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Tropico | Tropico 4 Plans a Bloodless Coup in 2011

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Posts

  • ScooterScooter Registered User regular
    edited May 2010
    Drovek wrote: »
    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.

    What? Are you sure you're not just seeing engineers leave and/or get replaced by less experienced engineers?



    Personally, I always do tourism last, like around 1980. I like the reliability of industry, the tourist stuff is all just shiny toys. Especially since a lot of it requires electricity which comes a bit later.

    Scooter on
  • DrovekDrovek Registered User regular
    edited May 2010
    Not sure, really. Just know that one of my 2 power plants started outputting less than it did before. And quite frankly the job quality was awesome on those things, so I don't know if they were actually leaving/being replaced or what. Maybe they were.

    Drovek on
    steam_sig.png( < . . .
  • ScooterScooter Registered User regular
    edited May 2010
    A brand new engineer will put out 15 MW, an experienced engineer will do at least twice that, maybe more.

    Scooter on
  • mcdermottmcdermott Registered User regular
    edited May 2010
    Scooter wrote: »
    A brand new engineer will put out 15 MW, an experienced engineer will do at least twice that, maybe more.

    And keep in mind that engineers may have just retired (or died).
    Scooter wrote: »
    Personally, I always do tourism last, like around 1980. I like the reliability of industry, the tourist stuff is all just shiny toys. Especially since a lot of it requires electricity which comes a bit later.

    I like the constant income...helps reduce the "oh got when is another ship coming I have $texas sitting on the dock but I'm negative in cash" issue for me.

    mcdermott on
  • captainkcaptaink TexasRegistered User regular
    edited May 2010
    I like to bump up power plant salaries to reduce turnover.

    captaink on
  • ShogunShogun Hair long; money long; me and broke wizards we don't get along Registered User regular
    edited May 2010
    I just completed a sandbox game on the island of Matriz. Exports were cigars, weapons, and petroleum products. Oil refinery was costly at first but it works out. Tourism began around '73 and I built everything. Honestly I feel like there is little to no money to be made in tourism. I had a high rating and all my hotels were full but it just doesn't seem to do much.

    Its interesting that it only takes 2 tobacco farms to keep the cigar factory running at max capacity /w upgrades. Housing is annoying. Even with the free houses edict you can build apartments right next to shacks and the fuckers won't budge. I also though it was interesting that almost every shack i clicked on was an unemployed person.

    edit: also i wish the swiss bank account served some other purpose than your personal score at the end of the game.

    Shogun on
  • mcdermottmcdermott Registered User regular
    edited May 2010
    Shogun wrote: »
    I just completed a sandbox game on the island of Matriz. Exports were cigars, weapons, and petroleum products. Oil refinery was costly at first but it works out. Tourism began around '73 and I built everything. Honestly I feel like there is little to no money to be made in tourism. I had a high rating and all my hotels were full but it just doesn't seem to do much.

    Its interesting that it only takes 2 tobacco farms to keep the cigar factory running at max capacity /w upgrades. Housing is annoying. Even with the free houses edict you can build apartments right next to shacks and the fuckers won't budge. I also though it was interesting that almost every shack i clicked on was an unemployed person.

    edit: also i wish the swiss bank account served some other purpose than your personal score at the end of the game.

    ......Social Security?

    I never have shack problems. As long as you have SS active, and some tenements spread around (1-2 in each populated area of the map), there's enough overflow for the unemployed, retired, whatever. I don't know why your people won't move.

    And tourism is never going to be a big cash flow in your economy...even with everything maxed out it will be dwarfed by decent industry. But for the number of employees required (most of whom need not be educated) it's pretty damn decent. Plus, like I said before, it's constant cash flow...which I enjoy.

    Then again, on most of my islands I don't build all the tourist crap...just 1-2 specific tourist attractions, a little extra entertainment, and a skyscraper hotel along with several regular hotels. The returns aren't huge, but neither is the investment.

    mcdermott on
  • ShogunShogun Hair long; money long; me and broke wizards we don't get along Registered User regular
    edited May 2010
    I's like to build a quiet resort or someting but all the tourists complain about being bored.

    I never build tenements because tourists find them an eye sore. I think part o the problem with my housing is that towards the end a lot of my shit ends up packed tightly together. I try to build where the shacks are but they just pop up somewhere else. Also I do have SS on. I assumed the free housing edict would correct this problem but it doesn't seem to.

