the lowliest of jobs.
And to make sure you aren't wasting housing, build an army base once you have a college. Staff it with at least two home-grown generals (imports tend to quit the job more easily) and issue the military modernization edict to improve the housing and healthcare of the joint. Try to place the base within the sphere of influence of the newspaper since up to fifteen families can live there.
(With three generals, three fully staffed guard towers, and a fully staffed palace, that's sixteen soldiers. So unless two soldiers marry each other, you need to limit staffing somewhere. When guard stations are placed properly, the palace can become no different than another guard station, so you can cut the staff to three if you need to.)
Basically speaking, if you do all the tips you've been given and blow out your treasury, you will not be able to gain the nine percentage points in time. Maybe if you also do some of the things I suggest (more churches/cathedrals and clinics/hospitals, better housing, better police presence, etc.), you can boost it. But it will take time to build and staff them. So it's unlikely. Best of luck.
Meh. There really is no one 'right' way to play. But on the basis of just beating a scenario, simplicity is the better option. With the right plan and a little luck, most can be beaten extremely quickly without the kinds of massive expansion you're talking about.
The saddest thing is seeing Official Forum comments or others who are really pissed about the 500 bug because they're trying to build the 'perfect' island and they can't because it means they're artificially capped.
Me? I just don't like the random island generation bit. It just plops some starting shit down in a big square and then gives you this round island absolutely covered in shrubbery... The original Tropico actually randomly generated island shapes. It was so much nicer.
I just ended up using the pre-made scenario islands wherever possible.
I like the Sandbox personally, but I agree the generator is incredibly stupid. For some reason it only creates beach or dense vegetation, no open fields...great for farming, right?
I don't see why you'd ever not want to have an employment slot filled. The only time I've ever even fired someone is to get them to start off a school (immigrant bureaucrat or someone to start a high school, doctor or someone to start a college). If I have 7 professors and no students, so what? They're paying rent, using entertainment, and not being unemployed. It's not like it's hard to get more people, I can open borders and get 35 dudes in a few months.
Professors are also increasing your income inequality, and sucking up revenue without adding value to either your coffers or your population. Yes, you can recoup some of those wages through rent and entertainment...but not all. So they're just one more paycheck and one more mouth the feed, and I say fuck 'em.
At that point you're better off closing the slot and having that uppity college grad work as a cabana boy or fisherman, and just pay your cabana boys and fishermen well enough that they can afford decent housing and entertainment.
COMMUNISM HOOOOOO!
But seriously, you have to watch out for people that are literally just dragging on your economy without creating value. Though I'd have to look at the score criteria...it is possible that a happy professor is worth more points in your citizen count than the money you save by firing him is worth in your treasury/building count.
Me? I just don't like the random island generation bit. It just plops some starting shit down in a big square and then gives you this round island absolutely covered in shrubbery... The original Tropico actually randomly generated island shapes. It was so much nicer.
I just ended up using the pre-made scenario islands wherever possible.
If you select 3 as the island size it usually generates random island shapes. That being said, the pre-made islands are obviously much more detailed.
Well damn, I didn't keep up on my food supply and wound up loosing all my uneducated workers, I was subsequently left with no one to run the farms and other locations and slowly started to spiral into debt after having several 10k plus years of profit. Sounds like a good story.
I don't see why you'd ever not want to have an employment slot filled. The only time I've ever even fired someone is to get them to start off a school (immigrant bureaucrat or someone to start a high school, doctor or someone to start a college). If I have 7 professors and no students, so what? They're paying rent, using entertainment, and not being unemployed. It's not like it's hard to get more people, I can open borders and get 35 dudes in a few months.
Professors are also increasing your income inequality, and sucking up revenue without adding value to either your coffers or your population. Yes, you can recoup some of those wages through rent and entertainment...but not all. So they're just one more paycheck and one more mouth the feed, and I say fuck 'em.
