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« Reply #125 on: 12/05/08 at 10:43 AM »

Ho boy, my last post is really messed up. What I meant was:

What is it about the "interface" that is so hard to use?

For instance, not having to go to the main screen to start a new game, but do it directly from the map you're playing. Just like when you press (L) to load an existing game or (S) to save, you could press (N) to start a new map or press (O) to open a predesigned scenario.

Hhmmm, maybe this should go to the "Questions for Developers" thread.
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« Reply #126 on: 12/05/08 at 12:35 PM »

Ho boy, my last post is really messed up. What I meant was:

What is it about the "interface" that is so hard to use?

For instance, ...

O.K. I can understand that point.

However, I hope you will pardon me if it seems to me to be relatively minor. I have always taken the main function of the Interface to be the connection between the player and the game underway. That is to say the way the game feeds-back information and the way the player in-puts information.

I have to recognize that many players are more oriented to the keyboard than I am. Personally I rely on the mouse unless I am forced not to. For example, the "pop-up" windows do not allow mouse-clicks -- one has to use the 'enter' key on the keyboard. That's even though they look like the artist spent time making them look like they had a botton to mouse click.

However, during game play -- are there specific complaints about the 'interface'?

 Roll Eyes Huh Huh Huh
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« Reply #127 on: 12/06/08 at 01:35 PM »

You seem to have been watching the gaming world with some care. Your comments are interesting.

Do you react to TeamStar's comment on the importance of the highly refined individuality of Tropican units as I do?

 Wink Cheesy Shocked Cool

Just gonna comment here:

I have played many citybuilder games, the Caesar/Pharaoh line, CivCity, Childrens of the Nile, SimCity 1-4, Anno 1701 beeing the most prominent. I also always gather info on forums such as this one : ).
Each game has its own system, but they do tend to fall into two catagories. The Caesar/pharaoh games had a building based system. In those you placed a house, and that house got it needs fulfilled from having "walkers" pass the house so the whole layout had to be based on getting the right people to walk by.
There is one particular moment I remember very well from this game, and that was when I had many houses that very of a high level, meaning they needed to be supplied with lots of stuff. Now I needed workers for a specific task so I changed the priority in which workers where assigned, but this meant that a lower level need was understaffed. After a bit this started a chainreaction, where first this understaffing caused a lower level very general need not to be meet. This again meant that all the houses devolved, and since each level of housing had limits to occupants, higher ones having more, it also meant that loads of people had to leave the city which then again meant that further services became understaffed.

I really thought this was actually rather cool, because a giant city could collapse by making one mistake. Had their not been any limits on occupants per house, this would not have happened though, but I liked the chainreaction. The fact that when a general need was not beeing meet, it affected everything else.

A bit OT, however the point beeing Caesar/Pharaoh was not based on individual citizen. You placed a house and that house was your unit so to speak. "Walkers" was sent from each need supplier (market, fountain, school etc.) if it was staffed and when these passed your house that need was meet.

This system kind of limited the layouts to huge loops with services in the middle, houses on the outside and finally industries outside of the loop who picked up their employees by having a long "backroad" beeing near the houses.

What I really liked with Pharaoh especially was that you followed a dynasty through time rather than a single person such as in CivCity and Caesar.
Also this game together with Simcity 4 took into account the age of the whole population, so you could see how many was too old or too young to work, but STILL CONSUMED goods. If the average age of workers became too high, there would be a need for new younger workers, just like in real life. This was a very nice feature.

