Man, figuring out that I could stop people from working at a certian place by firing and right clicking the empty space makes managing the workforce so much easier.
No, I don't need another god-damned priest, but I do need people to haul cigars across the island. Do the religous section not like you when you build a casino, calling you 'moraly corrupt'? It's just I saw a preist or two gambling at my new casino.
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CorehealerThe ApothecaryThe softer edge of the universe.Registered Userregular
Alright, I'm going to start a sandbox game with all the silders set to the left for a barren, tiny island and focus all my time and effort on making a giant army until everything implodes in on itself.
Man, figuring out that I could stop people from working at a certian place by firing and right clicking the empty space makes managing the workforce so much easier.
No, I don't need another god-damned priest, but I do need people to haul cigars across the island. Do the religous section not like you when you build a casino, calling you 'moraly corrupt'? It's just I saw a preist or two gambling at my new casino.
I think their moral objections come when you build a cabaret. I don't know if the casino means anything. (Did you build a cabaret?) As far as the activities of the priests/cardinals? I just starting thinking that it was more of a pseudo-catholic religion. Something closer to the church of England. Though, it's funny seeing cardinals married to other men when the same sex marriage edict is active.
Ultimately, the faction is a bit divorced from the 'workers'.
Arg, how do you make money in the early game? Late game I can set up industries and make $texas but I can't make it to there except for in the very early islands.
Farms take too long to start producing exports and I run into bankruptcy which leads to rebels and unrest. Tourism works sometimes, but other times it doesn't seem to produce much. I also run into problems with the damn rebels kidnapping people.
Logging and cash crops. You'll probably need to take things slow for the first few years.
I've always done tourism after everything else, and I've started earning $100k a go from my exports. Too many of the attractions never get into the black.
I find the easiest way to get a financial boost at the start is a mine, any mine. They start producing straight away and are a reliable source of income as long as they last.
If you have a gold mine, THAT FIRST. no matter where it is, make it. I've gotten 70k+ exports in a single trip from jewelry.
This is bad/good advice. It's bad because they want to know about early money making opportunities. Sure, high school workers are 'cheap' to import, but you might as will build a high school instead. Then there's the cost of the factory and any potential upgrades to maximise profits. If you're going to exploit gold in the beginning, then just build the mine and send the avatar there to increase production. Then build the school and factory and such to really earn the money.
The good part is that it makes massive amounts of money when the factory gets going. But that still takes time and much more cash than is generally available in the early game.
Sugar is a cash crop anyways but if you spam that shit with a Rum Distillery and power supplies for upgrades, the moneys will come.
Everybody has their favourites. You can't go wrong with sugar/rum, but in most campaign islands, there isn't much viable land for sugar crops. Tobacco usually ends up in much greater supply.
And the cannery takes in three different products so it's got a bit of versatility.
But yeah, as the others say; early money making is done through cash crops and mining.
Did the campaign in the expansion where there is a time flux active, was a tricky one and came right down to the line. Man the campaigns are just crazy in Absolute Power.
Man, Tropico alone is incredibly fun. I can't wait for my Paypal to clear so I can get ABSOLUTE POWERRRRRRR
/edit but yeah, trying to work out all the game mechanics on your own just leads to a dizzying spiral of economic decay. Fun though! Wish I knew what these crops did...
EDIT: Question regarding some of the more mountainous islands, will cars be able to traverse the dirt roads/paths that travel between the higher and lower plateaus on the islands? Some of the areas seem to be unconnectable by road.
Unless you mean the expansion, which I don't have yet, cars only travel on roads. Some paths take a lot of trial and error to successfully build a road on, and some can't be used at all.
I really should have shot for the US help instead of the USSR's, its so much easier to get better housing than it is to stay in the green.
To be honest, I never really found that having one nation happy (and other angry) at you really made that much of a difference depending on who. That being said, communists are easier to please than capitalists (and there are a lot more of them), and I built the hell out of apartments (tenements early game), which is pretty much awesome housing for any occasion (basically, if there's a single shack somewhere on your island, an apartment is a good, if not awesome alternative).
Thinking about it, it's actually pretty easy to keep both sides quite happy with you, unless you're playing one of the political campaign games that forces you to choose a side or you really want to be allied with one or the other.
Also, the atomic test, which I think makes America slightly more happy with you? Not really a good idea. Looks cool though.
