Fighting the urge to buy this game even though I haven't finished the campaign for Tropico 3 yet, let alone the expansion missions. Have they removed the awful rebel radio announcer in Tropico 4? Her voice made my ears bleed.
0
CorehealerThe ApothecaryThe softer edge of the universe.Registered Userregular
Fighting the urge to buy this game even though I haven't finished the campaign for Tropico 3 yet, let alone the expansion missions. Have they removed the awful rebel radio announcer in Tropico 4? Her voice made my ears bleed.
You can just turn her off in the options. I highly recommend this tactic.
One thing that bothers me is how different home blueprints fit together better than others. Most condos, for example, don't fit well at all. The one with the orange ribbed roof fits together amazingly, letting you cram a ton into a small space.
I haven't bothered experimenting with apartments to see which fits best.
Yeah, but they honestly took the lazy development path with that, too. You have to make choices on every mission. Not just in how you build your economy but how you play through the story. The decisions you make should impact the next mission.
I do like the import feature but it actually imbalances the game. You can pump out fine gold jewelry, weapons, and spiced rum without a single farm or mine.
I don't know that it imbalances anything - you have to pay quite a premium on imports. But it certainly opens up refining as a development choice, even if you don't have the raw resources.
Customs Office. 2 Offices, 8 total employees. 30% decrease on import price and 20% increase on export price. Build a bunch of factories and watch the money roll in.
Hm, will Tropico 4 support my desire to reign with an iron fist? Imprisoning the unemployed, undermining liberty and keeping the plebs stupid and uneducated while they toil in my farms and factories to fill my swiss bank account? Or will the game punish me for that?
Hm, will Tropico 4 support my desire to reign with an iron fist? Imprisoning the unemployed, undermining liberty and keeping the plebs stupid and uneducated while they toil in my farms and factories to fill my swiss bank account? Or will the game punish me for that?
You need educated plebs to work in factories. On the flip side (assuming this hasn't changed from Tropico 3), you need educated plebs to fill your police and secret police ranks so it balances out.
They're really hard to make mad, but not impossible. Their demands are odd. They want a presidential museum, no elections, and some other odd stuff. Unless you try to piss them off, they're basically guaranteed votes.
I am more and more tempted by T4 as I paid next to nothing for T3 in a steam sale a few years ago. I can accept that not much has changed, but from the demo it seems to run really smoothly now. Are there any differences to T3 that you would only notice in the full version. I only play the sandbox mode so an increased time scale and random events are the sorts of things I am looking forward to. Also have they done much with the random island generator?
They're really hard to make mad, but not impossible. Their demands are odd. They want a presidential museum, no elections, and some other odd stuff. Unless you try to piss them off, they're basically guaranteed votes.
I have never had a game end where the Loyalist faction was at more than 20% approval. Most games I also have the "faction leader in distress" quest going, too.
That's with every other faction (even the nationalists, who I never cater to specifically) at 90% or above, and most of them at 100%.
The loyalists are a bunch of tossers and I just assume they're a barometer for what NOT to do to run an effective island.
They're really hard to make mad, but not impossible. Their demands are odd. They want a presidential museum, no elections, and some other odd stuff. Unless you try to piss them off, they're basically guaranteed votes.
I have never had a game end where the Loyalist faction was at more than 20% approval. Most games I also have the "faction leader in distress" quest going, too.
That's with every other faction (even the nationalists, who I never cater to specifically) at 90% or above, and most of them at 100%.
The loyalists are a bunch of tossers and I just assume they're a barometer for what NOT to do to run an effective island.
So . . . can loyalists that get unhappy enough turn into rebels that try to remove you from power?
I am more and more tempted by T4 as I paid next to nothing for T3 in a steam sale a few years ago. I can accept that not much has changed, but from the demo it seems to run really smoothly now. Are there any differences to T3 that you would only notice in the full version. I only play the sandbox mode so an increased time scale and random events are the sorts of things I am looking forward to. Also have they done much with the random island generator?
If you have Absolute Power, you should check out its campaign. The vanilla campaign never got that interesting, but AP has some wacky and challenging missions.
Is it possible to piss off the Loyalists so much that their approval rating falls to 0 (or as close to 0 as makes no difference)?
I mean, from what I understand it seems like they're El Presidente's fanatical followers. Why should they ever get upset about anything you do?