    Shogun on
  • Mr. PovondraMr. Povondra Registered User regular
    edited May 2010
    Having just played an immigrants out sandbox game, tourism's main advantage is definitely the low manpower required.

    Mr. Povondra on
  • GalagaGalaxianGalagaGalaxian Registered User regular
    edited May 2010
    I should really get the expansion and start playing again.

    GalagaGalaxian on
    Remember the compliments you receive, forget the insults; if you succeed in doing this, tell me how.
  • mcdermottmcdermott Registered User regular
    edited May 2010
    Food for thought on tourism vs. industry:

    On my current island (a campaign, Reforms) my revenue from tourism is about 1/4 of my revenue from industry/mining/etc.

    My expenses for tourism are less than 1/10 my expenses from industry/mining/etc.

    Which means that not only is my tourism income significant (roughly 20% of my yearly non-foreign-aid income) but the overall efficiency of that income is fantastic. Note that my tourism consists of a few hotels (not even luxury hotels), three dedicated tourism buildings, and a couple extra entertainment buildings than I would normally have.

    My industry consists of a rum distillery and a jewelry factory (plus three mines, and and quite a few farms). Not exactly an industrial powerhouse, but just goes to show that tourism can pretty easily bring in a decent amount of money with little investment.

    mcdermott on
  • GalagaGalaxianGalagaGalaxian Registered User regular
    edited May 2010
    I think my favorite game was playing as a jingo + whatever the "no immigrants" option is game. It was slow, but I got a weird sense of accomplishment from watching the island grow slowly. Tourism probably would've been nice for that. However random maps are usually so crappy for tourism. :?

    GalagaGalaxian on
    Remember the compliments you receive, forget the insults; if you succeed in doing this, tell me how.
  • RamiRami Registered User regular
    edited May 2010
    For those that have this on steam, is AP a separate game launched independantly from Tropico 3? And if it is, does Tropico 3 still need to be installed for it to run?

    Rami on
    Steam / Xbox Live: WSDX NNID: W-S-D-X 3DS FC: 2637-9461-8549
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  • Mr. PovondraMr. Povondra Registered User regular
    edited May 2010
    Rami wrote: »
    For those that have this on steam, is AP a separate game launched independantly from Tropico 3?
    No.

    Mr. Povondra on
  • ScooterScooter Registered User regular
    edited May 2010
    mcdermott wrote: »
    Shogun wrote: »
    I just completed a sandbox game on the island of Matriz. Exports were cigars, weapons, and petroleum products. Oil refinery was costly at first but it works out. Tourism began around '73 and I built everything. Honestly I feel like there is little to no money to be made in tourism. I had a high rating and all my hotels were full but it just doesn't seem to do much.

    Its interesting that it only takes 2 tobacco farms to keep the cigar factory running at max capacity /w upgrades. Housing is annoying. Even with the free houses edict you can build apartments right next to shacks and the fuckers won't budge. I also though it was interesting that almost every shack i clicked on was an unemployed person.

    edit: also i wish the swiss bank account served some other purpose than your personal score at the end of the game.

    ......Social Security?

    I never have shack problems. As long as you have SS active, and some tenements spread around (1-2 in each populated area of the map), there's enough overflow for the unemployed, retired, whatever. I don't know why your people won't move.

    And tourism is never going to be a big cash flow in your economy...even with everything maxed out it will be dwarfed by decent industry. But for the number of employees required (most of whom need not be educated) it's pretty damn decent. Plus, like I said before, it's constant cash flow...which I enjoy.

    Then again, on most of my islands I don't build all the tourist crap...just 1-2 specific tourist attractions, a little extra entertainment, and a skyscraper hotel along with several regular hotels. The returns aren't huge, but neither is the investment.

    SS doesn't cover the unemployed, unless it missed that part in the description.

    Scooter on
  • Hotlead JunkieHotlead Junkie Registered User regular
    edited May 2010
    I always make an absolute bomb from tourism, but if I plan to attract tourists I'll take the tourist related traits such as pop singer and/or hotel buyout. I tend to have a tourist dock, hotel and a garage to bring in some income, and when my citizens are happy or my mines are drying up, I'll spend the money on more hotels and tourist attractions. I had a big entertainment complex that had a cinema, sport stadium, garage, etc smack dab in the middle of the island where my tourists and residents could go and mingle. I don't like spending money on tourist only attractions.