At that point you're better off closing the slot and having that uppity college grad work as a cabana boy or fisherman, and just pay your cabana boys and fishermen well enough that they can afford decent housing and entertainment.
COMMUNISM HOOOOOO!
But seriously, you have to watch out for people that are literally just dragging on your economy without creating value. Though I'd have to look at the score criteria...it is possible that a happy professor is worth more points in your citizen count than the money you save by firing him is worth in your treasury/building count.
For me it isn't, do I want a professor or a fisherman, I have a professor and a fisherman. Inequality isn't too bad, once I get the money flowing I go 10-15-20, and 15-20-25 when I get really rich. I don't pay any attention at all to the end score, since I usually play an incorruptible meaning I'm foregoing the swiss bank account score entirely anyways. Though I do try and hit the bonus objectives. If I'm rolling in dough by the endgame anyways, my concern is having a fully decked-out island.
Responding to the discussion about garage workers in the past couple of pages, people hired at the garage ARE teamsters and do haul stuff for you. It shows up as 'teamster' in their job profile.
Also, we need to pick a map from sandbox mode, decide on some parameters like how many years you can rule, frequency of random events, etc and have a contest to see who can rack up the biggest swiss bank account :P
Would anyone be up for that? I'm only considering a 5 or 10 year game.
Responding to the discussion about garage workers in the past couple of pages, people hired at the garage ARE teamsters and do haul stuff for you. It shows up as 'teamster' in their job profile.
I've never seen it, so I just presume that they are sharing an art asset and job description due to design cuts or something. I could spend time following a single garage worker around and see what they do, but I would have better things to do with my time. I write them off as a mostly useless citizen who serves only to make a garage viable. Which is more important for other uses.
Maybe a good test would be to develop an island with garages around the place and then fire all the teamsters at the office and see if shit gets done. I doubt it.
Responding to the discussion about garage workers in the past couple of pages, people hired at the garage ARE teamsters and do haul stuff for you. It shows up as 'teamster' in their job profile.
I've never seen it, so I just presume that they are sharing an art asset and job description due to design cuts or something. I could spend time following a single garage worker around and see what they do, but I would have better things to do with my time. I write them off as a mostly useless citizen who serves only to make a garage viable. Which is more important for other uses.
Maybe a good test would be to develop an island with garages around the place and then fire all the teamsters at the office and see if shit gets done. I doubt it.
Hey, wow, that'd be a really good way to test that.
Even on an existing island, you could just close all your teamster slots and watch to see if you spot any teamsters hauling anything...if no, then you know that garage teamsters don't haul.
Somebody should do this...I'm a little busy (no time to play), but if nobody's reported back by the next time I fire it up, I'll take a look.
I picked this up in the christmas sale, I think, but never got around to playing it. If I start now, does the expansion add a ton, or am I fine with the base game?
I picked this up in the christmas sale, I think, but never got around to playing it. If I start now, does the expansion add a ton, or am I fine with the base game?
Stick with the base game if you're not used to it. Then you can decide if you want all the extras.
Well damn, I didn't keep up on my food supply and wound up loosing all my uneducated workers, I was subsequently left with no one to run the farms and other locations and slowly started to spiral into debt after having several 10k plus years of profit. Sounds like a good story.
This brings up the question of just how many food sources do you need to keep putting up as your population expands.
Wait... so you actually need more than one Teamster Office?
Sunofa...
I had this island with only one office selling close to 100k per shipment... you are telling me it would've been better with more teamsters?
Each building that produces something like a mine or a farm will have an 'output storage', this is how much that the building is holding of the product and what needs to be moved from there to the dock by teamsters. The best thing to have is a teamster office as close as you can to these buildings. If you watch them, they will move from the office to the building and grab the product, usually wheeling it to a garage to put in a van to drive to the dock.
