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I've been spergin out and it occurs to me that maybe i can just ask a few things - 1)As far as i can tell, a squad of tanks is as good as a platoon of infantry, the difference is the manpower/land demands of each. Am i totally off base on this? 2)Tourism is...unprofitable. Not including attractions (which always seems to come out to like 1/3 hotel rents), i'm seeing breakeven times of like 50-100 months, which is terrible compared to agriculture and whatnot. Is there some magic bullet i'm not seeing (other than building country hotels near Hang Gliding Clubs, holy crap those print money). 3)How stable are market prices, particularly era to era? Has anybody been keeping track? 4)Are colonial era pirates at all predictable? I see them like 1 out of every 5 games tops, so it seems like they're really arbitrary. 5)The competition events for new heirs: are those mapped out yet, or is it crazy arbitrary? The game's particularly fun in multiplayer-by-points, even if it's a little unstable. You wind up doing all sorts of stupid poo poo (like taking out debt to quick build cathedrals) that feels very in the spirit of being a crazy dictator. Guildencrantz posted:Has anyone been able to successfully go Maximum Hitler and create a horrific, oppressive hellhole of inequality? I'm trying to do that as a break from the usual utopian nice guy style, and it's actually super hard. Either I get owned by rebels, or sunk by the cost of the outsize army needed to keep the rebel hordes at bay. All I want to do is move my cronies and enforcers into lavish mansions while taking a dump on the poors, is that so much to ask? Oh yea it's totally possible. The biggest problem is that it's hard to create a separate housing for military, but it's possible if they're the only rich people or you just have few enough rich people that the soldiers are all in mansions: your military's loyalty tends to come down more to their happiness than the happiness of the general faction (which is good, because militarists hate "Professional Military"). What really seems to killed me when i'm went full-on Pinochet this morning was that i left right to bear arms on and had a bunch of food related uprisings. This lead to a ton of productive workers dying, which lead to a King of Dragon Pass style deathspiral where i had 3 kids for every adult and couldn't feed them all and eventually the military got so pisssy i had to fire all of them but the palace guards, and then there was another uprising.
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# ¿ Jun 1, 2014 11:44 |
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# ¿ May 14, 2024 05:59 |
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WRT to houses. Country houses have a base quality of 40, regular Houses 50, Mansions 90, Tenements 40, Apartments 50, and Modern Apartments 70. If you build regular houses as 3x2 clusters of 6 houses, they'll have a base of 60, which is kind of huge compared to Country Houses. The biggest trouble is that there's not "Electrify All" (afaik this is the single largest request), but there IS a "Modernize All" for country houses, which is dangerous since Country Houses serve important roles in rural housing like "the people who staff eco tourist housing." Really of the three building that have "Modernize All," Tenements are the only ones where it's useful - Houses can cause food shortages, and Modern Apartments are really like supermansions. Two Mansions will cost 6,400 and house 8 families, six houses will cost 14,400 and house 24 families in the same footprint (though the mansions will have slightly more flexibility). The houses are slightly more efficient than mansions, but Mansions have comically high housing value so outside of social experiments, houses are kind of a pain in the balls. I kind of expect to see Mansions get downgraded - they only fall below 100 at 0 beauty, and they are at 60 at -40 (unless i hosed up my math). They should probably either cost more or generate less revenue. Probably my biggest complaint is the difficulty in micromanaging citizens. When you click on Military Loyalty it just gives a list of all soldiers - how the gently caress am i supposed to figure out what, in general, is pissing off my soldiers? A breakdown of the different forms of happiness for soldiers would be more helpful. Also the lack of Occupancy and Employment Overlays drives me up the loving wall. Honestly i love the game, and i particularly love the simplification of budget and wealth requirements for services. It's actually a fairly challenging tropico game, and multiplayer is somewhat bare but could become something really awesome (needs loving speed controls dammit). There are a lot of rough edges that need sanding, and if Civ5 could become a decent game, this is certainly going to be amazing after some patching.