As mentioned to some degree above, it is completely possible. The request for a Childhood Museum, for example, comes up very early in the game. While most factions will wait before making requests like specialized buildings, loyalists demand one from the beginning. It's a very easy request to meet, as it is a cheap building, but if you ignore it and focus your funds elsewhere you can get in to trouble. Loyalist faction will always hover just over 0 without one. Similarly, if you ever permit elections, your loyalist faction will usually drop from 100 to about 60, so you have to choose between pleasing them and the intellectuals (it's best to alternate). Negative character traits can also impact loyalist faction. As the game goes on, their demands get increasingly ridiculous (a giant flame monument dedicated to El Presidente, an expensive (~100k?) golden statue of El Presidente, etc.), but these are usually minor demands which can be ignored.
Basically, they can be angered to 0 like other factions, but it usually involves you consciously ignoring their demands. Their largest demands (Childhood Museum, No elections, periodic issuing of megalomaniac demands) are easily met, and will keep them high for most of the game. If you choose to ignore them, they will rebel like any other faction. In theme, the loyalist faction approves of everything you do but gets disappointed if you don't love yourself as much as they do. Without an ever present cult of personality, they get annoyed.
Loyalists don't rebel at low satisfaction. That's not how the system works.
An individual loyalist MAY become a rebel if his housing, food, religion, entertainment, healthcare, job satisfaction, etc is low. That's true of everyone, however.
Low Loyalty respect, which is what we're talking about here, causes loyalists to abandon the faction and join another one.
I picked this up today and gotta say, I'm a little disappointed in that it basically is Tropico 3. A couple new buildings, the import system, some new characters, but even a lot of the dialogue is word-for-word identical to Tropico 3. I'm not saying it's not worth $40, but I feel like it's some major bullshit on their part to call this a new game instead of an expansion.
I think the game is way too easy, you can amass vast amounts of wealth really easily and completely ignore a bunch of factions for no real penalty. I routinely ignore the religious faction but I may try to set up some sort of religious autocracy enforced by my secret police and the inquisition while hammering down on liberty and intellectuals.
My latest project though is a paradise island that I'm aggresively destroying through logging, mining and oil extraction. Completely ignoring pollution and packing people into awful, roach patrol tenements
ShogunHair long; money long; me and broke wizards we don't get alongRegistered Userregular
So I've been steamrolling the campaign in this game pretty well so far up to number eight. Anyone else done this one? Its a penal colony or something and people are constantly rebelling.
I set up an economy that consists of diversified foods, iron, and gold. I quickly deploy a few windmills and create an electric grid. Upgrade the mines, drop jewlery + weapons factory and get upgrades. At this point my cash flow is fine so I focus on the main 5 as well as defense. But it seems like regardless of how quickly or how big you set up a military you're either outnumbered by rebels, or its a coup, or you lose the election. I've yet to get to the first election and have 50% of the vote. I also always go special ops training for cops and military and rebels still kill them.
A lot of the campaigns so far are fun. I usually played sandbox in T3 but I haven't done it yet in 4.
So I've been steamrolling the campaign in this game pretty well so far up to number eight. Anyone else done this one? Its a penal colony or something and people are constantly rebelling.
I set up an economy that consists of diversified foods, iron, and gold. I quickly deploy a few windmills and create an electric grid. Upgrade the mines, drop jewlery + weapons factory and get upgrades. At this point my cash flow is fine so I focus on the main 5 as well as defense. But it seems like regardless of how quickly or how big you set up a military you're either outnumbered by rebels, or its a coup, or you lose the election. I've yet to get to the first election and have 50% of the vote. I also always go special ops training for cops and military and rebels still kill them.
A lot of the campaigns so far are fun. I usually played sandbox in T3 but I haven't done it yet in 4.
You want all your millitary guys living in army bases, it provides high quality housing for them AND their families and it also provides healthcare. Both of those are improved with millitary modernization. Spec ops actually reduces their work satisfaction so if you just try to have a lot of soldiers you can bypass the need for it. Remember, an army base can hold 4 generals which lets you set up 4 guard posts that each station I think 3 soldiers.
Try to keep peoples basic needs fulfilled, build a few markets, restuarants and bars, have some farms that provide varied food, corn and fruits and enable food for the people. I find I need a lot of churches to keep religious satisfaction up but a single police station can cover a huge area (they only reduce crime near roads, so make sure you have plenty of those going through dense building areas).