If you constantly have buildings with a lot of output storage, you probably need to move the office closer to the building so the teamsters collect the product more often. It's really worth it to click on the teamster office and just watch them go about their buisness. If you see one or two takeing ages to get to a building, then back to a garage then to the docks, either move the teamster office closer, or, fire half the teamsters and build a new teamster office nearby. Having a garage nearby your production buildings helps as the garage workers will collect products and drive them to the docks ala teamsters.
It's all really about building placement, not the amount of teamsters. It's probably a good idea to have the teamster offices near residences and a bar so they don't wander too far away from their office when loads of product need to be moved.
I'm not sure if they move things like gold ore to jewlery factories or fish to canneries, I need to watch for that next time.
I suppose if you only have one office, eventually you'll catch up on your income when dudes start hauling $50k worth of stuff at once that's been building up for the past few years. As far as I know they don't have a carry limit, or it's at least high. But even then, on large islands I'd expect there'd be stuff that would never get hauled, and it'd make Marketplaces useless.
And yes, they do the moving of raw resources to factories. I put my factories next to the source to keep their trips short.
Edit: also, factories can only process so quickly, so dumping a few months/years of goods on them at once would mean waiting even longer for them to get manufactured.
Factories seem to have an input storage limit of about 1000 though, and I suspect any extra gets put on the boat.
Yeah. There's some weird limit on how this works. As an example, the oil refinery takes forever to produce anything and sometimes crude from the wells will just go directly to the docks for export. Might be a bug though. I can watch a tanker go back and forth for days and not see any new oil coming in.
I bought this on Steam for like 7 bucks and I've been playing around with it ever since class let out. I love watching my swiss bank account fill up , and juggling with just how badly I can oppress my huddled masses, while gouging the tourists for every centavo, and then spending it all on the military. I never realized how much FUN it is to be a tin pot dictator.
It's fun to screw people around, I demolished about five tenements and a farm to build a private zoo in front of my palace, then used my military base and and guard posts to crush my new homeless rebel population. Played north korea with the US and USSR, and murdered and "disappeared" like 50 of my own citizens. I had about 100,000 in my account by the time the revolutionaries stormed the palace. The edicts are amazing, and they all work great. I just wish there was an animation or something for a papal visit/ mardi gras. My only real gripe with the game was that I wasn't able to pull a Mugabe and ban/oppress the political parties.
I grew up listening to my grandma tell us horror stories about Uruguay, like how her family's ranch was seized and her dad was loaded onto a plane and pushed out over the ocean after he wrote an article on the government , how the government killed, kidnapped and tortured people at random, about having to dig through garbage to find something to eat ,and how she never found out what happened to her friends, but Tropico shows us the fun side of crushing poverty and ruthless dictators, no wonder Fidel kept at it for so long.
Stantz on
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ShogunHair long; money long; me and broke wizards we don't get alongRegistered Userregular
edited May 2010
Pollution in Absolute Power is apparently much more important than in the base T3. In the base game I exploited every industry available on my island. Minerals, logging, oil wells etc etc. Now if I set up my industry machine the pollution goes nuts and so do the environmentalists. It seems almost as if the game does not want you to do every possible thing to make more money but just pick some stuff and do the best you can.
Pollution in Absolute Power is apparently much more important than in the base T3. In the base game I exploited every industry available on my island. Minerals, logging, oil wells etc etc. Now if I set up my industry machine the pollution goes nuts and so do the environmentalists. It seems almost as if the game does not want you to do every possible thing to make more money but just pick some stuff and do the best you can.
Well, that and in AP they finally gave you a means to deal with pollution...the Garbage Dump reduces all pollution inside its radius. It'll get it down to yellow regardless of how many factories you have.
mcdermott on
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ShogunHair long; money long; me and broke wizards we don't get alongRegistered Userregular
Pollution in Absolute Power is apparently much more important than in the base T3. In the base game I exploited every industry available on my island. Minerals, logging, oil wells etc etc. Now if I set up my industry machine the pollution goes nuts and so do the environmentalists. It seems almost as if the game does not want you to do every possible thing to make more money but just pick some stuff and do the best you can.