CivCity and COTN (Childrens of the Nile) worked around individual citizens, however they did not completely seperate the individual from their houses.
In COTN you place each house and that house also has a function. So you place a farmers hut, a bakery, a furniture shop, and then an occupant takes residence in the building. But it does not evolve. The citizens can only choose to live in the houses you built for them. They can move to another house/business, but they cannot change it into something else. You placed a bricklayers house, it stays a bricklayers house.
I didnt really like this, because there was no indication of how well you citizen where doing. The only way of telling how life was going was to click on the house itself and see if any needs where NOT meet, as there would be an indicator for this.
Actually it worked around "families" as its units. Each family occupied a house. The good things about the game was that each family member would gather resourches for their business/home by going into the wilderness, and there was NO limit to how long they would go to get it.
Also what was good about this game was that there could be multiple problems as to why a house/business wasnt doing well. Crops where used as money in this game, so if there was a bad harvest, there would be very little money, and as a result the shopkeepers didnt sell much (and therefore not have much food) which would then cause malnutrition, which would require more extensive medical facilities.
It could also be that there simply was too many shopkeepers making the same kind of item within a small area and therefore they would not have much food (as there wasnt enough customers), or maybe the resources required was so far away that the family wasnt able to produce enough items to sell.
I really liked this aspect, as it made problems more complex to solve. Citizens where still almost like houses though. In this game you could go into each house and check the familys history. See what year they progressed from farmers to shopkeepers to take one. A nice touch.

In CivCity the individual was seperate from their workplaces and their homes upgraded to show their level of wealth. It seems the economic system was kinda limited to "if its there grab it" from stores. Kind of like a communist paradise. A bit too simple for my liking. You could adjust how much free time they would have though. That was cool. Kinda like beeing able to decide the working hours.
I liked that you could see each citizen drag home a good and place it in their home. This game was abit too focues on that aspect though.

NONE of the above mentioned games have done what tropico did though, and that was to not only have a basic need to be fulfilled (Hunger, sleep, religion, liberty) but also to have each citizen valuate these needs differently and THEN modified by political views.
Someone beeing a die-hard militarist might rate their need for liberty a 2 (making it beeing fulfilled easy) while a intellectual might rate it an 8.
This would then make each faction (something also unique for tropico) act differently in elections, not only based on how well you where doing in general but also on whom you appealed to. So you could have your facist dictatorship if you just made sure that everyone who went though school got a military oriented education and having newspapers, radios and television oriented towards the military, or you could have a free open society should you choose so.
This is what really made tropico special and unique, because the only resource for the people to be gathered was food. No furniture, no meat, oil or what have you from other games. So you could make an island entirely based on banana farms and nothing else.
There where services such as religion and healthcare as well. School however was NOT a need, but an option.
And each citizen was really individual and could be seperated from their family and the houses.
I remember 3-4 problems that happened each time.
1. was that someone who had a college degree might not take a college level job though they would live nearby it and it was open for employment and payed better. This was somewhat of a pain to reorganize.
2. was the way finished products moved from factory to dock by teamsters. Unlike tropico 2, you could always buld more teamster offices to haul your goods, but it would still take forever to get them to the docks if it was far inland.
3. roads. These was not really implemented that well as the citizens would choose their own routes to a destination.

So to summarize, what made tropico special:
- Each need was giving a rating by each citizen
- Some of these ratinings could be influenced by you (education, edicts etc.)
- Citizens was completely individual from their workplaces, houses and family (Could live in any house, work anywhere, marry anyone)
- The individual factions and their views was what gave the game spice.

Also the fantastic almanac where you could look up EVERYTHING.
So yes, I value individualism very high in a new tropico game : )
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« Reply #128 on: 12/06/08 at 01:40 PM »

Forgot to add:

Haemimont could choose to do with this community as Monte Cristo is doing with the SimCity community, using it as a resource to gather information or suggestions. Monte Cristo uses it to gather photos and local information, ideas an so on from the whole world. Its like having a free army of employees. Why not use it  Wink
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« Reply #129 on: 12/06/08 at 08:31 PM »

 8)The interface of other games is logical tropico interface problem as others explain with opening and closing the game, and trying to locate a place to catch fish for food is tricky also.  Tropico music, humor, peons are what the make the game fun.  Tropico 3 should make the interface so you can rotate items on the map, and having the ablity to keep tabs on 5 people that theart to the regime.  Cool
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« Reply #130 on: 12/07/08 at 11:46 AM »

