|
As long as there's a sweet long soundtrack full of salsa and merengue this will be great. It could be pixel-for-pixel identical to 3 and 4 for all I care.
|
# ¿ May 6, 2014 00:46 |
|
|
# ¿ May 16, 2024 00:31 |
|
Holding shift disables the snap-to, by the way. What I wish Tropico had was a way to lay concrete. I really don't mind all the square buildings not fitting adjacent to my curvy roads but all the dirt and grass patches in my maze of concrete is an eyesore and I don't want to spend the time laying down trees and shrubs just for the 3x3 square of concrete they add. Just let me throw down a blanket of concrete!
|
# ¿ May 6, 2014 20:43 |
|
Oh here's another tiny one I could use: a way to select more than one building at a time so that I can add a/c to my apartment buildings without developing RSI.
|
# ¿ May 7, 2014 03:23 |
|
Posters in Games are generally ignorant of history. Also, video games. Besides, if El Presidente wants rocket launchers in the 18th century, he'll get rocket launchers in the 18th century.
|
# ¿ May 9, 2014 17:23 |
|
I think you're missing the forst for the trees. Vanilla introduced imports. You can have post-scarcity after your first ship arrival. The DLC and Modern Times are just more toys to play around with.
|
# ¿ May 15, 2014 18:46 |
|
Build order to ruin Tropico 4 for everyone that tries it: 1 - Booze Baron 2 - Set unlimited import limits, import sugar 3 - Build a Rum Distillery right away, send El Presidente to motivate the construction site and the distillery after it completes. 4 - Find all High School and College educated peeps, fire them from their current jobs so they work at the distillery. 5 - First ship arrives and unloads sugar to process 6 - Second ship arrives and loads Rum and unloads sugar to process 7 - Instantly buy the distillery upgrade for spiced rum From there just build more ports and more distilleries. You'll want between 2 and 2.5 ports for each distillery you have to keep them topped up.
|
# ¿ May 15, 2014 22:54 |
|
Alkydere posted:So far things I've noticed: Good! Locking the Rum Distillery and higher education behind eras was a brilliant move for difficulty. Same with locking traits behind dynasties. 4 never gave me problems with this, ever. It alt-tabbed just as easily as 5. I prefer the new VA.
|
# ¿ May 23, 2014 17:18 |
|
It's even better than that, you can plop down your farm anywhere you want, you only require land for the building itself. The farm will fill out any space available. It works vice-versa too, if you want to slowly phase the farm out you can drop buildings on the plot and fire a few people.
|
# ¿ May 23, 2014 18:38 |
|
Am I blind or stupid? I can't seem to find a page of going rates for goods exports. Did they get rid of this? Am I supposed to infer what crops are worth my time from the sporadic listings in the trade mission window?
|
# ¿ May 25, 2014 20:09 |
|
Mango puppy: mambo heavy. Cats, they have confetti! I dig the new tunes but some lyrics to misinterpret while I wait for naval gridlock to end would have been nice.
|
# ¿ May 26, 2014 04:24 |
|
FrozenVent posted:A note on trade is that if you check often, you can find some stupid good deals, like corn at $150 (Helllooo factory farms!) or steel at ~3500... Which you can then flip to the ruskies at ~6000. It works but if you started in the colonial era you'll need to shift slowly. Even if you're swimming in cash, it's easy to drain the reserves by buying and immediately exporting (dumbest mechanic in this game, by far) when you're getting setup and you have to watch your spending like a hawk so that you aren't in the red when your supply ships are trying to purchase import goods. One of my two islands is in the world war era and produces 0 of its own raw goods. I have much more land to play around with and don't need to worry about cramming farms or building a residential outpost all the way over by that one gold mine.
|
# ¿ May 26, 2014 15:33 |
|
Bloodnose posted:What do you do with illiterate workers? A policy of heavy fertility rates via clinic upgrades and mandates, free heavily subsidized education and catholic missions plopped right in the middle of shanty towns (All my country homes get upgraded into houses) topped with a creamy coating of Love it or Leave it immigration policy encourages an educated population in no time. Pay your uneducated jobs well, though, or you'll have a riot of the poors in less time. You could banish them but that costs money and mouse clicks - this is a far lazier way to accomplish the same thing.
|
# ¿ May 26, 2014 16:40 |
|
Killing people causes more unrest? Dear god! Did you read what you typed?
|
# ¿ May 26, 2014 19:44 |
|
Strudel Man posted:Does anything reduce corruption/unrest? More army
|
# ¿ May 26, 2014 19:54 |
|
I've only ever been to Nassau and I usually design my islands around that place. It's a very grid-style urban downtown center where government, economy and education happen. The grid spills out a few blocks for residential and churches at which point it's all built inward from a highway that follows the coast profile where the inland road is so poorly designed that it's still faster to take the circuitous perimeter route. poo poo looks great to me!
|
# ¿ May 27, 2014 19:01 |
|
Yes it's a well beaten horse by now, started by a horse wearing armour that you could beat. Let's not go there.
|
# ¿ May 28, 2014 19:37 |
|
Incite them to battle and slaughter them?
|
# ¿ May 30, 2014 17:42 |
|
You just said you had the tools. Just because the tools don't work like you want them to doesn't mean they're absent. For the record this makes perfect sense, in what universe would a state leader acting as judiciary not piss everyone off?
|
# ¿ May 30, 2014 19:42 |
|
|
# ¿ May 16, 2024 00:31 |
|
Am I missing something? I just read a page of people saying they made the difficulty better in 5 but I still just beeline to a shoreline full of rum distilleries and the game wins itself. The only challenge 5 offers me is fighting the teamster AI.
|
# ¿ Nov 28, 2014 19:19 |