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05/21/13 at 02:22 PM
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 1 
 on: Today at 12:37 PM 
Started by Moose_OLeanie - Last post by Coconut Kid
Has anyone done the math on cows yet?  I mean, what is it that gets them to, uh, ...?  Do they need to eat X squares of green grass to breed, or does it just happen with time?  Is there anything i can do to encourage them? ...

Some, but unfortunately most of that has been lost because it was in attachments. Also, ranches got a bad name because of the "starvation bug." The fence is a disaster.

Here are some cross references:
http://www.the-nextlevel.com/tropico/cafe/index.php?topic=711.0
http://www.the-nextlevel.com/tropico/cafe/index.php?topic=5309.0
http://www.the-nextlevel.com/tropico/cafe/index.php?topic=8011.0

 2 
 on: 05/20/13 at 12:09 PM 
Started by lyonariff - Last post by Coconut Kid
... My question is with the Marketplace. I've been getting 'Your people are starving...' msg. I'd checked the almanac and the food produced is higher than consumed, but noticed that Marketplaces that I've built do not seem to be getting any food delivered to them. ...

BUG ALERT !

You can not trust the "Your people are starving ..." message because the cattle and goats are included when they are not supposed to be. They eat many meals (of grass) and are never satisfied. You have to look at the food statistics and analyze them.



The food sources are farms (growing goods used as food), ranches, wharfs, marketplaces, cafes (free at back door), ports, and military bases (for residents). I strongly recommend placing marketplaces near clusters of housing at the ratio of one to 12 housing units, e.g. one next to a tenement. You should be able to read the units stored at marketplaces by clicking on them.

Another general issue is that, in my opinion, it's far better to have too many Marketplaces and Teamsters Offices than too few. ...

I strongly disagree. Too many teamsters can bankrupt you. It is better to let the workers carry a load of goods once in a while rather than have a flood of misplaced and under used teamsters. A very few extra marketplaces may be useful to store a cushion of food if your production is highly variable due to rainfall or whatever. But again, too many just because you don't take the time to plan can bankrupt you.

... The first marketplace I build is usually right next to the dock.  On the theory that it gives, at the very least, dockworkers and teamsters a convenient place to grab lunch. ...

People don't just "grab lunch" because it is handy. They wait until their food need meter trips, then they go into "obtain meal" mode and make a special trip to a food\meal source if they are not already carrying a meal. They seem to do that most often when they finish their "rest" mode at their home. Therefore, the best placement is near a cluster of housing. One near the port is useful as a "catchment" to keep cheap food from being exported when you need it for food, but it isn't the best or first place to build one - depending on the dockworker's housing.

 3 
 on: 05/20/13 at 11:13 AM 
Started by Blink - Last post by Coconut Kid
...  I have 5 fully staffed logging camps, and 6 lumber mills.  Do I need more logging camps?  Usually when I use lumber industry, 1 logging camp can easily support two mills, so I don't get it. ...

Calm_blue_sea finally noticed that Blink had the ratio of buildings turned around. I wonder how that happened. The ratio is two camps to one mill. That is the rough standard for all first level to second level goods handling. For the third level Furniture Factory, there is a glitch with using two mills to supply it. The factory has a limit on the input queue and the teamsters carrying lumber to it are not telepathic. Example: two teamsters pick up their loads of lumber to deliver and the first one to arrive fills the queue; the second arrives to find the queue full, so he dumps (wastes) his load. It doesn't take many wasted loads to wipe-out your profit. You could figure out a "mod" to take off the queue limit, or you can try to micro-manage (use one mill or fewer teamsters).



You need to place housing and a marketplace very close to the camps and the mills. For the other three services\needs, you need to balance distance with total slots needed for the entire island. The people look for vacant slots and then the nearest, so they may walk far anyway if the near building is full. It is important not to "over-kill" on number of slots because they are expensive. You also don't want to over do one kind of cheap entertainment to make them close. The people may want another kind and walk far anyway; balance the kinds of entertainment available in addition to distance.

 4 
 on: 05/17/13 at 12:29 PM 
Started by CafeDave - Last post by Coconut Kid
Paradise Island Miscellaneous Scenarios

I have provided some details of them below:

Gold Rush
This scenario requires you to have 40 miners and a happiness of 55. Getting the miners shouldn’t be too difficult just build mines as soon as you can and you should have 40 miners in no time. One thing that you might want to do to help your teamsters out is to build another dock in a more convenient spot. Also you can get rid of most of the structures around the dock since they don’t really have any purpose, other than looking nice. Make sure to use all of the edicts at your disposal to raise the people’s happiness. As long as you give them consistent raises, basic services, and someplace to have fun you should not have much of a problem.

