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FrozenVent posted:For the record, it's possible to beat back an uprising. It's not easy but it can be done. If you're lucky. And have a shitton of military. You don't necessarily WANT to win, it can kill the whole working age population. The White Dragon posted:Doesn't Democracy fully negate uprisings, though? But then you have to have free and fair elections, yuck.
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# ? Jun 5, 2014 01:47 |
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# ? May 30, 2024 09:37 |
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Tulip posted:You don't necessarily WANT to win, it can kill the whole working age population. Yeah but if you lose...
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# ? Jun 5, 2014 01:50 |
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Tulip posted:You can also see values of everything you produce. Thanks Made a pic of this + the industry production table so that people can save it for convenience: -- What's the difference between a mine and an automated mine? Are they always worth upgrading to?
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# ? Jun 6, 2014 18:08 |
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Automated mines have an upgrade that increases the remaining ore quantity by a fairly large amount. I forget what exactly, 30k?
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# ? Jun 6, 2014 18:23 |
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20k for $3,500 if I recall correctly. I think they have a higher efficiency per worker, too.
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# ? Jun 6, 2014 18:24 |
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So they don't dig deeper or anything to find deeper deposits? Just make your mines run dry even faster?
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# ? Jun 6, 2014 18:26 |
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They dig deeper if you buy the additional upgrade that becomes available when you build an automated mine.
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# ? Jun 6, 2014 18:47 |
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Dogen posted:They dig deeper if you buy the additional upgrade that becomes available when you build an automated mine. But note that you can’t upgrade them if you’ve already exhausted the initial deposit.
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# ? Jun 6, 2014 19:04 |
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I really wish we could just keep refreshing resources for a cost forever, or at least have that an option in sandbox.
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# ? Jun 6, 2014 19:14 |
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You get the one shot at increasing them all with the geological survey edict, but frankly by the time everything is gone you should be pretty bored with the island, unless you really like mines and your island is some kind of shack dotted open strip mine hellscape.
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# ? Jun 6, 2014 19:18 |
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They should go the Anno 2070 route and have research lead to more ore/coal/etc.
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# ? Jun 6, 2014 19:24 |
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How many raw resource buildings should you have per factory? Tobacco -> Cigars, for instance? Does a ranch need fertility in the surrounding area, or just on the tiles it is placed on?
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# ? Jun 6, 2014 23:08 |
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Baronjutter posted:I really wish we could just keep refreshing resources for a cost forever, or at least have that an option in sandbox. That's basically what importing is? PirateBob posted:How many raw resource buildings should you have per factory? Tobacco -> Cigars, for instance? Kind of depends? Looks like somewhat close to 2:1 raws:producers, but some are different - 2 Wharfs provided way more fish than 3 canneries at high efficiency could use, for example. One steel mill (off of one coal and one iron) and one bauxite mine allowed me to run 2 vehicle factories, but each Cigar Factory seems to need 1.5-2 tobacco plantations. I've never managed to keep a furniture factory running, holy poo poo they have fast throughput. I'm pretty sure ranches just use the land they're on. Tulip fucked around with this message at 23:16 on Jun 6, 2014 |
# ? Jun 6, 2014 23:09 |
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How do I get people to go to High School and college? I'm playing on Sandbox with infinite money and have built a bazillion high schools but I still have a ton of illiterate assholes complaining that they don't have a job since there's about 600+ openings for high school and college only. They're also starving because the hydroponic farms need high schoolers and the people refuse to educate themselves. Edit: The High Schools and Colleges are packed with foreign workers so it isn't like there's a problem there.
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# ? Jun 6, 2014 23:13 |
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Do you have your TV station set to "Tea Party"? Schools are for the liberal elite, I'd rather starve than learn (I really miss the ability to choose what your station's programming is.)
