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Cafe Tropico  |  Tropico 2: Pirate Cove  |  Pirate Cove Strategy/Hints/Cheats (Moderator: CafeDave)  |  Topic: Apothecary and Surgeon?
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Kaltes
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« on: 05/04/03 at 05:37 PM »

What is the function of the apothecary and the surgeon buildings, other than to just create order/chaos.

Since people work in these buildings, unlike the observatory, they must have something to do...... so what game effect do these employees have?
« Last Edit: 05/04/03 at 05:37 PM by Kaltes » Report to moderator   Logged
FatScaryGuy
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« Reply #1 on: 05/04/03 at 07:25 PM »

I've never really bothered with em. Why put down some big building when you put in some small decor here and there for the same effect?
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« Reply #2 on: 05/04/03 at 10:54 PM »

I'm not really sure.  I've only ever built a surgery once, and that was because I was took  the skilled surgeon on a cruise.
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« Reply #3 on: 05/05/03 at 12:25 PM »

One skilled surgen will unlock both of 'em...much like one skilled farmer unlocks all the advanced farms. I'm with Jebus, I'll build 'em only if I capture a skilled captive on a cruise, otherwise I don't bother
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« Reply #4 on: 05/07/03 at 11:53 AM »

2 workers work in each building, so what do these workers do???

Can you simply close both slots and the building will just act like the order/chaos equivalent of what the observatory does for defense???
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« Reply #5 on: 05/08/03 at 06:32 PM »

Good question.  I too rarely use them, unless I take a surgeon from a cruise.

I know that pirates can get hurt when they fight each other. Do these buildings have any effect on restoring health to said pirates?  I know not though I also doubt not.
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« Reply #6 on: 05/09/03 at 08:03 PM »

Maby extended life of somtin med
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« Reply #7 on: 05/10/03 at 03:16 AM »

I build them later in the game when i have booty to spare and I go out on a specific "Kidnap Craftsman" mission to get them.  Maybe it's the lure of their blood-stained aprons that draws me to kidnap them, me being a bloodthirsty pirate and all!
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« Reply #8 on: 05/11/03 at 09:56 AM »

Maybe this is just wishful thinking, but you should have an option to use the surgan to save a few pirates that would otherwise die. Have a small random chance (maybe 1 in 10) that everytime a pirate "dies" in battle, they aren't dead, they're just too wounded to fight and they are transported to the surgan...much like dead bodies are to the graveyard. For a small fee of gold and/or lumber, you could "heal" that pirate and have them available for service...heck you could charge the pirate...<snicker> an arm and a leg for the service <bah-dum, ching!>
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How many Silver spoons does it take to change a lightbulb: One to hold the bulb while the world revolves around them.


How many environmentalists does it take to change a lightbulb? None, they're all outside protesting the power plant.

How many teamsters does it take to change a lightbulb: 1, but it'll never get done. There are 38.4 units of lightbulbs piled up at the factory and nobody is doing a dadgumed thing with them.
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« Reply #9 on: 05/12/03 at 05:25 PM »

...heck you could charge the pirate...<snicker> an arm and a leg for the service <bah-dum, ching!>

Does that mean they get a free 'peg-leg'? Har har!

Seriously, I think that is a great idea. Would be nice to save some of those pirates you spent a few hundred doubloons to train.
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« Reply #10 on: 05/18/03 at 05:20 PM »

I snagged a surgeon on a cruise last night, and on the same cruise, a pirate with the house in the middle of my pirate subdivision got killed.  Fortunately, I had spare housing, so I bulldozed that center spot, and plunked down the surgeon.

You would not believe the anarchy contribution of that one building to my subdivision!  I like it!   Grin

-baccus
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