I really should have shot for the US help instead of the USSR's, its so much easier to get better housing than it is to stay in the green.
To be honest, I never really found that having one nation happy (and other angry) at you really made that much of a difference depending on who. That being said, communists are easier to please than capitalists (and there are a lot more of them), and I built the hell out of apartments (tenements early game), which is pretty much awesome housing for any occasion (basically, if there's a single shack somewhere on your island, an apartment is a good, if not awesome alternative).
Thinking about it, it's actually pretty easy to keep both sides quite happy with you, unless you're playing one of the political campaign games that forces you to choose a side or you really want to be allied with one or the other.
Also, the atomic test, which I think makes America slightly more happy with you? Not really a good idea. Looks cool though.
I usually keep the USSR happy just long enough to get the development aid (half-price tenements and apartments). Then I start giving the US knob jobs to get their aid too...best of both worlds!
Of course, with a full complement of experienced diplomats it's pretty trivial to keep both countries happy with you in the long run.
I really should have shot for the US help instead of the USSR's, its so much easier to get better housing than it is to stay in the green.
To be honest, I never really found that having one nation happy (and other angry) at you really made that much of a difference depending on who. That being said, communists are easier to please than capitalists (and there are a lot more of them), and I built the hell out of apartments (tenements early game), which is pretty much awesome housing for any occasion (basically, if there's a single shack somewhere on your island, an apartment is a good, if not awesome alternative).
Thinking about it, it's actually pretty easy to keep both sides quite happy with you, unless you're playing one of the political campaign games that forces you to choose a side or you really want to be allied with one or the other.
Also, the atomic test, which I think makes America slightly more happy with you? Not really a good idea. Looks cool though.
I usually keep the USSR happy just long enough to get the development aid (half-price tenements and apartments). Then I start giving the US knob jobs to get their aid too...best of both worlds!
Of course, with a full complement of experienced diplomats it's pretty trivial to keep both countries happy with you in the long run.
Honestly, the money is the biggest advantage, I'd say....though half-price building options is great, make no mistake, and you can get it for both sides. And I always build a diplomatic office...I don't care who's sending me $5,000 a year in foreign aid, the point is that I'm getting it.
Say you have a deposit of oil/gold/iron/whatever across the other side of the island, miles away from the rest of your town/industry. Would you suggest building the mine/oil well with a garage, teamsters office and tenemant building next to it is a good idea so your workers don't take forever to get to work and the teamsters can haul the product to the docks a lot faster?
Also, is there any disadvantage to only letting one person work in somewhere like a garage? I can't see any reason I'd want two people to do the same job so I always just have one person working there. Sometimes I'll let another person work there too if unemployment is high so they can earn some money to pay for rent and entertainment to keep them happy.
Mines generate vehicles for anybody who uses it. Teamsters will be dispatched to the mine by truck from the 'home office'. They'll drive into the mine's garage and then drive out with the load. Workers will take available transport from a nearby garage to the mine and then use the mine's garage to go wherever next.
So, no. It's not really a good idea to build all that stuff near a mine. Not unless there are other things you wish to do in the area. (Placing a guard tower near the mine, for example would probably need the garage.) So long as the workers have housing nearby a garage somewhere on the island, they won't need to live near work. In shacks or anything else.
I suspect that having full employment at a garage means that a garage won't become overloaded if it is in a dense residential area. In the boonies, a single worker will be fine. (Technically, they're teamsters, but I've yet to see any garage employee directly leave a garage to go and haul shit from someplace. Either it's a bug that they don't, or I've just never noticed that they do.)
Remember: Any building that connects to a road will provide vehicles for the workers and, in the case of factories and such, for anybody else who services it. Remote garages are only necessary if you intend to build in the area other buildings that don't connect to roads. That's not to say you can't do your plan and see some efficiency benefits, but you can't necessarily control who chooses to live in that tenement without a lot of micromanaging. Anyway, the speed bonus you seek wouldn't be significantly better so long as your teamsters aren't already overworked.
Say you have a deposit of oil/gold/iron/whatever across the other side of the island, miles away from the rest of your town/industry. Would you suggest building the mine/oil well with a garage, teamsters office and tenemant building next to it is a good idea so your workers don't take forever to get to work and the teamsters can haul the product to the docks a lot faster?