I’ve Got a Secret
Switching sides is never an easy thing Presidente and this is no exception. The obvious things to do are to build a diplomatic ministry set to Pro-America, build up your industry and tourism and declare early elections as often as possible. Also don’t forget about the newspaper, television, and radio options. Theses can all help add to your faction with America. The $20,000 Swiss bank requirement should be old hat to you now Presidente, I will not insult your intelligence by giving you suggestions.

Tropicollegio
The first thing to do Presidente is to build a High School and get some of your high school educated women to work there. You will be provided with a free college a few years after starting as long as you do not have too many immigrants. The hardest part about this scenario is building enough places for your educated people to work. Remember people will not go to college if there is no college job available to them after they get out. Also you may want to consider paying the high school and college educated workers a good deal more than the uneducated workers so that there is some incentive to get an education. Also you will certainly want to issue the social security edict since it will provide students with some extra spending cash while they are in school so that they can still afford to live in their house.

Ride’em Caballero
All you need to do here Presidente is survive for 30 years. Easier said than done unfortunately. If you want to be nice I suppose you could make sure that all of your people are taken care of and that everyone is happy, but honestly Presidente that sounds like quite a lot of work. I think that it would be much easier to build up your military and declare Martial Law. This way you only have to worry about keeping one group of people happy instead of all of them. But it is your island Presidente, you can run it any way you see fit.

Triassic Park
This one is somewhat unique Presidente. Mostly because instead of having to build up your island you need to get people off of it. But not before getting $100,000 in our treasury. First, naturally you must concentrate on getting the money in our treasury. Luckily you are provided with a good deal of buildings at the start. It is possible to expand upon the logging industry and make quite a bit of money. There is also a rather nice sized gold deposit located near the goat ranch that you could take advantage of. Make sure that you have made some extra money above the $100,000 in order to survive after you people start leaving. Now for the hard part, lowering your population without causing an uprising. First thing is to declare Martial Law. Then start firing and bulldozing all of the building on the island, leaving only the military structures standing. If you are starting to run out of time and if you have enough money you could always kill any stragglers that refuse to leave Tropico. As long as you keep your military happy this should not prove to be too difficult of a scenario.

Back to the Skies
This scenario is a bit different from the other ones encountered in the game. This one starts off with a rather simple goal, build an airport. This doesn’t sound too difficult ant it’s not, provided that you manage all of your citizens properly. The first thing to do is to build a teamsters office near the dock and build a corn farm where there is some fertile soil. Have 2-3 people working at the docs, 2-3 teamsters and the rest evenly distributed between the other 3 buildings. After the output from the logging camp starts to pick up you should start to see the money come in slowly. After you get $10,000 in the bank you will be offered an option to stay on the island longer and put $5,000 in a Swiss account for when you get off the island. If you decide against getting the money and just want to build the airport then as soon as you have enough money to build an airport place one. Keep your workers where they are for now, until you get enough money to build 2 more construction offices. Place these next to your airport and set them to high priority. You should now have 3 construction offices on your island, enough for everyone. Fire and lock all of the other buildings on the island and make sure that everyone is working at a construction office and the airport will be built in no time. If you choose to take the Swiss bank option then as soon as you can build a bank and set it to slush fund. In the course of the game you should get a second bank as well. Try to hire bankers as soon as you can. In order to make more money fire everyone from the construction office and build a pineapple farm or two, or perhaps a second logging camp. Once you get the money in the Swiss bank account go about building the airport the same way that is described above.

Well Presidente, hopefully these hints will help you in your term here as President of Tropico, however long that may last.

 5 
 on: 05/17/13 at 12:14 PM 
Started by CafeDave - Last post by Coconut Kid
Paradise Island Tourism Scenarios

Club Tropico
This scenario is all about tourism. There is not much strategy involved in this one just build as many hotels and tourist areas as possible. There’s not much to say, other than good luck.
Remember, tourists like things like movie theatres, which need electrical power. You will need to build Tropico’s infrastructure to support a busy tourism industry.