    Also, I try to build a poilce station, a bar, a few apartments and a clinic next to my tourist areas so my residents who run those places don't have to move far to run hotels and such efficientley.

    Frankly I just start tourism really slowly when I have a bit of spare cash, let the tourists mingle with the residents, sharing bars and such and then when word picks up a few years later I start expanding and building areas specifically for tourists.


    EDIT: try to get the unemployed into college/high school so that they can get social security and pay for rent.

    Hotlead Junkie on
    tf2_sig.png
  • JintorJintor Registered User regular
    edited May 2010
    Hmmm. I've played the last three islands entirely industrial, and I have to say that that gets really boring, really fast. Especially with the traditional 'wait six months for an infusion of cash and then be in debt for another three'. Oh, and sometimes the dockworkers are all faffing about in town with the booze and hookers when they should be unloading ships. Can't you bastards go party while there's no ships in port? Huh? Or can't I just hire additional dockworkers? : <

    Jintor on
  • Santa ClaustrophobiaSanta Claustrophobia Ho Ho Ho Disconnecting from Xbox LIVERegistered User regular
    edited May 2010
    Scooter wrote: »
    mcdermott wrote: »
    Shogun wrote: »
    I just completed a sandbox game on the island of Matriz. Exports were cigars, weapons, and petroleum products. Oil refinery was costly at first but it works out. Tourism began around '73 and I built everything. Honestly I feel like there is little to no money to be made in tourism. I had a high rating and all my hotels were full but it just doesn't seem to do much.

    Its interesting that it only takes 2 tobacco farms to keep the cigar factory running at max capacity /w upgrades. Housing is annoying. Even with the free houses edict you can build apartments right next to shacks and the fuckers won't budge. I also though it was interesting that almost every shack i clicked on was an unemployed person.

    edit: also i wish the swiss bank account served some other purpose than your personal score at the end of the game.

    ......Social Security?

    I never have shack problems. As long as you have SS active, and some tenements spread around (1-2 in each populated area of the map), there's enough overflow for the unemployed, retired, whatever. I don't know why your people won't move.

    And tourism is never going to be a big cash flow in your economy...even with everything maxed out it will be dwarfed by decent industry. But for the number of employees required (most of whom need not be educated) it's pretty damn decent. Plus, like I said before, it's constant cash flow...which I enjoy.

    Then again, on most of my islands I don't build all the tourist crap...just 1-2 specific tourist attractions, a little extra entertainment, and a skyscraper hotel along with several regular hotels. The returns aren't huge, but neither is the investment.

    SS doesn't cover the unemployed, unless it missed that part in the description.

    Yeah, you missed it. It covers everybody who doesn't have a job. Unemployed, students, and seniors.

    Santa Claustrophobia on
  • MorrandirMorrandir Registered User regular
    edited May 2010
    I picked up the demo after looking into this, and I love the game, which makes me sad as I won't be able to afford picking it up for the foreseeable future. Here's hoping for a sale before too terribly long.

    Anyway, I've hit a problem. While I was playing, the game sort of half-locked up. I could still hear music and sounds, but everything on screen froze, and I couldn't click anything. It persisted for about 10 minutes before I force quit it. After restarting the game, it would play all the splash videos, then give me a black screen with the cursor, and never load the main menu.

    Running XP, if it helps.

    Morrandir on
    camo_sig2.png
  • EndomaticEndomatic Registered User regular
    edited May 2010
    Okay, so I'm trying to do Divided Loyalty (or vice versa?) and I need to know a couple things if I'm going to be efficient.

    I want to tap that gold mine on the hill naturally but how does the gold reach the dock? Does a teamster walk up the hill, grab it and walk down to the shop, then truck it to the dock? Should I be making garages at the base of the hill and the top near the gold mine? I usually get one at the mine for the workers/builders that I inevitably send up there, but I don't build another at the base of the hill at first because I need to get some infrastructure up.

    This is a tough scenario to start out because everyone comes at you at once and you start with fuck all.