Well, that and in AP they finally gave you a means to deal with pollution...the Garbage Dump reduces all pollution inside its radius. It'll get it down to yellow regardless of how many factories you have.
Yeah but in the base game I didn't have the dump and I ran every industry possible and pollution was never a concern. Now if I run logging and mining or mining and oil the stupid environmentalists blockade something of their choice. I just liked it when I could exploit my island and my people without cause for concern.
Pollution in Absolute Power is apparently much more important than in the base T3. In the base game I exploited every industry available on my island. Minerals, logging, oil wells etc etc. Now if I set up my industry machine the pollution goes nuts and so do the environmentalists. It seems almost as if the game does not want you to do every possible thing to make more money but just pick some stuff and do the best you can.
Well, that and in AP they finally gave you a means to deal with pollution...the Garbage Dump reduces all pollution inside its radius. It'll get it down to yellow regardless of how many factories you have.
Yeah but in the base game I didn't have the dump and I ran every industry possible and pollution was never a concern. Now if I run logging and mining or mining and oil the stupid environmentalists blockade something of their choice. I just liked it when I could exploit my island and my people without cause for concern.
Police state!
Demiurge on
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ShogunHair long; money long; me and broke wizards we don't get alongRegistered Userregular
Pollution in Absolute Power is apparently much more important than in the base T3. In the base game I exploited every industry available on my island. Minerals, logging, oil wells etc etc. Now if I set up my industry machine the pollution goes nuts and so do the environmentalists. It seems almost as if the game does not want you to do every possible thing to make more money but just pick some stuff and do the best you can.
Well, that and in AP they finally gave you a means to deal with pollution...the Garbage Dump reduces all pollution inside its radius. It'll get it down to yellow regardless of how many factories you have.
Yeah but in the base game I didn't have the dump and I ran every industry possible and pollution was never a concern. Now if I run logging and mining or mining and oil the stupid environmentalists blockade something of their choice. I just liked it when I could exploit my island and my people without cause for concern.
Police state!
Honestly I usually never even build a police station or anything army wise. I threw off 2 coups in my last game thanks to the loyalists. Hardcore blokes for ol presidente it seems. Has anyone had trouble building an airport? It has taken almost 10 years to finish construction because for some odd reason the guys always walk to it instead of driving. Like they drive everywhere else but they all walk to the airport.
Pollution in Absolute Power is apparently much more important than in the base T3. In the base game I exploited every industry available on my island. Minerals, logging, oil wells etc etc. Now if I set up my industry machine the pollution goes nuts and so do the environmentalists. It seems almost as if the game does not want you to do every possible thing to make more money but just pick some stuff and do the best you can.
Well, that and in AP they finally gave you a means to deal with pollution...the Garbage Dump reduces all pollution inside its radius. It'll get it down to yellow regardless of how many factories you have.
Yeah but in the base game I didn't have the dump and I ran every industry possible and pollution was never a concern. Now if I run logging and mining or mining and oil the stupid environmentalists blockade something of their choice. I just liked it when I could exploit my island and my people without cause for concern.
Police state!
Honestly I usually never even build a police station or anything army wise. I threw off 2 coups in my last game thanks to the loyalists. Hardcore blokes for ol presidente it seems. Has anyone had trouble building an airport? It has taken almost 10 years to finish construction because for some odd reason the guys always walk to it instead of driving. Like they drive everywhere else but they all walk to the airport.
Is it right next to a road? Silly question, I know, but that's all I can come up with...you built it one too many squares from the road and had the tips turned off.
mcdermott on
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ShogunHair long; money long; me and broke wizards we don't get alongRegistered Userregular
Pollution in Absolute Power is apparently much more important than in the base T3. In the base game I exploited every industry available on my island. Minerals, logging, oil wells etc etc. Now if I set up my industry machine the pollution goes nuts and so do the environmentalists. It seems almost as if the game does not want you to do every possible thing to make more money but just pick some stuff and do the best you can.