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# ? Jun 7, 2014 01:54 |
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PirateBob posted:How many raw resource buildings should you have per factory? Tobacco -> Cigars, for instance? It depends on their efficacy, particularly given that a lot of farms can get huge boosts compared to the industry buildings. A distillery (which I just happen to have the numbers for) will yield six units of rum per month per effectiveness, using up either 1 or 0.75 units of sugar per (depending on the upgrade). A sugar plantation will produce 3 units of sugar per month per effectiveness. Most of the simple chains have a similar ratio where it's about two raw resource producers per industrial building, if the effectiveness is the same. More complicated sets like cannery/fish don't line up that way because, besides modifiers from certain upgrades, one unit in is always one unit out. Since the cannery takes a bunch of kinds of input, it doesn't use each of them nearly as fast. The production buildings that use multiple ingredients often don't use the same amounts of them, which can further complicate things; for example, an upgraded steel mill uses 0.15 units of coal and 0.65 units of iron per unit of steel. I don't have all of the numbers, but here are the plantation yields per effectiveness (probably correct): pre:Plantations Banana 2.5 Cocoa 1.75 Coffee 2 Corn 4 Cotton 2.5 Pineapples 2.5 Sugar 3 Tobacco 2.5 Tulip posted:I've never managed to keep a furniture factory running, holy poo poo they have fast throughput. Without the gold upgrade thing one furniture factory should require about 1.5 lumber mills, and one mill with the 30% upgrade should require two logging camps. You're right, though, the furniture factory produces as many units per effectiveness as the cannery, despite almost exclusively using planks instead of a bunch of different poo poo. If you don't keep all of the buildings in that production chain real close together they'll run your teamsters ragged.
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# ? Jun 7, 2014 02:20 |
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Yea even when the input is a freighter of Lumber coming into a dock right next to the furniture factory, it's hard to keep it running >30% of the time, though that was in a maze of factories. That production line lends itself poorly to collection point centralization, since logging camps tend to run more slowly the longer they're up.
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# ? Jun 7, 2014 03:15 |
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You want to have a bit of overproduction to account for the logistical friction; basically your factory needs enough stock to produce while the next batch of raw material or WIP is produced, dwells, and is transported to the factory. That dwell and transportation time is why you can't go "Well the factory produces X per month, I'm going to build enough plantations to produce X per month". You need a little more. (But not too much more, cause then you're wasting storage space or you're selling it overseas. That does give you higher resiliency in case of a disruption lower down the chain though.) It's actually a pretty decent approximation of real life on that front. Still doesn't approach Railroad Tycoon III as far as simulating a supply chain goes, however.
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# ? Jun 7, 2014 04:03 |
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Cowman posted:How do I get people to go to High School and college? I'm playing on Sandbox with infinite money and have built a bazillion high schools but I still have a ton of illiterate assholes complaining that they don't have a job since there's about 600+ openings for high school and college only. They're also starving because the hydroponic farms need high schoolers and the people refuse to educate themselves. I think age comes into play; I'm pretty sure adults can't go back to High School, and illiterate adults can't go to college. You need to wait for the younger generation to start getting older and graduating to start filling those ranks. If that is the case, a "Continuing Education" edit that allows adults to get a high school education would be pretty useful.
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# ? Jun 7, 2014 21:14 |
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Speaking of education, can educated citizens work uneducated jobs? It always feels like I have a major desaturation of employees everywhere once I hit the Cold War era even though I have single-digit unemployment and a four-digit population.
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# ? Jun 7, 2014 21:29 |
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I the edict that hands out HS/university diplomas to random uneducated people (Loyalists?) not available in Tropico 5? Overall the game sounds like a worse version of T4 Complete, which you can get for :tenbux: on a Steam sale. sauer kraut fucked around with this message at 21:42 on Jun 7, 2014 |
# ? Jun 7, 2014 21:40 |
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Tulip posted:That's basically what importing is? Importing is deeply flawed due to the lack of storage and has to be done manually. If there was just some automated "allow imports" options on a factory where they'd auto-buy the needed resources that would be one thing. But having to constantly make trade deals and hope your idiot docks don't sell the critical resource you bought at a loss instead of your factory processing it makes anything other than a sustainable local economy a pain in the rear end.