    I managed to get a good economy going at one time, but for some reason all my uneducated workers fucked off.

    When you change you immigration standards to skilled workers, do the uneducated workers that landed previously leave?
    I kinda assumed it just affected future arrivals and that love it or leave it and tropicans only were the ones that forced foreigners out.

    Endomatic on
  • captainkcaptaink TexasRegistered User regular
    edited May 2010
    Teamsters will truck back and forth between office/mine/dock as long as all the buildings are connected to roads. They will walk to the teamster's office to start their workday, but it's close.

    Miners will walk to work if you don't have a garage near their house. I think they can take a truck home, not sure. In any case, there should be a garage near your population center.

    captaink on
  • Santa ClaustrophobiaSanta Claustrophobia Ho Ho Ho Disconnecting from Xbox LIVERegistered User regular
    edited May 2010
    Teamsters will attempt to haul goods directly to the next destination. Either a factory of some sort for processing or the docks directly. They will take the most direct route in absence of a road, so make sure your roads are laid out as efficiently as possible. If the location where they are picking up goods does not have it's own garage connected to a road, they will run to the next place. But they'll head for the nearest actual garage if there is one along the way.

    Mines don't need a garage nearby unless you build other structures in the area that do not connect directly to the roads.


    Skilled worker immigration just increases the chances for already educated workers showing up as immigrants. Love It or Leave It is what will clear out dissatisfied citizens. If you're losing uneducated workers, then your forgetting something else they need. Housing, entertainment, religion, and health care. If they don't have access to these, they'll leave (or die)

    Santa Claustrophobia on
  • Hotlead JunkieHotlead Junkie Registered User regular
    edited May 2010
    Aurgh, I started my industry way too early on the cursed island map, that combined with hurricanes, earthquakes and a badly designed town made me give up.

    Hotlead Junkie on
    tf2_sig.png
  • EndomaticEndomatic Registered User regular
    edited May 2010
    How much of an effect does the Humanitarian Aid edict have?

    5 years is a decent time, does it fulfill the need regardless of your population?

    Also, how bad are the effects from the nationalists, and is it permanent, as long as the building exists, or as long as aid is provided?

    Endomatic on
  • ScooterScooter Registered User regular
    edited May 2010
    Scooter wrote: »
    mcdermott wrote: »
    Shogun wrote: »
    I just completed a sandbox game on the island of Matriz. Exports were cigars, weapons, and petroleum products. Oil refinery was costly at first but it works out. Tourism began around '73 and I built everything. Honestly I feel like there is little to no money to be made in tourism. I had a high rating and all my hotels were full but it just doesn't seem to do much.

    Its interesting that it only takes 2 tobacco farms to keep the cigar factory running at max capacity /w upgrades. Housing is annoying. Even with the free houses edict you can build apartments right next to shacks and the fuckers won't budge. I also though it was interesting that almost every shack i clicked on was an unemployed person.

    edit: also i wish the swiss bank account served some other purpose than your personal score at the end of the game.

    ......Social Security?

    I never have shack problems. As long as you have SS active, and some tenements spread around (1-2 in each populated area of the map), there's enough overflow for the unemployed, retired, whatever. I don't know why your people won't move.

    And tourism is never going to be a big cash flow in your economy...even with everything maxed out it will be dwarfed by decent industry. But for the number of employees required (most of whom need not be educated) it's pretty damn decent. Plus, like I said before, it's constant cash flow...which I enjoy.

    Then again, on most of my islands I don't build all the tourist crap...just 1-2 specific tourist attractions, a little extra entertainment, and a skyscraper hotel along with several regular hotels. The returns aren't huge, but neither is the investment.

    SS doesn't cover the unemployed, unless it missed that part in the description.

    Yeah, you missed it. It covers everybody who doesn't have a job. Unemployed, students, and seniors.

    I mean, I've definitely read it a few times, and unemployed aren't in there. I suppose I could check my wage list and see if they're making any money.

    Scooter on
  • Mr. PovondraMr. Povondra Registered User regular
    edited May 2010
    Scooter wrote: »
    Scooter wrote: »
    mcdermott wrote: »
    Shogun wrote: »
    I just completed a sandbox game on the island of Matriz. Exports were cigars, weapons, and petroleum products. Oil refinery was costly at first but it works out. Tourism began around '73 and I built everything. Honestly I feel like there is little to no money to be made in tourism. I had a high rating and all my hotels were full but it just doesn't seem to do much.