Well, that and in AP they finally gave you a means to deal with pollution...the Garbage Dump reduces all pollution inside its radius. It'll get it down to yellow regardless of how many factories you have.
Yeah but in the base game I didn't have the dump and I ran every industry possible and pollution was never a concern. Now if I run logging and mining or mining and oil the stupid environmentalists blockade something of their choice. I just liked it when I could exploit my island and my people without cause for concern.
Police state!
Honestly I usually never even build a police station or anything army wise. I threw off 2 coups in my last game thanks to the loyalists. Hardcore blokes for ol presidente it seems. Has anyone had trouble building an airport? It has taken almost 10 years to finish construction because for some odd reason the guys always walk to it instead of driving. Like they drive everywhere else but they all walk to the airport.
Is it right next to a road? Silly question, I know, but that's all I can come up with...you built it one too many squares from the road and had the tips turned off.
Road leads right up to it. The road basically goes in a big circle around the island.
Pollution in Absolute Power is apparently much more important than in the base T3. In the base game I exploited every industry available on my island. Minerals, logging, oil wells etc etc. Now if I set up my industry machine the pollution goes nuts and so do the environmentalists. It seems almost as if the game does not want you to do every possible thing to make more money but just pick some stuff and do the best you can.
Well, that and in AP they finally gave you a means to deal with pollution...the Garbage Dump reduces all pollution inside its radius. It'll get it down to yellow regardless of how many factories you have.
Yeah but in the base game I didn't have the dump and I ran every industry possible and pollution was never a concern. Now if I run logging and mining or mining and oil the stupid environmentalists blockade something of their choice. I just liked it when I could exploit my island and my people without cause for concern.
Police state!
Honestly I usually never even build a police station or anything army wise. I threw off 2 coups in my last game thanks to the loyalists. Hardcore blokes for ol presidente it seems. Has anyone had trouble building an airport? It has taken almost 10 years to finish construction because for some odd reason the guys always walk to it instead of driving. Like they drive everywhere else but they all walk to the airport.
Is it right next to a road? Silly question, I know, but that's all I can come up with...you built it one too many squares from the road and had the tips turned off.
The back of the 'building' part of the airport is usually the bit that needs to be connected to a road for people to drive to it.
harvest on
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ShogunHair long; money long; me and broke wizards we don't get alongRegistered Userregular
edited May 2010
You may be on to something Harvest I had the backside pointed towards the coast. It was kind of in a corner. When do you guys start your tourism? I try to get it going by 1960 and also try to get a power plant up and running by then as well.
After observation and experiementation, it seems farms clear land on their own - just they'll do it wherever they want, instead of where you want them to. But even if you clear space for them, they'll often just plant wherever, instead. Ah well, I'm sure they know where the most fertile spots are.
You may be on to something Harvest I had the backside pointed towards the coast. It was kind of in a corner. When do you guys start your tourism? I try to get it going by 1960 and also try to get a power plant up and running by then as well.
Depends on my goals. If I'm really looking to build a tourist powerhouse, yeah 1960 is about that time. Basically as soon as I have enough industry to fund it (at least one factory and some other cash-producing resource gathering) I'll get started. I also try to have both foreign development aid edicts (lots of cheap housing to avoid shacks, and a half-priced airport).
Then find a spot to throw down the airport, start up the hotels (and tourist dock), and go wild.
I usually rely more on my airport than dock to bring in the gringos, though.
The only hard part is to make sure I have my roads laid out well so that my tourists don't interfere with my industry. Fucking gringos always want to drive everywhere, and no matter how many high-class spas, hot nightclubs, authentic pubs, and other attractions you throw down by their hotels the fuckers always want to go see the "real" Tropico. Have fun hanging out downtown with the dockworkers, Yanqui scum, and I hope you get stabbed.