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# ? Jun 7, 2014 22:17 |
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If your imports aren't getting off the dock to the factories fast enough, you don't have enough teamsters. After the second ship, assuming you're importing enough (which you only need to set up once), it will run smoothly unless you don't have enough teamsters or for some reason your factories are far from the docks. If you don't have enough teamsters, you're interally sustainable economy will also be running dry anyway, but worse because your chain is longer and you're paying more workers. Honestly the better i get, the more i like importing. It lets you compress supply chains and reduce labor costs, giving you better uptimes and much lower overhead.
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# ? Jun 7, 2014 23:12 |
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If you have that customs house upgrade it's great as well.
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# ? Jun 7, 2014 23:32 |
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I'm having a couple of problems... In the colonial era I have a bit of trouble raising revolutionary sentiment. I follow all the quests and I'm always sure to either tell the crown to give me more time or to get more revolutionaries shipped over. Getting the required amount of approval is difficult. I usually end up running out of time even with mandate extensions. Afterwards the World War era is fine but, afterwards during the cold war era my entire economy comes crashing down in spite of doing little else but progressing the era forward. What am I doing wrong?
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# ? Jun 9, 2014 17:26 |
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For revolutionary sentiment, research constitution or building a newspaper are frequently what put me over the top. As to your economic question, maybe you don't have enough high schools to support factories right, or maybe you are having supply chain issues (not enough raw goods, not enough teamsters, stuff in the same chain spread out too much). Dogen fucked around with this message at 17:51 on Jun 9, 2014 |
# ? Jun 9, 2014 17:48 |
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Psygnosis posted:I'm having a couple of problems... Well, for getting more revolutionary approval, I believe it is linked to your people's happiness. While some things like healthcare are impossible to satisfy since you can't build clinics yet, keep an eye on the factors that you can improve. Make sure you have enough taverns, Catholic missions, and housing. You can also build some mansions for your more affluent citizens for extra happiness. As for the Cold War economy, you'll probably have to supply some more specific information, but here are some of the things that can potentially go wrong. Be careful that your infrastructure is able to support your economy: make sure that you have enough teamsters and docks to transport goods and look at your roads to see if they are congested and, if so, try to see how you might build other paths that might improve that. Also, make sure that your docks aren't too close together, as that can quickly lead to ships bumping into each other and taking forever to progress. You might not have enough educated citizens to staff your buildings; some things that can impede this is upgrading to buildings like hydroponic farms, which need high school instead of illiterate workers, and having a professional army, which makes all soldiers need high school education (never have this, as it will suck lots of educated citizens out of your economy for a negligible gain). Finally, did you do a good amount of industrializing during the world wars era? I like to get either a rum distillery or cigar factory, depending on resources and trade offers, pronto in that era as they mean big loving money. Before the world wars era ends I like to build all available industry, provided I have the resources.
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# ? Jun 9, 2014 17:54 |
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Colonial period is pretty easy to grow your revolution. Just make sure everyone has a house, everyone has a job, and you've built everything you can. Make sure your taverns or missions aren't full. Basically just do everything you can to pamper your people with the incredibly limited building selection you have.
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# ? Jun 9, 2014 18:52 |
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Revolution support = Happiness. Of course all you have to make your people happy is mansions, country houses, opera, tavern and mission so... Have fun!
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# ? Jun 9, 2014 18:53 |
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Do the educated colonists given as Revolutionary task rewards automatically join the revolutionary faction? While I often chase Revolutionary missions just to stuff my colony with future factory workers, it would be good if it padded the independence support too.
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# ? Jun 9, 2014 19:23 |
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FrozenVent posted:Of course all you have to make your people happy is mansions, country houses, opera, tavern and mission so... Have fun! Note that in the Colonial Era, chances are that your citizens won't be able to afford mansion housing unless you lower the budget to 20%, at which point the wealth required to live in the house drops from Rich to Well-Off, which is anyone who isn't working in a mine or a plantation. The only way to get Rich citizens in that era is to employ them at an Opera House with 100% budget.
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# ? Jun 9, 2014 21:50 |
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The White Dragon posted:Note that in the Colonial Era, chances are that your citizens won't be able to afford mansion housing unless you lower the budget to 20%, at which point the wealth required to live in the house drops from Rich to Well-Off, which is anyone who isn't working in a mine or a plantation. The only way to get Rich citizens in that era is to employ them at an Opera House with 100% budget. I'm pretty sure newspaper and soldiers can also reach rich? I know I've ben able to get a decent number of people into colonial mansions.