    Its interesting that it only takes 2 tobacco farms to keep the cigar factory running at max capacity /w upgrades. Housing is annoying. Even with the free houses edict you can build apartments right next to shacks and the fuckers won't budge. I also though it was interesting that almost every shack i clicked on was an unemployed person.

    edit: also i wish the swiss bank account served some other purpose than your personal score at the end of the game.

    ......Social Security?

    I never have shack problems. As long as you have SS active, and some tenements spread around (1-2 in each populated area of the map), there's enough overflow for the unemployed, retired, whatever. I don't know why your people won't move.

    And tourism is never going to be a big cash flow in your economy...even with everything maxed out it will be dwarfed by decent industry. But for the number of employees required (most of whom need not be educated) it's pretty damn decent. Plus, like I said before, it's constant cash flow...which I enjoy.

    Then again, on most of my islands I don't build all the tourist crap...just 1-2 specific tourist attractions, a little extra entertainment, and a skyscraper hotel along with several regular hotels. The returns aren't huge, but neither is the investment.

    SS doesn't cover the unemployed, unless it missed that part in the description.

    Yeah, you missed it. It covers everybody who doesn't have a job. Unemployed, students, and seniors.

    I mean, I've definitely read it a few times, and unemployed aren't in there. I suppose I could check my wage list and see if they're making any money.
    It definitely covers them, the description is incomplete.

    Mr. Povondra on
  • CorehealerCorehealer The Apothecary The softer edge of the universe.Registered User regular
    edited May 2010
    I love the Pirate Cove campaign mission to amass as much money in my Swiss Bank Account as posible. It's always fun to find new and devious ways to screw my people out of money. And people are always giving me oppurtunities to be used along with the slush fund and the archeological dig and the building permit in that one.

    Corehealer on
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  • Santa ClaustrophobiaSanta Claustrophobia Ho Ho Ho Disconnecting from Xbox LIVERegistered User regular
    edited May 2010
    Endomatic wrote: »
    How much of an effect does the Humanitarian Aid edict have?

    5 years is a decent time, does it fulfill the need regardless of your population?

    Also, how badly effected are you from the nationalists, and is it permanent, as long as the building exists, or as long as aid is provided?

    Humanitarian aid works like a combined marketplace and clinic. Citizens just go there to meet whichever need they need fulfilled. As far as I know, there is no limit to the number of people who can visit. So ultimately, for five years it's about as perfect as it can get.

    As far as its effects on the nationalists, it's only for how long it exists. If you cancel the edict ahead of time, the nationalists will stop griping about it shortly after. The only real effect anything has on a particular group is it generally just means they probably won't vote for you in the next election. People become rebels only when their individual satisfaction levels drop too low.

    Santa Claustrophobia on
  • The Fourth EstateThe Fourth Estate Registered User regular
    edited May 2010
    Endomatic wrote: »
    How much of an effect does the Humanitarian Aid edict have?

    5 years is a decent time, does it fulfill the need regardless of your population?

    Also, how badly effected are you from the nationalists, and is it permanent, as long as the building exists, or as long as aid is provided?

    Humanitarian aid works like a combined marketplace and clinic. Citizens just go there to meet whichever need they need fulfilled. As far as I know, there is no limit to the number of people who can visit. So ultimately, for five years it's about as perfect as it can get.

    As far as its effects on the nationalists, it's only for how long it exists. If you cancel the edict ahead of time, the nationalists will stop griping about it shortly after. The only real effect anything has on a particular group is it generally just means they probably won't vote for you in the next election. People become rebels only when their individual satisfaction levels drop too low.

    And the nationalists are usually the smallest most insignificant group. Really Win-Win, especially with a diplomatic leader.

    The Fourth Estate on
    steam_sig.png
  • captainkcaptaink TexasRegistered User regular
    edited May 2010
    Endomatic wrote: »
    How much of an effect does the Humanitarian Aid edict have?

    5 years is a decent time, does it fulfill the need regardless of your population?

    Also, how badly effected are you from the nationalists, and is it permanent, as long as the building exists, or as long as aid is provided?