Eco Trop
This scenario has 2 goals; $100,000 in your Swiss account and 60 eco tourists at once. In 50 years. This scenario is best won by concentrating on one goal at a time. First concentrate on the $100,000 in your Swiss account. You can change the colonial fort to Artifact Dig which will attract eco tourists and also gives you the ability to siphon some money into your Swiss account. Also declare special building permit and then build a few banks set to slush fund. While you are putting money away build a few hotels and nature preserves, but don’t staff any of them yet and keep your docks set to freighters only. Wait until you have built 6-7 hotels and a few nature preserves.
You also may want to build another dock near where you build your hotels, but keep it set to freighters only for now. Once you have met the Swiss bank account goal staff up all of your hotels, and set you docks to either accept all ships or freighters only. Then declare world geographic package. Hopefully you have built enough hotels and attractions to get 60 eco tourists on your island.

Fished Out
Before you get started know that this is one HARD scenario. The first thing to do is to get rid of the cannery. Then start building hotels everywhere. Don’t try to make any other form of income. Concentrate on just building various hotels and attractions. At the start you will probably have some problems because the soil is horrible for growing everything except for sugar. This is fine for making money but not good for trying to feed your people. Eventually the soil evens out and corn becomes a viable farming good. This one really just requires a lot of luck.

Las Tropicas
By now Presidente you should be familiar with what is needed to get money into your Swiss bank account so I won’t bore you with the details. For the most part just build up your tourism industry as much as possible. During the game you will be made an offer to increase your money at the expense of your Swiss account and an increased crime rate. Only you can decide if the trade offs are worth it Presidente. If you do decide to take the offer don’t forget to increase your police force to compensate for the increase in crime.

No Problem Atoll
First thing first. Don’t worry about the 2 hotels on either side of the atoll. Concentrate on the objectives. Much like the other scenarios. Get you Swiss account up by any means necessary and just build, build, build your tourist areas. Hopefully you won’t have too much trouble accomplishing your goals.

Spring Breakdown
This scenario should not be too difficult for a man of you abilities Presidente. First concentrate on building basic services for your people. Once that is complete start building your hotel empire. Spring break tourists are more concerned with price rather than quality so building them several cheap hotels or regular hotels will be fine. Make sure to build several pubs and nightclubs for them to visit as well. I also hear that they enjoy watching movies. Why people go to the movies while they are on vacation is beyond me, but we aim to please eh, Presidente. Once you have made the required amount of money in tourism profit it is time to concentrate on getting 40 spring breakers to Tropico. In order to facilitate this declare the spring break package edict and set all of your hotels to 100% occupancy. You won’t be making much money but you will get a ton of tourists on your island.

Touristo Pardiso
This scenario might cause you some problems Presidente, but I’m sure that with your superior skills you will be able to get 2000 tourists in 50 years without much trouble. There’s not much strategy to this one other than to build, build, build. Make sure to build plenty of attractions as well to keep them coming back. Also this scenario will probably require you to use all of the edicts that bolster tourism as often as possible. If you are nearing the end of your term set all of the hotels to 100% occupancy for a little extra padding to help insure that you will accomplish your goal.

Jailhouse Rock
This scenario Presidente is another one where it is easier to accomplish the goals individually rather than together. The first thing that you should worry about is the $250,000 in tourism income. I’m sure that by now Presidente you have gotten quite good at creating tourist traps so I will not bore you with the details. I would suggest that you keep your jails and police stations locked until after the tourism requirement has been met. Once you unlock your prisons make sure that they are fully staffed and then start arresting people. It will require 35 at once so make sure that you have enough police to do the job and remember if they are in jail they aren’t working so make sure that you have enough money saved up to be able to operate with 35 people in jail.

Tropmina
This one will require careful planning. You need to make a good deal of money in mining while still keeping your people happy. Not to mention the tourism requirement. First things first, build some mines close to where you start so that you can start getting some money. Once you have saved enough start to expand east toward the mountain where a large deposit of gold sits. Once you start expanding building additional construction/teamster offices help a lot. Also don’t forget to build additional docks so that your people don’t have to travel as far to drop off goods. While you are building up your mining empire start building some hotels, anywhere along the southern coast of your island would make a suitable tourist area so just pick a spot and start building. Once you have accomplished the mining goal make sure you have enough hotel spaces to hold 50 tourists and then set your hotels to 100% occupancy. You should be able to finish this scenario without too much trouble Presidente.

Well Presidente that wraps up all of the Tourism problems that you might encounter, but there are still more challenges that can’t be classified as Military or Tourist based awaiting you.

