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I wish it were easier to get people to leave. I think I've seen people emigrate exactly once. The rest of the time, it's just endless waves of ill-educated plebs.
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# ? May 30, 2014 06:47 |
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# ? Jun 3, 2024 21:54 |
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escalator dropdown posted:Completely true. In my latest game, I've taken to flinging down 6-8 ranches whenever I start running out of uneducated jobs. Lots of llamas to feed wool into the cloth/clothing production chain, some pigs/goats/cattle for food variety. Keeps the dummies busy, and doesn't require corn as an input like factory farms do. That and dropping down blocks of new tourist development from time to time. Pictures please, I want to see that island and the oceanic traffic jam. How long have you played that game in eras and ingame years?
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# ? May 30, 2014 06:59 |
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escalator dropdown posted:Completely true. In my latest game, I've taken to flinging down 6-8 ranches whenever I start running out of uneducated jobs. Lots of llamas to feed wool into the cloth/clothing production chain, some pigs/goats/cattle for food variety. Keeps the dummies busy, and doesn't require corn as an input like factory farms do. That and dropping down blocks of new tourist development from time to time. Try putting museums next to the schools with the Field Trip option. They give nearby highschools +25 effectiveness and they stack.
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# ? May 30, 2014 07:10 |
escalator dropdown posted:Completely true. In my latest game, I've taken to flinging down 6-8 ranches whenever I start running out of uneducated jobs. Lots of llamas to feed wool into the cloth/clothing production chain, some pigs/goats/cattle for food variety. Keeps the dummies busy, and doesn't require corn as an input like factory farms do. That and dropping down blocks of new tourist development from time to time. Care to share the source of your population mod? I want to fill an island with urban sprawl too.
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# ? May 30, 2014 08:07 |
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I played out a huge sandbox game to the 2,000 population limit and I think the game kinda breaks towards the end. There's no endgame content once you unlock all the techs, and there's weird effects like all the uneducated jobs drying up once you build hydro farms everywhere. I'd pay for a late-game DLC to give you some interesting events and goals once you have fancy buildings everywhere.
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# ? May 30, 2014 09:30 |
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After my last sandbox through to 2020, I am now of the opinion that construction in this loving game blows. I've waited 10 years for a stadium and geothermal to be constructed, alone, by 4 cons. companies at max budget with full workers. This is horseshit, and I basically left the game cause I'm tired and bored of playing. You might as well treat all buildings as double cost items, cause it has never outside of colonial been worth waiting for them to loving do something. Get rid of this poo poo or fix their lazy asses. Also do teamsters just poo poo themselves past a certain level of production, I started having so many plantations going into overstock mode with empty factories, and I had 10 of those spread out at max workers/budget, but up until the end they functioned alright.
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# ? May 30, 2014 10:19 |
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JosefStalinator posted:Care to share the source of your population mod? I want to fill an island with urban sprawl too. Go to your Tropico folder and make a CommonLua subfolder. Put a textfile into that folder with this in it: code:
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# ? May 30, 2014 10:28 |
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When someone builds a shack, I want to know why. I want a status message on the shack that's like "no housing vacancies", " vacant housing too expensive ", "vacant housing too far from workplace", and whatever other magical things make people prefer to live in shacks over empty, poor-friendly mansions with 100 housing quality.
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# ? May 30, 2014 13:36 |
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Bloodnose posted:When someone builds a shack, I want to know why. I want a status message on the shack that's like "no housing vacancies", " vacant housing too expensive ", "vacant housing too far from workplace", and whatever other magical things make people prefer to live in shacks over empty, poor-friendly mansions with 100 housing quality.
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# ? May 30, 2014 13:40 |
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People will also move in to a shack that's got space even if it's halfway across the island.
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# ? May 30, 2014 13:42 |
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I'm still trying to figure out why I have 60 open jobs of various levels, and 30 people bitching they're unemployed
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# ? May 30, 2014 14:14 |
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Kammat posted:I'm still trying to figure out why I have 60 open jobs of various levels, and 30 people bitching they're unemployed On the front page of the Almanac, if you click "Unemployed", it'll show you a bar graph of education levels needed and education levels available. Bunch of grade school graduates all up in here... Where the gently caress do they even go to school?