Also, is there any disadvantage to only letting one person work in somewhere like a garage? I can't see any reason I'd want two people to do the same job so I always just have one person working there. Sometimes I'll let another person work there too if unemployment is high so they can earn some money to pay for rent and entertainment to keep them happy.
The mine has its own "garage" built-in, as long as it's attached to a road. Only two classes of people can use this "garage," though, but those two are teamsters hauling goods away from the mine and miners...so you're good to go.
I would recommend building some bunkhouses or something out there, though, to keep your guys from having to haul it back to town to sleep. Maybe a pub as well. But that's about it.
The workers in a garage are teamsters...as in, they actually haul goods around for you, they don't just sit there and park cars. So every garage you build gives you two free teamsters. So unless you have too many teamsters, might as well leave two people employed there.
I can't think of any buildings that you'd want to leave underemployed given sufficient demand. Sure, if your pub is always half-empty fire a barmaid and close the slot (same for colleges, high schools, and a ton of other things). But otherwise pretty much everybody that's employed serves a purpose. Unless you need that person working somewhere else on your island (and have no unemployed people to fill the slot) might as well let them work.
Also remember that in general you should have Social Security active (for retirees and students), which means you pay the unemployed either way...less, of course, but might as well get a benefit out of them. Also employed citizens are happy citizens...even if all their needs are met, unemployed Tropicans will be unhappy.
Ah, so maybe those garage attendants aren't free teamsters. Never really watched, so I can't say.
Anywho, just realized that if you build housing (bunkhouses or similar) out by the mine you'd probably need to build a garage too...because some of those miners will be married, and their family doesn't get to use the mine "garage."
But my recommendation is just to not build housing there...let them live in town and commute (usually you want a garage and some housing on the edge of town for just this purpose).
High schools usually don't need more than three teachers to meet the demand for educated workers. Unless you suddenly place an assload of factories or something, you won't need a full complement of teachers. Same for the college, but for that, only two professors are really necessary. (But if unemployment is high and you have the economy to spare, then go ahead and open those slots. It's not really going to hurt anything.)
Power plant workers probably don't need to be maxed out right when you build it. So slowly opening the slots as power demand rises is a decent idea. Ultimately, the only drawback to allowing all the slots for all jobs to be available is if the economy takes a dive and you need to cut back. But even in that case, you should figure out where your problems really are since even when the export prices drop by 20%, you can still motor along nicely with your exports.
Ah, so maybe those garage attendants aren't free teamsters. Never really watched, so I can't say.
Yeah. Every time I ever really monitored my teamster activity, they always went to the teamster offices first. Once I noticed the garage workers didn't seem to do much of anything else, I just started building extra offices if I had a lot of shit to move around. Though, usually only one extra office and contruction yard is really necessary. Any more than that and you're just trying to keep people employed and there are probably better, more profitable ways of doing that.
Thanks for the advice. I know about the mine workers commuting, but watching them for a while I noticed that they were taking forever to get to work and start mining, even with cars.
I tend to cut down on staff if the customers are low, plus I only usually have 2 policemen at once at a station. Seems to cut down crime. I'll hire more cops if I want to start arresting people. And yeah, I cut down on staff for the schools and colleges.
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.
Edit: you must be on some small islands if you only need 1 extra teamster office. I'm 11 islands into the campaign and right now I probably have like 10 to keep everything going. And I'm still having trouble getting my pineapples to my cannery.
10? That's like 80 teamsters... I've only once gone over 400 citizens. I can't imagine devoting 20% of the total population, let alone very nearly all of the working age males just to move crap around. Do you just keep expanding and expanding? Given the nature of the campaign requirements, there's no point to do more than necessary unless you've got nothing else to do but wait out the clock.
A finely tuned economy shouldn't be dependent on a constant flow of raw materials the moment they're available for transport. Everything takes care of itself even with a little bit of a backup.
Then again, there's a bug in the 360 that if you save with over 500 people on the island, it corrupts the save slot. I actually got it with fewer than 500, but I think it also counts tourists as temporary population. At that point, there is also some slowdown and occasional pauses that almost feel like lock-up crashes.
Really though, there isn't much need to go far beyond about 350 citizens.
Thanks for the advice. I know about the mine workers commuting, but watching them for a while I noticed that they were taking forever to get to work and start mining, even with cars.