Gen Gizmo, what version of the game are you playing? Because in the latest version, you can rotate most of the buildings.
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« Reply #131 on: 12/07/08 at 02:17 PM »

... I remember 3-4 problems that happened each time.
1. was that someone who had a college degree might not take a college level job though they would live nearby it and it was open for employment and payed better. This was somewhat of a pain to reorganize.
2. was the way finished products moved from factory to dock by teamsters. Unlike tropico 2, you could always build more teamster offices to haul your goods, but it would still take forever to get them to the docks if it was far inland.
3. roads. These was not really implemented that well as the citizens would choose their own routes to a destination. ...

Each if those issues has been discussed here.
>>1 = Several factors impact unit job choices besides the level of education: faction membership and prior experience levels weigh heavily.
>>2 = Location of Teamster Offices are part of the art of the game. T2 killed the whole concept with the haulers (not totally bad), and then the completely stupid concept of "raised dead" which have no independence.
>>3 = Roads are paths which change the speed of movement ; the player chooses the location. It's not implementation to force the units; it's the player's poor choices which miss the beaten path.

 Roll Eyes
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« Reply #132 on: 12/07/08 at 02:41 PM »

... Tropico interface [is] problem as others explain with opening and closing the game, and trying to locate a place to catch fish for food is tricky also.  ...  Tropico 3 should make the interface so you can rotate items on the map, and having the ablity to keep tabs on 5 people that threat to the regime. 

I still can not understand what are all the problems with "opening and closing" the [a] game.

I can not agree that finding where the fish are is "tricky"!

Rotating items on the map is such a thread-bare rant. Who cares if you can't figure out how to position your buildings before you build them?

Quick Jump to Unit is already available as a number "hot key" ; I'm too tired to search for it. Maybe "Weeds" will republish it. In any case, you have to set it.

 Undecided Lips Sealed
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« Reply #133 on: 12/08/08 at 06:21 PM »

Where is Phil Steinmeyer nowadays?
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« Reply #134 on: 12/09/08 at 06:00 AM »

You can check his blog here. Looks like he remains in the games business, the blog features a mini-game with coconuts and baskets!  Cool
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« Reply #135 on: 12/09/08 at 09:58 AM »

Here is a link to his latest (2005) game publishing company:

http://www.newcrayon.com/about.htm

Phil does not seem to be profit driven these days.

 Grin Grin Cool
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« Reply #136 on: 12/10/08 at 01:03 AM »

Is Phil Steinmeyer on the T3 TEAM?
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« Reply #137 on: 12/10/08 at 03:34 AM »

No. This is a totally new development team (Kalipso + Haemimont Games).
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« Reply #138 on: 12/10/08 at 04:10 AM »

I really hope they listen to all of our suggestions.  I did some research on the development team, and they've done a lot of midevil style games in the past.  I really hope they make it so it's a tropical island starting in the 20th century like it was in Tropico.
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« Reply #139 on: 12/10/08 at 06:12 AM »

If you read the post by Anguille, you'll see that the developers will follow original Tropico style, so hopefully we'll have an even better Tropico to play (keep your fingers crossed).
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« Reply #140 on: 12/10/08 at 07:02 AM »

Some automatic translations from the (german) forum of Kalipso games:

---------------------------------------------------------

" Tropico 3 is a great mark, which earns it, to be resumed. The title will be for Kalypso up to this time the largest project in the still young company history and we will become everything will risk to bring Tropico 3 to the point of the world-wide PC-Charts. The confidence of Take Two Interactive software, Inc. into our marketing strength it confirms us in the fact that we with our Business strategy of organic growth on a very good way sind." , so Simon light TIG, managing director of Kalypso Media."

----------------------------------------------------------

Q: "As much I white was Tropico 1 as for instance as Cuba (Castro) and Tropico 2 as with pirates… as sees it out with Tropico 3?"