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# ? May 30, 2014 14:16 |
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Constition modifiers cheatsheets
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# ? May 30, 2014 16:35 |
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How do you get rid of lots of people at once? The "religious" faction is refusing to vote for me and they need to be eliminated. But there do not appear to be any options for "emigration = mandatory if faction = x." I know I can go through the faction list one by one and issue a "kill" order but that's tedious, slow, and expensive. Not to mention, they always seem to come back. Is there any solution to deal with them in a permanent and final way?
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# ? May 30, 2014 16:44 |
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A final solution, if you will?
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# ? May 30, 2014 16:45 |
DreadLlama posted:How do you get rid of lots of people at once? The "religious" faction is refusing to vote for me and they need to be eliminated. But there do not appear to be any options for "emigration = mandatory if faction = x." I know I can go through the faction list one by one and issue a "kill" order but that's tedious, slow, and expensive. Not to mention, they always seem to come back. Is there any solution to deal with them in a permanent and final way? The social engineering edict in modern times may do what you're looking for. But instead of getting rid of them it's supposed to make them like you.
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# ? May 30, 2014 16:52 |
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DreadLlama posted:How do you get rid of lots of people at once? The "religious" faction is refusing to vote for me and they need to be eliminated. But there do not appear to be any options for "emigration = mandatory if faction = x." I know I can go through the faction list one by one and issue a "kill" order but that's tedious, slow, and expensive. Not to mention, they always seem to come back. Is there any solution to deal with them in a permanent and final way? Discredit the leader, run a smear campaign, and run policies that encourage other factions, like social engineering. You don't necessarily have access to all of this until later on though.
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# ? May 30, 2014 16:53 |
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That seems more effective than demolishing their homes and enabling "fire at will" whenever rebels are nearby.
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# ? May 30, 2014 16:55 |
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Burn their churches and silence their uprisings with the military.
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# ? May 30, 2014 16:59 |
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Been doing that. But I mistakenly allowed everyone to vote. Seems that should only be done after you eliminate everyone who disagrees with you.
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# ? May 30, 2014 17:12 |
Did you set the constitution to state atheism?
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# ? May 30, 2014 17:27 |
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It's too bad you can't "plot to assassinate" troublesome leaders. If they combined Tropico-style gameplay with the character personality traits and intrigue of Crusader Kings 2, it'd pretty much be my perfect game.
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# ? May 30, 2014 17:29 |
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DrSunshine posted:It's too bad you can't "plot to assassinate" troublesome leaders. If they combined Tropico-style gameplay with the character personality traits and intrigue of Crusader Kings 2, it'd pretty much be my perfect game. Yeah that applied to internal cabinet politics would rule. You just know Penultimo's gunning for the bauxite throne, that backstabbing motherfucker.
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# ? May 30, 2014 17:30 |
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FrozenVent posted:Yeah that applied to internal cabinet politics would rule. Appointing Gen. Hernandez of the Militarist faction to Secretary of War will net you major brownie points with the militarists, but he may also use his position to siphon funds for the military and build loyalty to himself. Watch out if you fire him, though, because he might turn against you and plot to seize power himself in a coup! You can appease the Communists by making Pablo Colon your Minister of Labor, but this may engender discontentment among the Capitalists, who may appeal to the USA for an intervention, as well as alienate your ambitious nephew who's gunning for a position in the cabinet... Man that would be awesome.
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# ? May 30, 2014 17:36 |
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DrSunshine posted:Appointing Gen. Hernandez of the Militarist faction to Secretary of War will net you major brownie points with the militarists, but he may also use his position to siphon funds for the military and build loyalty to himself. Watch out if you fire him, though, because he might turn against you and plot to seize power himself in a coup! Also Colon's daughter is married to Beaudet, the religious leader, who's actually French and has very strong tie to the EU. He's also sleeping with Sunny on the side. Yeah that needs to be Tropico 6.
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# ? May 30, 2014 17:39 |
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So whats the best way to reduce rebels? I have rebellions an uncomfortably high amount of times even though the rebels including their leader nearly all have 50% or higher approval for me.
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# ? May 30, 2014 17:40 |
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Do you have Amnesty enacted? If your happiness is high enough, they should come back into society. Otherwise, provoke them and cull them.