Still don't quite like the decay on power plants. No way to stop it other than build another and destroy the current one. Makes it hard to do when the whole island is filled.
Posts
This will be here until I receive an apology or Weedlordvegeta get any consequences for being a bully
A hospital or two, one more cathedral, a couple more police stations in the scary bits on the island and a shitload of gardens?
You're probably screwed, though.
Shogun Streams Vidya
In other new the new dlc I brought bugged out and decided to take the vanilla Tropical 3 along with it.
This will be here until I receive an apology or Weedlordvegeta get any consequences for being a bully
This will be here until I receive an apology or Weedlordvegeta get any consequences for being a bully
You can't do it. Not in a year. The most you might be able to get in a year would be about 3-4%. You'll have to start over or from an older save (you are staggering them, right?).
Some tips based on what is there?
Apartments, apartments, apartments. If that is the worst housing you have, the minimum happiness for housing is at least 60.
Build an extra church and cathedral. Having 'one' is not enough. The more you have, the easier it is for a Tropican to actually attend. Religion satisfaction skyrockets if people aren't turned away from churches.
Your entertainment quality can be affected more positively by providing more entertainment. Like churches, if there isn't any avalable slots, they can't visit. So that value goes down. Unlike most other ratings, you don't need a whole lot of effort here, but a restaurant and a movie theatre go a long, long way. Just try not to build too many things near each other unless you've got an extremely dense residential area.
If your island is a bit spread out, then just make sure that there is a garage nearby. Citizens will go to available entertainment. Since these venues tend to service more citizens per worker, they go a long way toward this stat. Along with a restaurant and theatre, if you don't mind the bitching from the religious, build a cabaret, too. That should be enough to boost entertainment quality.
As for religion, same for healthcare. If you can build them, have two larger hospitals. Otherwise place a few extra clinics around the place.
Crime safety... Usually one fully staffed police building is enough to keep crime safety at about 90%. However, sometimes depending on where you place things, some crime will crop up elsewhere. Around farms and the docks, usually. If you can't live with having some small, light yellow areas of crime, then build another police station somewhere (make sure they're both connected to the roads). They don't really seem to have a genuine area of effect (at least nothing you can actually see), but placing one very near a high crime spot will eliminate it once staffing picks up.
The rule of thumb with cops is if they can get there in their cars, it will lower crime significantly. So make sure your island is connected properly to roads.
For the environment, that's rather tricky. All farms produce a crapload of pollution. Seemingly more than factories after you issue the pollution edicts. Try to place farms (and factories) away from residential buildings. Tropicans put up with their own pollution easier than that from other sources. At the least, try not to place too many residential buildings in 'orange' coloured areas. (Even with the typical happiness at about 50-60%, the environmentalists like you because of low pollution.)
For liberty, make sure you place the newspaper in the middle of the largest collection of residences on the island. If you have to, plan a space to put one and leave it empty. Then build housing around that spot. (Set the job to Coupons-n-more to turn a nice profit eventually.) When the liberty is high enough, enact same-sex marriages. (This will help with housing as some single Tropicans can finally start a 'family' and free up openings for others to move in.) Also, once you build the college, enact sensitivity training.
Liberty ends up around 80% on average with this. It can be boosted with a radio station or TV station, but that's only if you have the money to do it. They're not really necessary.
For job quality, set teamsters to Easy Does-it at the beginning. They only haul one load anyway, so you'll boost their happiness a little bit. If you build a second construction yard (or don't specifically need them so much), change construction workers to Easy as well.
The same goes for factory workers in the mid-to-late period of the game. Also, increasing pay boosts the job quality as well. So plan your economy well to afford double digit incomes for even the lowliest of jobs.
