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Junta_Joe
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« on: 08/18/01 at 10:13 PM »

Much discussion has been made about the lack of production from Teamsters.

We litter our maps with offices (most for me was 11). We pave half the island. We scream at the screen.

I have noticed that they are pretty good at getting food to markets and raw goods to factories.

Instead of having to radically change how we transport goods (trucks, trains, etc.), how about just a little help.

Add an optional attachment to all factories (like autoroller) that allows you to ship finished goods by air after you build an airport. Raw bulk goods still leave by the dock. No animation would be needed. When output cues reach a certain level, say five, they zero and debit your treasury.

This would be a lot easier to code than railroads or whatever. It would, also, make the airport used more. I won't even build one unless I have a big tourist scenario. The trade delegations rarely pay enough to cover the time/money cost.
« Last Edit: 12/31/69 at 07:00 PM by 1013846400 » Report to moderator   Logged

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kalamzooie
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« Reply #1 on: 08/19/01 at 10:58 AM »

your problem isn't with teamster the most i ever had was 3 which is more then enought even without paved streets u need more dock most likely to ship more out
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Junta_Joe
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« Reply #2 on: 08/19/01 at 11:47 AM »

Then please explain how you can have 4 or 5 factories with output cues of over 20 and it NOT be a teamster problem. My maps are large. My terms are 50 to 70 years. My populations get over 700. I generally have over twenty resource providers (farms, mines, wharves). It is very possible to have 8 or 10 teamster offices. 3 teamster offices would not feed my people even. Docks are not the problem. Now that I have figured them out, two docks are plenty. My ships don't wait. A lone worker can load 50 units in less than a minute.

Heck, I consider scoring less than 3000 a failure. You need to get the goods to the dock if you want get your treasury over two million. I am just trying to drop the number of offices by a couple to save on payroll, overhead, etc. Every little bit helps.
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kalamzooie
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« Reply #3 on: 08/19/01 at 01:25 PM »

it caled plan ahead build thing close together to hold thing teamster aren't the only one how move things around all people move there supplies by them self teamster get it done only faster so build thing close together and ya won't need as many teamsters
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« Reply #4 on: 08/19/01 at 03:44 PM »

You can centralize all you want, but, 15 or twenty farms along with some mines and wharves take up huge tracts of land. I do NOT want farmers delivering goods to the opposite side of the island. I want them FARMING!

Kalamazooie, have you ever tried spell check or using punctuation. It is very hard to understand you. Good grammar will take you good places, young man.

By the way. this thread is not truly about the ineffectiveness of teamsters. There are numerous threads about this subject already. This is why this thread is in the Suggestion forum. Anybody have a comment on the air freight idea?
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« Reply #5 on: 08/19/01 at 04:11 PM »

You know, I think that is the best way to remedy BEP. Great idea. Bravo.But it should cost a lot and the price be determined by years remaining, unless it is an open game.
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« Reply #6 on: 08/19/01 at 08:44 PM »

How about 10 to 15 grand per factory? Remember that would have to build an airport first. Serious time/money/maintenance in that alone.
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robbo
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« Reply #7 on: 09/18/01 at 10:44 PM »

i think its a good idea
and with the addition of mail it would be great
(but i missed the deadline, so it doesn't really matter)
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« Reply #8 on: 01/24/12 at 01:50 PM »

Your problem isn't with teamsters. The most I ever had was 3 [offices] which is more then enough - even without paved streets. You need more docks, most likely, to ship more out.

Then please explain how you can have 4 or 5 factories with output cues [queues] of over 20 and it NOT be a teamster problem. My maps are large. ... My populations get over 700. I generally have over twenty resource providers (farms, mines, wharves). ... Docks are not the problem. Now that I have figured them out [paved under them], two docks are plenty. ...

It's called "plan ahead." Build things close together, to [the] whole thing. Teamsters aren't the only ones who move things around. All people move their supplies by themselves. Teamsters get it done only faster. So build things close together and ya won't need as many teamsters.

You can centralize all you want, but, 15 or twenty farms along with some mines and wharves take up huge tracts of land. I do NOT want farmers delivering goods to the opposite side of the island. I want them FARMING!

Kalamazooie, have you ever tried spell check or using punctuation. It is very hard to understand you. Good grammar will take you good places, young man.

By the way. this thread is not truly about the ineffectiveness of teamsters. There are numerous threads about this subject already. ...

Classic Junta_Joe squelch. Kalamazooie was promoting the PopTop designers' intended style of gameplay. He wasn't stating it very well, but the idea was there. He might even have read Phil Steinmeyer's explanation of the 25 tile priority zones for construction. It doesn't take a huge leap to understand that having anyone walk over 100 ties for any reason is very inefficient.

So when Junta_Joe splatters his buildings all over huge tracts of land, he is getting very little work out of individual teamsters. He is using them just as inefficiently as he was using Laborers; which use made him decide to abandon them for use of the Rapido cheat. He also promoted the Urban Legend that factory workers (and other 'indoor' workers) did not need to be actually in the building. In pushing for high scores, he pushed the population well beyond the optimum maximum of 500. All of his mistaken observations he never tested to see if his conclusions might be wrong; instead he blamed the publishers for improper design. Since the publishers had moved on and - frankly - stopped commenting or providing feedback. So, he got away with his overbearing this is the only way to do it approach.

Yes, I too can be tagged with a bad approach to give and take on this forum. I think I have mellowed. I am certainly willing to listen to various explanations of the mechanics of the game.
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« Reply #9 on: 01/24/12 at 02:10 PM »

... Instead of having to radically change how we transport goods (trucks, trains, etc.), how about just a little help.

Add an optional attachment [upgrade] to all factories (like autoroller) that allows you to ship finished goods by air after you build an airport. Raw bulk goods still leave by the dock. No animation would be needed. When output cues reach a certain level, say five, they zero and debit your treasury.

This would be a lot easier to code than railroads or whatever. It would, also, make the airport used more. ...

..., I think that is the best way to remedy BEP [Brain Eating Plague]. Great idea. Bravo. But it should cost a lot ...

I think it's a good idea; and with the addition of mail it would be great. ...

It seems that "teletransport" from the factory to the Airport is "just a little help."

There's no animation for moving the goods from the factory to the airport, and no requirement for an airplane to land and load it. It's nothing more than a "Rapido" style cheat that you have to pay to install.

If you can't learn how to use the game features, just get rid of them. Most players are attracted to the game by the assassination feature anyway.
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