 6 
 on: 05/17/13 at 11:54 AM 
Started by CafeDave - Last post by Coconut Kid
Paradise Island Scenario Tips

Your Excellency, as you already know, numerous improvements have been made to our wonderful island. However, a few of your supporters on the island have expressed some concern about the numerous new challenges that await you. While I would never presume to second-guess you, Your Excellency, I have complete faith in the fact that you would be able to overcome any challenge set before you. Some of your constituents are not quite as secure in that belief as I am, so I agreed to prepare this report for you, Presidente, which contains some pointers and strategies that I’ve gleaned from reading accounts of past rulers who have faced similar challenges to their office. Of course none of them were as resourceful as you are, Presidente, so I’m sure that these records will be of little use to you but better safe than sorry. No?
The first thing that I’ve noticed Presidente is that most of the problems found on Tropico usually revolve around tourism, the military, or your general population. The other point of interest is the fact that almost every problem can be solved a number of ways, I have endeavored to provide you with a complete of a list as I could Presidente, but with your vast wisdom you could, no doubt, find ways to solve these problems that I would have never dreamed of. Well, on with business, lets start with the military, shall we?

Paradise Island military scenarios

Comrades In Arms
While the goals seem rather simple, $30,000 in your Swiss account in 30 years, there are some obstacles that make this goal moderately difficult. The most important thing to remember in this scenario is to keep your military happy. You will need them on your side if you wish to repel the numerous rebel attacks that are sure to occur. One thing that will help is to build a base along the road in the middle of your island; this provides a central area for your military personnel to live that is easily accessible from both ends of
your island. Also if you seem to be having a problem with your people Martial Law is always a good way to keep your populous under control and help to keep the rebels at bay, just make sure that you do everything in your power to keep the military happy or you may be looking at a double threat from both rebel attacks and a military coup.
There are two main routes you can pursue in order to finance your Swiss account. The first is mining. There are several nice deposits of iron and gold to be found on the island and these will provide you with a nice source of income. The other financing option is tourism. You are already provided with several attractions on the southern end of the island, all that is needed are a few hotels to make a nice little tourist trap.
Regardless of what route you choose there are a few simple things you can do that will make your rule a little easier. First, is to build several guard towers, they will help increase your response time to rebel attacks. Second, your island is quite long, placing general services, construction offices, and housing in a few distributed locations will help to decrease the walking time for your citizens, which will in turn get them to work faster. Finally building a port on the southern end of the island for either tourists or overflow products will help to streamline your economy and help the money to flow faster. Also, I’m sure I don’t have to tell you this Presidente, but don’t forget to build banks set to slush fund and perhaps declare ‘special building permit’ relatively early in the game so that you are sure to make your $30,000 goal.

Presidente for Life
The goals of $50,000 in tourism revenue and an airport in 20 years is not too difficult. The western side of your island, near the condominium makes a perfect place to build your tourist empire. Start off small, with a few cheap hotels or bungalows to get your tourism started. You will probably want to set your diplomatic ministry to Pro-America and declare US developmental aid as soon as possible so that you can build an airport for half price. If you find yourself strapped for cash there is a large forest on the eastern side of the island that is begging to be logged. There are also numerous mineral deposits around the island which can be mined for a quick influx of cash if needed.
Near the end of the scenario, thanks to your brother, the goals will change to $250,000 in tourism revenue by 2000. Just continue to build up your tourism area and increase your military to fight off the rebels your brother sends over. As long as you can keep the rebels at bay and a relatively active tourist area you should be able to meet the goals without too much difficulty.

Rebels on Parade
The goal of this scenario is simply to survive for 10 years. This is easier said than done Presidente. Luckily most of the buildings needed are already built. The only additions you need to make will be to increase your military. An army base would be a good idea along with some more guard towers. If you find yourself lacking cash both the mining and logging operations could be easily expanded to provide more revenue to continue upgrading your military. Past leaders have had success declaring Martial Law or Amnesty perhaps you could learn from one of them. I do not envy you this job Presidente, it’s going to require quite a bit of skill and at least a little luck.

The Good Earth
This scenario requires a bit of strategy Presidente since you are only allowed to have 5 educated people on your island at any given time. (A little hint, don’t build any tourism since most tourists are educated and will count toward the limit) The first thing to do is to get rid of the bank and marketplace; they are educated jobs that cannot be spared. The police station you may want to keep for later, but defiantly lock all of the positions in it for right now. Another problem is that at the start there are 3 educated men and 2 educated women on the island. Unfortunately there are not many jobs requiring educated women.
At this point there are two main courses you can take to meet the goal of $500,000 in farming profits by 1990. The first option is to go with an all-military operation. Get rid of the educated women, the high school educated men, and any buildings that require educated workers. Then build an armory and an army base. All 5 of your educated workers should be generals. Then build 5 guard stations through out the island, bring them up to full strength and declare martial law. After doing this all that is needed is a lot of farms. Cycle through the farming options and build pineapple, tobacco, and sugar farms wherever the soil is good. Just concentrate on keeping your military happy and building up your farmland and everything should turn out ok.
Another method to beating this scenario requires a bit more strategy but will keep your people happier. First thing is to still get rid of the educated women. And then fire all of your soldiers and lock the palace. After building a church you should have 2 doctors at your clinic and 3 priests at your church. Now just start building farms as fast as your money will allow and eventually you should be able to make the goal. If you have a rebel attack don’t worry too much about loosing a building, you should be making enough money to be able to absorb that. If rebels do start to attack your palace just unlock it and set the salary to $50 and you should have soldiers in no time. After they push the rebels backfire them all again and lock the palace. Repeat this as necessary and with a little luck you should be able to beat the scenario without much trouble.