Tropicans are lazy geese. There's nothing more painful than to know you've got an assload of jewelry or oil products or some other massive influx of cash just waiting to go to the docks and the teamsters just aren't going to work. Or you desperately need that tenement or whatever and the builders are faffing about.
Remember, citizens need to fulfill a bunch of different needs and so long as open slots are available somewhere, they'll go do that when the bar gets low. Then, whenever the next 'day' begins, they go to work and start the process all over again. But they walk ever so slowly. Only builders rushing to a jobsite, teamsters hauling goods, and soldiers and rebels seem to run anywhere.
That's why the key to residential areas is to build garages nearby so it's easier to get there. There's some internal math that each Tropican does that decides whether to go get a car or just walk somewhere. Generally, if it's further to go get the car than to walk somewhere, they'll walk to where they want to go. Even if it'd be over all quicker to just get the car. (Except tourists... They'll take cars to places and then walk right past the garage to go back to the hotel.)
So even if it means a bunch of gigantic, ugly garages, build a few for ever two to three square blocks. The trouble of traffic comes up if you have only one artery to get from one end of the island to another, but sometimes that's just the way it is.
10? That's like 80 teamsters... I've only once gone over 400 citizens. I can't imagine devoting 20% of the total population, let alone very nearly all of the working age males just to move crap around. Do you just keep expanding and expanding? Given the nature of the campaign requirements, there's no point to do more than necessary unless you've got nothing else to do but wait out the clock.
A finely tuned economy shouldn't be dependent on a constant flow of raw materials the moment they're available for transport. Everything takes care of itself even with a little bit of a backup.
Then again, there's a bug in the 360 that if you save with over 500 people on the island, it corrupts the save slot. I actually got it with fewer than 500, but I think it also counts tourists as temporary population. At that point, there is also some slowdown and occasional pauses that almost feel like lock-up crashes.
Really though, there isn't much need to go far beyond about 350 citizens.
I suppose it's probably more like, 5 or 6, but I use a lot, yea. And yea, on the 40 year maps I generally have at least 10 years to just play around, which is usually when I start building the touristy stuff. It actually booted me off the Oil island for beating it about 17 years early. On my last island I put up two docks, one on each side of the island, to ease traffic congestion, was doing over $100k per ship cycle. Think I stopped immigration around 430.
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.
This is pretty embarrassing but I'm currently stuck at "The great game". I always go for the oil and mine up on the hill which I think will generate good money for me but the rebels really like to go for them pretty early in the game. Anyone with a surefire way to complete this map?
Edit: Nevermind I got it after a few hours of playing, that was pretty satisfying.
Posts
OBEY
All these desires speak only of a diseased and depraved mind, not a 'moral' one. Tropico has no use for citizens such as these.
Yeah, I think I mentioned before the Religious faction usually isn't too pleased with me.
and then declare martial law
and the Pope will be dealt with.
No, I don't need another god-damned priest, but I do need people to haul cigars across the island. Do the religous section not like you when you build a casino, calling you 'moraly corrupt'? It's just I saw a preist or two gambling at my new casino.
I think their moral objections come when you build a cabaret. I don't know if the casino means anything. (Did you build a cabaret?) As far as the activities of the priests/cardinals? I just starting thinking that it was more of a pseudo-catholic religion. Something closer to the church of England. Though, it's funny seeing cardinals married to other men when the same sex marriage edict is active.
Ultimately, the faction is a bit divorced from the 'workers'.
Farms take too long to start producing exports and I run into bankruptcy which leads to rebels and unrest. Tourism works sometimes, but other times it doesn't seem to produce much. I also run into problems with the damn rebels kidnapping people.
I've always done tourism after everything else, and I've started earning $100k a go from my exports. Too many of the attractions never get into the black.
If you have a gold mine, THAT FIRST. no matter where it is, make it. I've gotten 70k+ exports in a single trip from jewelry.
Sugar is a cash crop anyways but if you spam that shit with a Rum Distillery and power supplies for upgrades, the moneys will come.
This is bad/good advice. It's bad because they want to know about early money making opportunities. Sure, high school workers are 'cheap' to import, but you might as will build a high school instead. Then there's the cost of the factory and any potential upgrades to maximise profits. If you're going to exploit gold in the beginning, then just build the mine and send the avatar there to increase production. Then build the school and factory and such to really earn the money.