    Humanitarian aid works like a combined marketplace and clinic. Citizens just go there to meet whichever need they need fulfilled. As far as I know, there is no limit to the number of people who can visit. So ultimately, for five years it's about as perfect as it can get.

    As far as its effects on the nationalists, it's only for how long it exists. If you cancel the edict ahead of time, the nationalists will stop griping about it shortly after. The only real effect anything has on a particular group is it generally just means they probably won't vote for you in the next election. People become rebels only when their individual satisfaction levels drop too low.

    And the nationalists are usually the smallest most insignificant group. Really Win-Win, especially with a diplomatic leader.

    Nah, the nationalists are usually 3rd after Communists and Religious. But a lot of stuff pisses them off, so their support can be tricky to get.

    captaink on
  • Santa ClaustrophobiaSanta Claustrophobia Ho Ho Ho Disconnecting from Xbox LIVERegistered User regular
    edited May 2010
    Nah, the nationalists are easy. They like Tropico First for immigration and they dislike forming an alliance with one of the superpowers. And even with Open Doors immigration, they only drop to about 80%. Maybe the add-on changes this, but all the factions are easy to keep happy.

    Santa Claustrophobia on
  • DrovekDrovek Registered User regular
    edited May 2010
    Last map I played I had a bunch of trouble with the Religious. They were lacking a huge amount of churches, problem is there was no more space on the island and with a pop of over 700, it's not easy even when massing cathedrals.

    What the heck do those guys want?

    Drovek on
    steam_sig.png( < . . .
  • ScooterScooter Registered User regular
    edited May 2010
    You can do all the 'banning fun stuff' edicts, and paying off the pope.

    Scooter on
  • Santa ClaustrophobiaSanta Claustrophobia Ho Ho Ho Disconnecting from Xbox LIVERegistered User regular
    edited May 2010
    'The pope rejects your offer. He feels it is not enough.'

    Santa Claustrophobia on
  • DrovekDrovek Registered User regular
    edited May 2010
    Well, he isn't a Total War Pope and thus I don't fear the wrath of the Papal Armed Forces, but still...

    Drovek on
    steam_sig.png( < . . .
  • ShogunShogun Hair long; money long; me and broke wizards we don't get along Registered User regular
    edited May 2010
    Stupid free elections. I was so busy trying to setup all my industry and deal with earthquakes and hurricanes that I forgot the politics. Election time came and I'm scrambling to get a church, cathedral, and garbage dump up in less than 9 months. Needless to say I lost the election by many, many votes.

    Shogun on
  • Hotlead JunkieHotlead Junkie Registered User regular
    edited May 2010
    Shogun wrote: »
    Stupid free elections. I was so busy trying to setup all my industry and deal with earthquakes and hurricanes that I forgot the politics. Election time came and I'm scrambling to get a church, cathedral, and garbage dump up in less than 9 months. Needless to say I lost the election by many, many votes.

    Any reason you didn't just have your opponent assassinated? I was losing an election once so I had a palace guard gun down my rival who was a priest in front of his own tenament. Suffice to say I won that election.

    Hotlead Junkie on
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  • Santa ClaustrophobiaSanta Claustrophobia Ho Ho Ho Disconnecting from Xbox LIVERegistered User regular
    edited May 2010
    The first election is practically a gimmie anyway. You give the people some basic needs/wants whilst spending time trying to carve out your utopia elsewhere. By the time the second election comes around, you should rolling along quite nicely. Losing the first election by screwing up that bad is just deserts.

    Santa Claustrophobia on
  • mcdermottmcdermott Registered User regular
    edited May 2010
    Scooter wrote: »
    SS doesn't cover the unemployed, unless it missed that part in the description.

    Odd, I could have sworn it did. I'll have to check, but you're probably right.

    EDIT: Oh, forgot to reload the page from this morning. Nevermind.

    mcdermott on
  • Hotlead JunkieHotlead Junkie Registered User regular
    edited May 2010
    The first election is practically a gimmie anyway. You give the people some basic needs/wants whilst spending time trying to carve out your utopia elsewhere. By the time the second election comes around, you should rolling along quite nicely. Losing the first election by screwing up that bad is just deserts.

    I kinda wish it was harder to win elections, would make trying to hold onto power using dirty tricks much more fun.

    Hotlead Junkie on
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