Well Presidente that takes care of all of the military missions, but there are still several more to go. Let's move on to the tourism scenarios.

 7 
 on: 05/17/13 at 10:04 AM 
Started by Rich ¥Weeds¥ Nagel - Last post by Coconut Kid
Yet another "BUMP"

 8 
 on: 05/16/13 at 12:47 PM 
Started by Loco_Gringo - Last post by Coconut Kid
Yachts Only Port needs at least one Dockworker

In order to answer this question, I experimented with yachts only docks with no dockworkers.
It doesn't work.
With 2 hotels fully staffed, and one "yachts only" dock with no staff, I had a yacht sitting off the island for over 2 years. I opened up one of the dockworker positions. As soon as a dockworker appeared, the yacht docked and offloaded tourists. Then I fired the dockworker. The yacht stayed at the dock for the next 2 years, while other yachts waited off-shore. I again opened up a dockworker position.  As soon as the worker was hired, the yacht left, and another pulled in. I used 2 years for each phase of the test, just to be sure there was no mistake. Basically, when the dock had no workers it was closed to all traffic, including tourists.

There have been a lot of comments about this. I'm going to trust Caddet's report as being honest and accurate.

It seems to me that having at least one employee to make the building work is consistent with the rest of the game logic. None of the 'read me' files with the patches indicated anything about this.

 9 
 on: 05/16/13 at 12:17 PM 
Started by Mr.P - Last post by Coconut Kid
Go to the Players Gallery at
http://pub10.bravenet.com/photocenter/album.php?album=78&usernum=836070953
It's the picture at the bottom right (No.6) - Enlarge it to the max size. Poor kid!
I know the kids on my island hate living in shacks, but taking space up in my prisons is not the answer!!!

It's hard to believe, but the link still worked today! However, the picture discussed was not in the group available. Perhaps it was lost in a reformatting.

I suspect the screen shot showed a Baby as an occupant (resident) of a Prison Building.

As I have discussed in other threads, the Baby was supposed to be linked with the Mother avatar for three years after birth. One of the last minute changes just before publication changed that. The only place the Baby avatar appears in the game is in the Almanac and as a resident in a housing unit. The Baby is immobile for the three years from birth to the transmogrification into a Child avatar. It starts and stays in the housing unit where its mother gives birth. If the Mother moves to another housing unit, dies, or emigrates, it stays on - and no other person may move in. It may not be evicted. If the building is destroyed, it lives on that spot of ground until it dies sometime after the three year transmogrification due date - transmogrification is blocked if it is not in a residence.

So if the player throws a pregnant female into prison, she will give birth there. If she leaves before the Baby transmogrifies into a child, the Baby becomes the cell occupant. I suspect that females already in prison are blocked from becoming pregnant by the pertinent algorithm.

There are some gaps in the program logic as the result of an illconsidered, slap-dash change.

 10 
 on: 05/16/13 at 10:40 AM 
Started by El_Drunken_Priest - Last post by Coconut Kid
I played Castro tonight and followed a pure Communist strategy.  ...  I built no church or clinic.  ...  I never allowed an election. ...

Communism is not defined as evil; nor is Capitalism defined as benevolent -- at least in the game. The Soviet Union is not the standard for Communism.

Even the Soviet Union does not totally deny medical care; in the game, that causes all your people to die five years sooner than they would otherwise. You lose them in their skilled, productive years.

Denying the game's religious 'need' because of a lack of understanding of communist anti-clericalism is a really poor strategy. The default for religious satisfaction keeps people away from work for extended periods; you get punished even if you don't realize it. Religion is state controled; a tool to control the people.

Communists hold regular elections. They just are not free and open; yet another way to control the people.

It is easier to understand the game if you do not overlay it with your personal world view.

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