The good part is that it makes massive amounts of money when the factory gets going. But that still takes time and much more cash than is generally available in the early game.
Everybody has their favourites. You can't go wrong with sugar/rum, but in most campaign islands, there isn't much viable land for sugar crops. Tobacco usually ends up in much greater supply.
And the cannery takes in three different products so it's got a bit of versatility.
But yeah, as the others say; early money making is done through cash crops and mining.
http://www.fallout3nexus.com/downloads/file.php?id=16534
/edit but yeah, trying to work out all the game mechanics on your own just leads to a dizzying spiral of economic decay. Fun though! Wish I knew what these crops did...
I do 1.00/1.25/1.50-1.75. The goddamn communists love me, even when I'm a Arch capitalist Jesus freak.
Factions only ever seem to a problem for me when they go below 40. Anything higher and they tend to reliably break for me.
Also, does absolute power have an easier way to deforest the hell out of some potential farmland?
No, deforestation is still a pain in the ass.
You do know about the build/cancel trick though, right? At least for flat areas you want to farm, it works pretty well.
It's not something I paid attention to really...
EDIT: Question regarding some of the more mountainous islands, will cars be able to traverse the dirt roads/paths that travel between the higher and lower plateaus on the islands? Some of the areas seem to be unconnectable by road.
Actually, they do. I know I said they didn't earlier in the thread, but I was going by the 360 demo which didn't.
To be honest, I never really found that having one nation happy (and other angry) at you really made that much of a difference depending on who. That being said, communists are easier to please than capitalists (and there are a lot more of them), and I built the hell out of apartments (tenements early game), which is pretty much awesome housing for any occasion (basically, if there's a single shack somewhere on your island, an apartment is a good, if not awesome alternative).
Thinking about it, it's actually pretty easy to keep both sides quite happy with you, unless you're playing one of the political campaign games that forces you to choose a side or you really want to be allied with one or the other.
Also, the atomic test, which I think makes America slightly more happy with you? Not really a good idea. Looks cool though.
I usually keep the USSR happy just long enough to get the development aid (half-price tenements and apartments). Then I start giving the US knob jobs to get their aid too...best of both worlds!
Of course, with a full complement of experienced diplomats it's pretty trivial to keep both countries happy with you in the long run.
Honestly, the money is the biggest advantage, I'd say....though half-price building options is great, make no mistake, and you can get it for both sides. And I always build a diplomatic office...I don't care who's sending me $5,000 a year in foreign aid, the point is that I'm getting it.
Also, is there any disadvantage to only letting one person work in somewhere like a garage? I can't see any reason I'd want two people to do the same job so I always just have one person working there. Sometimes I'll let another person work there too if unemployment is high so they can earn some money to pay for rent and entertainment to keep them happy.
So, no. It's not really a good idea to build all that stuff near a mine. Not unless there are other things you wish to do in the area. (Placing a guard tower near the mine, for example would probably need the garage.) So long as the workers have housing nearby a garage somewhere on the island, they won't need to live near work. In shacks or anything else.
I suspect that having full employment at a garage means that a garage won't become overloaded if it is in a dense residential area. In the boonies, a single worker will be fine. (Technically, they're teamsters, but I've yet to see any garage employee directly leave a garage to go and haul shit from someplace. Either it's a bug that they don't, or I've just never noticed that they do.)
Remember: Any building that connects to a road will provide vehicles for the workers and, in the case of factories and such, for anybody else who services it. Remote garages are only necessary if you intend to build in the area other buildings that don't connect to roads. That's not to say you can't do your plan and see some efficiency benefits, but you can't necessarily control who chooses to live in that tenement without a lot of micromanaging. Anyway, the speed bonus you seek wouldn't be significantly better so long as your teamsters aren't already overworked.
The mine has its own "garage" built-in, as long as it's attached to a road. Only two classes of people can use this "garage," though, but those two are teamsters hauling goods away from the mine and miners...so you're good to go.
I would recommend building some bunkhouses or something out there, though, to keep your guys from having to haul it back to town to sleep. Maybe a pub as well. But that's about it.
The workers in a garage are teamsters...as in, they actually haul goods around for you, they don't just sit there and park cars. So every garage you build gives you two free teamsters. So unless you have too many teamsters, might as well leave two people employed there.