And to make sure you aren't wasting housing, build an army base once you have a college. Staff it with at least two home-grown generals (imports tend to quit the job more easily) and issue the military modernization edict to improve the housing and healthcare of the joint. Try to place the base within the sphere of influence of the newspaper since up to fifteen families can live there.
(With three generals, three fully staffed guard towers, and a fully staffed palace, that's sixteen soldiers. So unless two soldiers marry each other, you need to limit staffing somewhere. When guard stations are placed properly, the palace can become no different than another guard station, so you can cut the staff to three if you need to.)
Basically speaking, if you do all the tips you've been given and blow out your treasury, you will not be able to gain the nine percentage points in time. Maybe if you also do some of the things I suggest (more churches/cathedrals and clinics/hospitals, better housing, better police presence, etc.), you can boost it. But it will take time to build and staff them. So it's unlikely. Best of luck.
I like the Sandbox personally, but I agree the generator is incredibly stupid. For some reason it only creates beach or dense vegetation, no open fields...great for farming, right?
Professors are also increasing your income inequality, and sucking up revenue without adding value to either your coffers or your population. Yes, you can recoup some of those wages through rent and entertainment...but not all. So they're just one more paycheck and one more mouth the feed, and I say fuck 'em.
At that point you're better off closing the slot and having that uppity college grad work as a cabana boy or fisherman, and just pay your cabana boys and fishermen well enough that they can afford decent housing and entertainment.
COMMUNISM HOOOOOO!
But seriously, you have to watch out for people that are literally just dragging on your economy without creating value. Though I'd have to look at the score criteria...it is possible that a happy professor is worth more points in your citizen count than the money you save by firing him is worth in your treasury/building count.
http://www.fallout3nexus.com/downloads/file.php?id=16534
For me it isn't, do I want a professor or a fisherman, I have a professor and a fisherman. Inequality isn't too bad, once I get the money flowing I go 10-15-20, and 15-20-25 when I get really rich. I don't pay any attention at all to the end score, since I usually play an incorruptible meaning I'm foregoing the swiss bank account score entirely anyways. Though I do try and hit the bonus objectives. If I'm rolling in dough by the endgame anyways, my concern is having a fully decked-out island.
Also, we need to pick a map from sandbox mode, decide on some parameters like how many years you can rule, frequency of random events, etc and have a contest to see who can rack up the biggest swiss bank account :P
Would anyone be up for that? I'm only considering a 5 or 10 year game.
I've never seen it, so I just presume that they are sharing an art asset and job description due to design cuts or something. I could spend time following a single garage worker around and see what they do, but I would have better things to do with my time. I write them off as a mostly useless citizen who serves only to make a garage viable. Which is more important for other uses.
Maybe a good test would be to develop an island with garages around the place and then fire all the teamsters at the office and see if shit gets done. I doubt it.
Hey, wow, that'd be a really good way to test that.
Even on an existing island, you could just close all your teamster slots and watch to see if you spot any teamsters hauling anything...if no, then you know that garage teamsters don't haul.
Somebody should do this...I'm a little busy (no time to play), but if nobody's reported back by the next time I fire it up, I'll take a look.
Stick with the base game if you're not used to it. Then you can decide if you want all the extras.
Sunofa...
I had this island with only one office selling close to 100k per shipment... you are telling me it would've been better with more teamsters?
This brings up the question of just how many food sources do you need to keep putting up as your population expands.
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It's possible. It depends on how your factories/resources are distributed relative to your main teamster office and your dock.
If you have a remote resource pool away from downtown or the dock, it's not a bad idea to build a local office.
Each building that produces something like a mine or a farm will have an 'output storage', this is how much that the building is holding of the product and what needs to be moved from there to the dock by teamsters. The best thing to have is a teamster office as close as you can to these buildings. If you watch them, they will move from the office to the building and grab the product, usually wheeling it to a garage to put in a van to drive to the dock.