A: "The continuation will inspire all fans of the original plays with a State of the art graphics, complex Gameplay as well as a multi-player mode and will orient themselves content-wise at the first part of the series."

---------------------------------------------------------X

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« Reply #141 on: 12/10/08 at 07:48 AM »

I'm worried about this "multi-player mode".  How will that work out I wonder.
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« Reply #142 on: 12/10/08 at 12:00 PM »

Some automatic translations from the (german) forum of Kalipso games: ...
----------------------------------------------------------

Q: "As much I white was Tropico 1 as for instance as Cuba (Castro) and Tropico 2 as with pirates… as sees it out with Tropico 3?"

A: "The continuation will inspire all fans of the original plays with a State of the art graphics, complex Gameplay as well as a multi-player mode and will orient themselves content-wise at the first part of the series."

---------------------------------------------------------X

Good catch TeamStar! I can't find the stuff or use the translator. Here's my take:

Q: "My question: Was Tropico 1 as closely tied to Cuba (Castro) as Tropico 2 was tied to pirates ... and how will Tropico 3 be related?"

A: "[Dodging the Castro part] The continuation will be faithful to the basic elements of Tropico 1 while attracting original fans with the latest graphics and improved complexities in game play -- as well as adding a multi-player mode."



I think that the most important point here is that the new owners have to tell their European audience not familiar with the game that T1 surely did NOT revolve around Castro's Cuba so intensely as T2 revolves around pirates.

Castro is to the game T1 as one potato is to a large pot of stew.
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« Reply #143 on: 12/10/08 at 12:04 PM »

I'm worried about this "multi-player mode".  How will that work out I wonder.

No kidding? You will know when the new owners tell us. Is that a surprise?

 Roll Eyes Undecided
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« Reply #144 on: 12/11/08 at 03:46 PM »

Castro is to the game T1 as one potato is to a large pot of stew.
I could never come with a sentence like that, and it's great!  Grin
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« Reply #145 on: 12/18/08 at 05:30 PM »


However, do you know of any other web site where this new design/development team could establish connections with "fans of the series"?

Yes the developers pop up on citybuildergames.com every once in a while.  They popped up recently to tell us briefly about Tropico 3 but didn't reveal any great revelations that havn't been seen elsewhere.  Never the less, they do pop in from time to time.
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« Reply #146 on: 12/18/08 at 07:19 PM »

City Builder, I read the Tropico thread at citybuildergames.com.

I noticed several members stated that they were going to re-load Tropico to their PC's.

You may wish to remind them that the TropMM edition should be played with the 1.53 patch.

Links to the patches can be found at this forum.

Plus, there is a link to the best library of player-designed scenarios available at Cafe Tropico.

Welcome and come again  Grin
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« Reply #147 on: 12/19/08 at 09:54 AM »

Quote
Hello everybody, Ivan-Assen from Haemimont Games here.

Tropico 3 is "based on Tropico 1" in the sense that it will be a banana republic citybuilder, not a 17th century pirate game.

Don't worry about it being a reskinned IR, it won't: while be reusing and improving our low-level engine, of course, but the game design, art, user interface and all the gameplay-related code (e. g.  economy simulation) is being developed from scratch for Tropico 3.

http://www.citybuildergames.com/index.php?topic=1454.0

That says a lot. Perhaps more than I wanted to hear. The "economic simulation" will be totally redone, eh?

 Undecided
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« Reply #148 on: 12/19/08 at 10:27 AM »

Quote
That says a lot. Perhaps more than I wanted to hear. The "economic simulation" will be totally redone, eh?

Good, the economic simulation needs to be totally re-worked.

It has to many major flaws... that Pop-Top seemed to lack the know-how to fix.



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« Reply #149 on: 12/19/08 at 10:33 AM »

Yeah, I noticed that sentence too, we'll have to hope for the best, CK. After all, Tropico it's great but it's economical system does have some glitches, maybe they'll fix it in the right way. Even if Tropico 3 will be somehow different from Tropico 1, it still may be a great game.
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