I can't think of any buildings that you'd want to leave underemployed given sufficient demand. Sure, if your pub is always half-empty fire a barmaid and close the slot (same for colleges, high schools, and a ton of other things). But otherwise pretty much everybody that's employed serves a purpose. Unless you need that person working somewhere else on your island (and have no unemployed people to fill the slot) might as well let them work.
Also remember that in general you should have Social Security active (for retirees and students), which means you pay the unemployed either way...less, of course, but might as well get a benefit out of them. Also employed citizens are happy citizens...even if all their needs are met, unemployed Tropicans will be unhappy.
Anywho, just realized that if you build housing (bunkhouses or similar) out by the mine you'd probably need to build a garage too...because some of those miners will be married, and their family doesn't get to use the mine "garage."
But my recommendation is just to not build housing there...let them live in town and commute (usually you want a garage and some housing on the edge of town for just this purpose).
Power plant workers probably don't need to be maxed out right when you build it. So slowly opening the slots as power demand rises is a decent idea. Ultimately, the only drawback to allowing all the slots for all jobs to be available is if the economy takes a dive and you need to cut back. But even in that case, you should figure out where your problems really are since even when the export prices drop by 20%, you can still motor along nicely with your exports.
Yeah. Every time I ever really monitored my teamster activity, they always went to the teamster offices first. Once I noticed the garage workers didn't seem to do much of anything else, I just started building extra offices if I had a lot of shit to move around. Though, usually only one extra office and contruction yard is really necessary. Any more than that and you're just trying to keep people employed and there are probably better, more profitable ways of doing that.
I tend to cut down on staff if the customers are low, plus I only usually have 2 policemen at once at a station. Seems to cut down crime. I'll hire more cops if I want to start arresting people. And yeah, I cut down on staff for the schools and colleges.
Edit: you must be on some small islands if you only need 1 extra teamster office. I'm 11 islands into the campaign and right now I probably have like 10 to keep everything going. And I'm still having trouble getting my pineapples to my cannery.
A finely tuned economy shouldn't be dependent on a constant flow of raw materials the moment they're available for transport. Everything takes care of itself even with a little bit of a backup.
Then again, there's a bug in the 360 that if you save with over 500 people on the island, it corrupts the save slot. I actually got it with fewer than 500, but I think it also counts tourists as temporary population. At that point, there is also some slowdown and occasional pauses that almost feel like lock-up crashes.
Really though, there isn't much need to go far beyond about 350 citizens.
Tropicans are lazy geese. There's nothing more painful than to know you've got an assload of jewelry or oil products or some other massive influx of cash just waiting to go to the docks and the teamsters just aren't going to work. Or you desperately need that tenement or whatever and the builders are faffing about.
Remember, citizens need to fulfill a bunch of different needs and so long as open slots are available somewhere, they'll go do that when the bar gets low. Then, whenever the next 'day' begins, they go to work and start the process all over again. But they walk ever so slowly. Only builders rushing to a jobsite, teamsters hauling goods, and soldiers and rebels seem to run anywhere.
That's why the key to residential areas is to build garages nearby so it's easier to get there. There's some internal math that each Tropican does that decides whether to go get a car or just walk somewhere. Generally, if it's further to go get the car than to walk somewhere, they'll walk to where they want to go. Even if it'd be over all quicker to just get the car. (Except tourists... They'll take cars to places and then walk right past the garage to go back to the hotel.)
So even if it means a bunch of gigantic, ugly garages, build a few for ever two to three square blocks. The trouble of traffic comes up if you have only one artery to get from one end of the island to another, but sometimes that's just the way it is.
I suppose it's probably more like, 5 or 6, but I use a lot, yea. And yea, on the 40 year maps I generally have at least 10 years to just play around, which is usually when I start building the touristy stuff. It actually booted me off the Oil island for beating it about 17 years early. On my last island I put up two docks, one on each side of the island, to ease traffic congestion, was doing over $100k per ship cycle. Think I stopped immigration around 430.
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.
Edit: Nevermind I got it after a few hours of playing, that was pretty satisfying.
This will be here until I receive an apology or Weedlordvegeta get any consequences for being a bully
You can't save once your island has more than 500 people, because the game'll corrupt the save somehow.
Good thing it takes quite some time to get a population that large, I guess. :?