0
ShogunHair long; money long; me and broke wizards we don't get alongRegistered Userregular
So I've been steamrolling the campaign in this game pretty well so far up to number eight. Anyone else done this one? Its a penal colony or something and people are constantly rebelling.
I set up an economy that consists of diversified foods, iron, and gold. I quickly deploy a few windmills and create an electric grid. Upgrade the mines, drop jewlery + weapons factory and get upgrades. At this point my cash flow is fine so I focus on the main 5 as well as defense. But it seems like regardless of how quickly or how big you set up a military you're either outnumbered by rebels, or its a coup, or you lose the election. I've yet to get to the first election and have 50% of the vote. I also always go special ops training for cops and military and rebels still kill them.
A lot of the campaigns so far are fun. I usually played sandbox in T3 but I haven't done it yet in 4.
You want all your millitary guys living in army bases, it provides high quality housing for them AND their families and it also provides healthcare. Both of those are improved with millitary modernization. Spec ops actually reduces their work satisfaction so if you just try to have a lot of soldiers you can bypass the need for it. Remember, an army base can hold 4 generals which lets you set up 4 guard posts that each station I think 3 soldiers.
Try to keep peoples basic needs fulfilled, build a few markets, restuarants and bars, have some farms that provide varied food, corn and fruits and enable food for the people. I find I need a lot of churches to keep religious satisfaction up but a single police station can cover a huge area (they only reduce crime near roads, so make sure you have plenty of those going through dense building areas).
I've got bases + the military edict. I go Spec Ops but I jack military and cop pay up so the jobs fill quickly. I have everything covered in terms of the 5 basic needs and I'm using 4 different food sources. I might try it with some different traits that affect crime and military.
Screw diversified goods. Ranches. With smoke houses. Like a dozen of them.
You'll thank me when your 3rd ship rolls in and pays you 75k.
From there switch over to high profit industry (fine jewelry, spiced rum, and cigars) even if you have to import the goods. Don't forget the customs office.
I want an expansion to allow you to increase the size of production buildings. Why do I need 5 ranches stacked next to each other with 8 cows each and not just assign one a bunch of grazeland and have it emoy more people. Mega ranches!
Complain about how easy it is to placate the NPCs in the game and how you never have to use your dictatorial powers and then detail how difficult the game is and how you've had to use your dictatorial powers.
I was always fond of cigars (basically, profitable while requiring the least investment, but not as profitable as other refined goods), but a good rum production center would set you up forever.
Posts
Yeah the demo felt way too much like 3 to buy at full price. I'll wait til the holiday sale.
PSN/Steam/NNID: SyphonBlue | BNet: SyphonBlue#1126
You can just turn her off in the options. I highly recommend this tactic.
Steam BoardGameGeek Twitter
that said I will still enjoy the game and now I also have a spiffy hat
I haven't bothered experimenting with apartments to see which fits best.
I do like the import feature but it actually imbalances the game. You can pump out fine gold jewelry, weapons, and spiced rum without a single farm or mine.
There are just a ton of nice little additions all over the place that really help make it feel like a sequel to me.
Customs Office. 2 Offices, 8 total employees. 30% decrease on import price and 20% increase on export price. Build a bunch of factories and watch the money roll in.
You need educated plebs to work in factories. On the flip side (assuming this hasn't changed from Tropico 3), you need educated plebs to fill your police and secret police ranks so it balances out.
Steam Profile
3DS: 3454-0268-5595 Battle.net: SteelAngel#1772
Is it possible to piss off the Loyalists so much that their approval rating falls to 0 (or as close to 0 as makes no difference)?
I mean, from what I understand it seems like they're El Presidente's fanatical followers. Why should they ever get upset about anything you do?
You're on a forum with its fare share of fanatical fanboys. You should know the answer to this.
Steam Profile
3DS: 3454-0268-5595 Battle.net: SteelAngel#1772
I have never had a game end where the Loyalist faction was at more than 20% approval. Most games I also have the "faction leader in distress" quest going, too.
That's with every other faction (even the nationalists, who I never cater to specifically) at 90% or above, and most of them at 100%.