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# ¿ Jun 1, 2014 20:42 |
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Baronjutter posted:Is there a list of resource prices anywhere? How are we supposed to plan our economy or know what's worth what? So far the only way I've seen how much anything is worth is via the trade screen, but there you can only see the default price of a good that's up for a trade route. You can also see values of everything you produce. Values seem to be consistent at start, i'm actually not sure what causes changes after that, the Colonial is the result of about 9 different test points that were always the exact goddamn same, the others are just kind of whatever saves i have lying around. I have literally never built a chocolate or electronics factory, i should see what those wind up as. I also have a theory that multiproduction cycle buildings are slower if you can't keep them firing on all cylinders, hence why you'd use anything other than fish in a cannery or use cotton in a textile mill. However i also haven't really spent the time spergin' to figure out production of all but a few buildings in the simplest circumstances. I kinda wanted to just play the game instead of spreadsheeting for a while. code:
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# ¿ Jun 2, 2014 08:58 |
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So i made a city in modern times, with most every factory (forgot apparel) and ran them at 100% efficiency with everything imported to look at what they crapped out, so here's what they look like in terms of monthly production and profit (again, at 3 budget). 1 input always leads to 1 output, so 5 Cocoa and 5 Sugar makes 10 Chocolate, and 10 Fish makes 10 Canned Goods (these numbers should give you a sense of how much production you need for multiple factories above all else).code:
Factories have production prorated by the number of lines running - Canned Goods produce 300 for each line running, Chocolate Factories actually occassionally said 1000 production i don't know what was up with it going to 800 but the profit went up so ???, textiles produce 400 for each of cotton and wool. I forgot to check the luxury line for furniture but i don't see why turning gold into furniture is going to help. Pharma is the exception, the oil line is basically half a line. Baronjutter posted:Why didn't they just store everything in something easier to edit ? I don't understand in this day and age why a company wouldn't at least make things easy to mod/tweak. You don't have to roll out some fancy mod exchange system, but holy poo poo do mods add to the replay value of PC games and keep sales going for longer. Even factoring in "protecting DLC sales" easy modding you still win out. Yes, yes it is. It's not even all that bad anyway. e: Found a campaign bug: in the "get tons of swiss bank" mission, it's not properly sanitized so if you spend 50k+ in swiss and push your mission long earnings to -50k, you win.
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# ¿ Jun 2, 2014 22:31 |
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Wallet posted:With the upgrade it's 900 furniture at 100 effectiveness, each unit uses 0.05 units of gold and 0.95 planks. Well poo poo, maybe i should take a look at that some time.
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# ¿ Jun 3, 2014 00:57 |
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You don't necessarily get rebels from unrest. You get uprisings from unrest, much nastier. I just kind of leave Crime Lords alone unless they're Filthy rich.
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# ¿ Jun 5, 2014 01:33 |
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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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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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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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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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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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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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The unemployed starve, yea.
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# ¿ Jun 10, 2014 22:41 |
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Tourism is fairly labor efficient but incredibly poor on time efficiency, so i pretty much only build it for completing missions and scoring points.
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# ¿ Jun 19, 2014 06:56 |
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Another thing about country houses - the food happiness they provide is equal to the housing happiness. Which is actually pretty drat high considering. Country homes OP.
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# ¿ Jul 16, 2014 20:05 |
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I really like trop5. Trop3 and 4 are just...so easy by comparison, going back they don't feel like games at all, they just play themselves like JRPGs. And Trop5 MP is a blast. Trop3 probably ate the most of my time, but WoW at even more so it's not like 'time spent' is really a metric of quality.
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# ¿ Aug 20, 2014 19:27 |
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That's still way harder than 3 or 4, where the only bad moves were "building a military" and "not spending money quickly." 5 is still pretty easy, but the hardest difficulty in 4 was still "presolved rubiks cube" level. Rebellions and uprisings are something that can end your game and can happen without deliberately going out of your way to provoke them, which is somewhat refreshing.
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# ¿ Nov 28, 2014 20:36 |
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# ¿ May 14, 2024 05:59 |
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Alkydere posted:I think the big issue I had was I went Professional Military in World Wars like a loving dumbass. So even with 3 highschools my bases were constantly under-manned and every soldier I lost stung. You gotta ease into pro military, i typically run militia for a while before switching to professionals. prefect posted:That makes sense. You're telling them that there are now requirements for getting into the military. If that prevents any of them from making it in, of course they'll be mad. Yea histoically people who are "pro military" in some big way have preferred universal conscription so that every man in the country is invested in the military at some level.
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# ¿ Dec 18, 2014 17:23 |