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# ? May 30, 2014 17:41 |
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Incite them to battle and slaughter them?
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# ? May 30, 2014 17:42 |
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FrozenVent posted:Do you have Amnesty enacted? If your happiness is high enough, they should come back into society. Yeah I enact Amnesty every time it's off cool down and they never seem to drop below 10. I've fought and won against them over ten times now. They lose their little units but I'll always see a rebel citizen flee and go about their business.
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# ? May 30, 2014 17:45 |
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So what are we supposed to do with the information our bleeding edge surveillance states produce? I now know this dude is a crime lord, what does that mean? Is he stealing from me? Is he reducing crime safety? Should I banish him? Kill him? What about rebels? Would gunning down known rebels in the street just produce more rebels? Or are they freebies?
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# ? May 30, 2014 18:23 |
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Tehan posted:So what are we supposed to do with the information our bleeding edge surveillance states produce? I now know this dude is a crime lord, what does that mean? Is he stealing from me? Is he reducing crime safety? Should I banish him? Kill him? What about rebels? Would gunning down known rebels in the street just produce more rebels? Or are they freebies? Banishing them removes corruption (in the case of crime lords, notice how they're way richer than their co-workers) or rebels, in the case of rebels. Banishing and killing peoples does generate unrest, which... You don't want an uprising. I haven't survived one yet.
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# ? May 30, 2014 18:26 |
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Oh, I assumed unrest made people more prone to becoming rebels, instead of being an entirely different track. That's good to know, this unlocks some options for me.
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# ? May 30, 2014 18:29 |
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Yeah the uprising is more "arab spring" than "cuban revolution". Bunch of mobs appear and start loving poo poo up; they will outnumber your military, they will win.
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# ? May 30, 2014 18:39 |
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Why is there no legal way to deal with criminals and crime lords and rebels and poo poo? I wish there was a "build case" or "investigate" button that set you police against them to actually remove them legally and with due process without making people super mad.
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# ? May 30, 2014 18:51 |
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Baronjutter posted:Why is there no legal way to deal with criminals and crime lords and rebels and poo poo? I wish there was a "build case" or "investigate" button that set you police against them to actually remove them legally and with due process without making people super mad. According to every other thread in GBS, D&D and A/T, that should also make people mad. gently caress the po-po, man, like, freedom! I do miss imprisonment, mind you. I want my drat labor camps!
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# ? May 30, 2014 18:55 |
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I always play with free elections turned on which apparently makes uprisings impossible, so I kill and banish to my heart's content. I constantly have "very high" unrest, but again as far as I can tell it actually has no effect as long as I keep free elections on.
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# ? May 30, 2014 18:56 |
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FrozenVent posted:According to every other thread in GBS, D&D and A/T, that should also make people mad. gently caress the po-po, man, like, freedom! Oh yeah I'm ok with it still upsetting people. Even if they have rock solid evidence their cousin is a crime boss his family and his network of crim buds are going to get pissed the government dared to successful prosecute him. But it shouldn't make the general population upset, just their immediate "allies".
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# ? May 30, 2014 19:33 |
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They don't have prisons? Then what do you do with crime? (Do people turn into Professional Criminals as a job in Trop 5?)
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# ? May 30, 2014 19:35 |
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Speedball posted:They don't have prisons? Then what do you do with crime? (Do people turn into Professional Criminals as a job in Trop 5?) Nah, they just have a "Crime lord" role on top of their job, it's a new mechanic. You kick 'em off the island or kill their sorry rear end. It's very inefficient, they could be growing pineapples instead.
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# ? May 30, 2014 19:36 |
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# ? Jun 3, 2024 21:54 |
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Speedball posted:They don't have prisons? Then what do you do with crime? (Do people turn into Professional Criminals as a job in Trop 5?) They become Crime Lords and those have to be discovered by police. About the only thing you can do to them is banish them from tropico, which confiscates their assets into your swiss bank account, and pisses people off, which ups your revolt risk. As far as I know, there's no way to lower revolt risk, and the only way to deal with it is to swap to democracy to prevent uprisings. The same is true for rebels, sadly. It's silly that we have the tools to find these people, but then we have no tools to do anything to them. It's a real missed opportunity for what could have been such a neat system.
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# ? May 30, 2014 19:40 |