If you constantly have buildings with a lot of output storage, you probably need to move the office closer to the building so the teamsters collect the product more often. It's really worth it to click on the teamster office and just watch them go about their buisness. If you see one or two takeing ages to get to a building, then back to a garage then to the docks, either move the teamster office closer, or, fire half the teamsters and build a new teamster office nearby. Having a garage nearby your production buildings helps as the garage workers will collect products and drive them to the docks ala teamsters.
It's all really about building placement, not the amount of teamsters. It's probably a good idea to have the teamster offices near residences and a bar so they don't wander too far away from their office when loads of product need to be moved.
I'm not sure if they move things like gold ore to jewlery factories or fish to canneries, I need to watch for that next time.
And yes, they do the moving of raw resources to factories. I put my factories next to the source to keep their trips short.
Edit: also, factories can only process so quickly, so dumping a few months/years of goods on them at once would mean waiting even longer for them to get manufactured.
Yeah. There's some weird limit on how this works. As an example, the oil refinery takes forever to produce anything and sometimes crude from the wells will just go directly to the docks for export. Might be a bug though. I can watch a tanker go back and forth for days and not see any new oil coming in.
It's fun to screw people around, I demolished about five tenements and a farm to build a private zoo in front of my palace, then used my military base and and guard posts to crush my new homeless rebel population. Played north korea with the US and USSR, and murdered and "disappeared" like 50 of my own citizens. I had about 100,000 in my account by the time the revolutionaries stormed the palace. The edicts are amazing, and they all work great. I just wish there was an animation or something for a papal visit/ mardi gras. My only real gripe with the game was that I wasn't able to pull a Mugabe and ban/oppress the political parties.
I grew up listening to my grandma tell us horror stories about Uruguay, like how her family's ranch was seized and her dad was loaded onto a plane and pushed out over the ocean after he wrote an article on the government , how the government killed, kidnapped and tortured people at random, about having to dig through garbage to find something to eat ,and how she never found out what happened to her friends, but Tropico shows us the fun side of crushing poverty and ruthless dictators, no wonder Fidel kept at it for so long.
Shogun Streams Vidya
Well, that and in AP they finally gave you a means to deal with pollution...the Garbage Dump reduces all pollution inside its radius. It'll get it down to yellow regardless of how many factories you have.
Yeah but in the base game I didn't have the dump and I ran every industry possible and pollution was never a concern. Now if I run logging and mining or mining and oil the stupid environmentalists blockade something of their choice. I just liked it when I could exploit my island and my people without cause for concern.
Shogun Streams Vidya
Police state!
Honestly I usually never even build a police station or anything army wise. I threw off 2 coups in my last game thanks to the loyalists. Hardcore blokes for ol presidente it seems. Has anyone had trouble building an airport? It has taken almost 10 years to finish construction because for some odd reason the guys always walk to it instead of driving. Like they drive everywhere else but they all walk to the airport.
Shogun Streams Vidya
Is it right next to a road? Silly question, I know, but that's all I can come up with...you built it one too many squares from the road and had the tips turned off.
Road leads right up to it. The road basically goes in a big circle around the island.
Shogun Streams Vidya
Shogun Streams Vidya
Depends on my goals. If I'm really looking to build a tourist powerhouse, yeah 1960 is about that time. Basically as soon as I have enough industry to fund it (at least one factory and some other cash-producing resource gathering) I'll get started. I also try to have both foreign development aid edicts (lots of cheap housing to avoid shacks, and a half-priced airport).
Then find a spot to throw down the airport, start up the hotels (and tourist dock), and go wild.
I usually rely more on my airport than dock to bring in the gringos, though.
The only hard part is to make sure I have my roads laid out well so that my tourists don't interfere with my industry. Fucking gringos always want to drive everywhere, and no matter how many high-class spas, hot nightclubs, authentic pubs, and other attractions you throw down by their hotels the fuckers always want to go see the "real" Tropico. Have fun hanging out downtown with the dockworkers, Yanqui scum, and I hope you get stabbed.