The loyalists are a bunch of tossers and I just assume they're a barometer for what NOT to do to run an effective island.
So . . . can loyalists that get unhappy enough turn into rebels that try to remove you from power?
Steam Profile
3DS: 3454-0268-5595 Battle.net: SteelAngel#1772
If you have Absolute Power, you should check out its campaign. The vanilla campaign never got that interesting, but AP has some wacky and challenging missions.
As mentioned to some degree above, it is completely possible. The request for a Childhood Museum, for example, comes up very early in the game. While most factions will wait before making requests like specialized buildings, loyalists demand one from the beginning. It's a very easy request to meet, as it is a cheap building, but if you ignore it and focus your funds elsewhere you can get in to trouble. Loyalist faction will always hover just over 0 without one. Similarly, if you ever permit elections, your loyalist faction will usually drop from 100 to about 60, so you have to choose between pleasing them and the intellectuals (it's best to alternate). Negative character traits can also impact loyalist faction. As the game goes on, their demands get increasingly ridiculous (a giant flame monument dedicated to El Presidente, an expensive (~100k?) golden statue of El Presidente, etc.), but these are usually minor demands which can be ignored.
Basically, they can be angered to 0 like other factions, but it usually involves you consciously ignoring their demands. Their largest demands (Childhood Museum, No elections, periodic issuing of megalomaniac demands) are easily met, and will keep them high for most of the game. If you choose to ignore them, they will rebel like any other faction. In theme, the loyalist faction approves of everything you do but gets disappointed if you don't love yourself as much as they do. Without an ever present cult of personality, they get annoyed.
An individual loyalist MAY become a rebel if his housing, food, religion, entertainment, healthcare, job satisfaction, etc is low. That's true of everyone, however.
Low Loyalty respect, which is what we're talking about here, causes loyalists to abandon the faction and join another one.
It is fun, though.
My latest project though is a paradise island that I'm aggresively destroying through logging, mining and oil extraction. Completely ignoring pollution and packing people into awful, roach patrol tenements
I'm too much of a damn perfectionist to make anything but utopian islands with pre-planned infrastructure.
haha me too
PSN/Steam/NNID: SyphonBlue | BNet: SyphonBlue#1126
I set up an economy that consists of diversified foods, iron, and gold. I quickly deploy a few windmills and create an electric grid. Upgrade the mines, drop jewlery + weapons factory and get upgrades. At this point my cash flow is fine so I focus on the main 5 as well as defense. But it seems like regardless of how quickly or how big you set up a military you're either outnumbered by rebels, or its a coup, or you lose the election. I've yet to get to the first election and have 50% of the vote. I also always go special ops training for cops and military and rebels still kill them.
A lot of the campaigns so far are fun. I usually played sandbox in T3 but I haven't done it yet in 4.
Shogun Streams Vidya
You want all your millitary guys living in army bases, it provides high quality housing for them AND their families and it also provides healthcare. Both of those are improved with millitary modernization. Spec ops actually reduces their work satisfaction so if you just try to have a lot of soldiers you can bypass the need for it. Remember, an army base can hold 4 generals which lets you set up 4 guard posts that each station I think 3 soldiers.
Try to keep peoples basic needs fulfilled, build a few markets, restuarants and bars, have some farms that provide varied food, corn and fruits and enable food for the people. I find I need a lot of churches to keep religious satisfaction up but a single police station can cover a huge area (they only reduce crime near roads, so make sure you have plenty of those going through dense building areas).
I've got bases + the military edict. I go Spec Ops but I jack military and cop pay up so the jobs fill quickly. I have everything covered in terms of the 5 basic needs and I'm using 4 different food sources. I might try it with some different traits that affect crime and military.
Shogun Streams Vidya
You'll thank me when your 3rd ship rolls in and pays you 75k.
From there switch over to high profit industry (fine jewelry, spiced rum, and cigars) even if you have to import the goods. Don't forget the customs office.
How not to write a review:
Complain about how easy it is to placate the NPCs in the game and how you never have to use your dictatorial powers and then detail how difficult the game is and how you've had to use your dictatorial powers.
I was always fond of cigars (basically, profitable while requiring the least investment, but not as profitable as other refined goods), but a good rum production center would set you up forever.
Why isn't my Rum distillery not producing anything? I have two sugar farms right next to it. Maybe need more teamsters/garage?