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# ? Jun 9, 2014 22:14 |
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I don’t like effectivity being tied to wage. High job happiness should come at a cost, but as it is, increasing budget often causes a net increase in profit.
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# ? Jun 9, 2014 22:32 |
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Gobblecoque posted:Well, for getting more revolutionary approval, I believe it is linked to your people's happiness. While some things like healthcare are impossible to satisfy since you can't build clinics yet, keep an eye on the factors that you can improve. Make sure you have enough taverns, Catholic missions, and housing. You can also build some mansions for your more affluent citizens for extra happiness.
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# ? Jun 9, 2014 22:44 |
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Opals25 posted:I'm pretty sure newspaper and soldiers can also reach rich? I know I've ben able to get a decent number of people into colonial mansions. Yes. And Library. And Teamster. And Construction. And Mission. The Opera House is the only one that can do Filthy though.
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# ? Jun 9, 2014 23:07 |
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Platystemon posted:I don’t like effectivity being tied to wage. High job happiness should come at a cost, but as it is, increasing budget often causes a net increase in profit. I think the entire "budget" simplification is a huge step backwards vs the wage system we had before. The fact that you often get an increase in profit is counter-intuitive as well. Either you're paying your people higher wages for the same work and making their happier, or you're working them harder/smarter and increasing production but compensating to match so it should be a wash. It's the same problem with housing too. Increasing the budget makes the housing nicer but also increases the rent and locks certain classes out. The whole class system was supposed to simplify things but it's just make things unintuitive. Why can't I have a slum for unemployed people with super high upkeep budget that I run at a huge loss? Why can't I have my doctors making $10 and my farmers making $20?
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# ? Jun 9, 2014 23:20 |
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Baronjutter posted:I think the entire "budget" simplification is a huge step backwards vs the wage system we had before. The fact that you often get an increase in profit is counter-intuitive as well. Either you're paying your people higher wages for the same work and making their happier, or you're working them harder/smarter and increasing production but compensating to match so it should be a wash. Increasing budget doesn't increase rent. People pay rents based on their wealth level, and if you increase the budget to the point where it prices out an entire class and then fills up again with people of the higher class, then rent "goes up," but you can in fact lose money by increasing the budget. They should probably retune the effects of budget on export buildings so that without free market tends to reduce total income.
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# ? Jun 9, 2014 23:50 |
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Version 1.02 is out!v1.02 Changelog posted:- Multiplayer: Number of players in each chat room now displayed
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# ? Jun 10, 2014 22:03 |
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There is currently a bug that causes trade deals to instantly finish after the first shipment. Every export AND import deal with a limited amount. Doesn't affect the regular infinite import deals. But according to the steam forum the devs are working on a hotfix.
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# ? Jun 10, 2014 22:05 |
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# ? May 30, 2024 09:37 |
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Poil posted:There is currently a bug that causes trade deals to instantly finish after the first shipment. Every export AND import deal with a limited amount. Doesn't affect the regular infinite import deals. But according to the steam forum the devs are working on a hotfix. Haha, I haven't played the game for a while but I just jumped in to try the patch. I also never bothered with manual trading much so I was all like "what the gently caress I have to micro-manage every shipment??" Also I really like how tenements look. They remind me more of t4 condos. I wish we had more variety in shapes/styles of housing so you could have whole big turn of the century looking areas made out of the style of buildings in the "tenament". Also is there any quick way to mod out the decay of tenanments? It adds nothing to the game and makes no sense. I'm paying upkeep on it, why is it decaying unlike any other building in the game? I remember T4 had a stupid housing building like that, it was cheap and you didn't need to pay upkeep and it gave free housing but the quality decays over time. I never bothered because gently caress having to micro-manage housing even more. Plop em and forget them, the budget should abstract the upkeep/replacement over the decades. Baronjutter fucked around with this message at 22:13 on Jun 10, 2014 |
# ? Jun 10, 2014 22:06 |