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Cafe Tropico  |  Tropico 2: Pirate Cove  |  Pirate Cove Bugs/Troubleshooting (Moderator: CafeDave)  |  Topic: Smuggler's Market on strike? To hell with globalization!
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Author Topic: Smuggler's Market on strike? To hell with globalization!  (Read 511 times)
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Uwe A
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« on: 01/11/06 at 08:04 AM »

Seems my pirates prefer protectionism.  Sad

The hauler of my smuggler's marker go on strike on an almost constant basis in a sandbox game. With 'smuggler's market I mean the building that allows you to sell excess stuff like beer, cutlasses, muskets etc. etc. ("Schmugglermarkt" in the German version I am playing).

When the hauler starts working maybe (if I am lucky) makes one run to pick up some goods, delivers them to the market and then heads off to eat, sleep. After that they return to the market and never ever leave it again. The lazy ass does nothing but leave for eating, sleeping and praying and refuses to work at all.

It only happens with the smuggler's market hauler. And already very early in the game when population is still small. I run the game with the 1.2 patch.

Fire & Hire does work ... for one one lousy errand if I am lucky. Then that next hauler also twiddles thumbs after eating and sleeping. Same effect when I fake to demolish the building. I.e. Fire & Hire or Fake Demolition are no remedy as I would be forced to repeat that process almost every few minutes and STILL have to be lucky to have the market operate at all.

So here my qustions:

1) Is this maybe just normal? What does it take for the smuggler's market to sell anything? I mean besides the proper edicts and personel. Do I need very, very, very good relations with the nation I sell to (like they basically want to marry me)? A certain amount of surplus goods (like a gazillion)? Or is it a bug, fair and square.

2) If it is a bug, what can I do about it? As said, Fire & Hire and Fake Demolition are only a help in theory.

Thanks in advance.

Wu Wei
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Clever duck
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« Reply #1 on: 01/16/06 at 03:39 AM »

  The hauler will not collect goods for the smuggler's cove ("smugglers market") unless the production building has an excess in its output (for exmaple,  more than 16 cannons.)  And they will not collect goods if there are already many of that same type of goods in the smuggler's cove waiting to be sold.
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...unless I am wrong.

My current T2 webpages are at:

http://home.btconnect.com/worldsonscreens/Downloads/T2maps/T2mapsidx.html
Uwe A.
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« Reply #2 on: 01/18/06 at 06:44 AM »

"16 or so" ... now that's a number to work with for a start.

Thanks for the hint Clever Duck, I will start looking into this. I also checked lariat's thread about a similar problem ... well, let's see what the next tests turn out like.
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