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Cafe Tropico  |  Tropico  |  Tropico Discussion/Questions/News (Moderators: CafeDave, Mr.P, Railnut)  |  Topic: industries my choise
Poll
Question: Whats ur favourite way to make money
gold and jewelery - 0 (0%)
tobacco and sigars - 5 (45.5%)
coffee production - 1 (9.1%)
sugar and rum - 3 (27.3%)
plain maining - 0 (0%)
pinaple, bananas, papayas - 0 (0%)
logs, lumber furniture - 1 (9.1%)
tourism - 1 (9.1%)
Total Voters: 10

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nSh
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« on: 08/23/02 at 01:30 AM »

   My favourite is ofcourse, the gold industry and everyone knows why. Gold and especially jewelery prices are high, gold production is steady and doesnt need lots of workers.
   But big gold deposits are sometimes hard to find. So often i am supposed to choose other ways to make money.

   Now everyone says logging is good cause its cheap to establish and effective. But it has its downsides, it needs loads of people to operate and the money earned isnt worth it. So i use logging as a side profit to another indusrty.

   Sugar and rum, i will say honestly, i never played with them, i could never find a map that would have a place were sugar would grow good for a long time. But iam still looking forword to play with it.
   
   Tobacco and sigars, well they are cheap to establish and tobacco grows well just about anywere. But never grows in big areas, just small spots that can support only half of the farm. And usually those spot are in the middle of the town. So tobbaco isnt my choise.
 
   My favourite is coffee. It grows in places, where everything else doesnt. It grows on hills, were building houses or other buildings would take 2 long, so its an ideal spot for a farm. Also coffe doesnt have to be replanted and once it starts growning there are always some ripe coffeebeans for farmers to collect, so it ensures a stady flow for the cannery.
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LANlord
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« Reply #1 on: 08/23/02 at 12:50 PM »

What about tourism?!
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nSh
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« Reply #2 on: 08/23/02 at 01:04 PM »

well i thought tourism isnt a industry it doesnt produce anything.
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Saber123316
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« Reply #3 on: 08/23/02 at 09:02 PM »

tourism produces money and lots oh money and your islands doesent loose alot of things like gold but it just gains things like people comming in to spend there hard earned money Angry Angry
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nSh
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« Reply #4 on: 08/24/02 at 01:51 AM »

   Okey i will edit the poll to have tourism.

   Actually i like tourism, cause when u do a tourism based island u dont need a lot of workers. I mean no teamsters and the hotels need less staff then a logging camp
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HEY I SAW A BILLY GOAT!!!!!!


« Reply #5 on: 08/24/02 at 05:01 PM »

I Love producing rum, but its so stinking hard to get a good enough map! I wish I could figure out how to create a few hundred percent more rain for a scenario...
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THAT BILLY GOAT HAS A PUFFY BEARD!!!!!!!!

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« Reply #6 on: 08/25/02 at 02:41 AM »

I would like to play with rum atleast once. I never get a good map. How many times u people try to get one. And if you do get one, what settings does it have elevation etc.....
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« Reply #7 on: 08/25/02 at 06:59 PM »

I bought the game so I could build Cigar factories.  I love making Cigars.
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« Reply #8 on: 08/26/02 at 03:24 AM »

d33m every1 takes sugar and rum, but i have never tried it Undecided Cry
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« Reply #9 on: 08/30/02 at 11:26 AM »

Loverevolutionary i would like to know ur favourite Cheesy
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« Reply #10 on: 11/09/11 at 01:35 PM »

gold and jewelery
tobacco and cigars
coffee production
sugar and rum
plain mining (bauxite & iron)
pineapple, bananas, papayas
ranching (beef)
fishing

logs, lumber & furniture
tourism (slob or snob)

It needs to be reemphasized how important the options for setting the physical characteristics of random islands are. All of the chatter about how to set El Presidente's characteristics has led to most players' losing track of their importance. They provide a very important way to "tilt" gameplay toward a favorite industry.

Page One:

All the sliders except 'water coverage' register increased difficulty upon movement to the left and decreased difficulty upon movement to the right. Look at the 'mouse-over' line at the bottom as you point at each spot on the ranking scale.

>> Vegetation: Unfortunately, the full title ought to be Rainfall & Vegetation, but the PopTop folks made their pick to make it simple. I guess they hoped players would understand\guess that rainfall has to be balanced with the amount of plants. The range is from a desert where you may have trouble growing food for your citizens, but the tourists will love the sunshine; to an entangled jungle swamp where sugar cane will love to grow, if you can get the fields cleared. Many players have spent undue time trying to script more rain when they could have had it right from their original setup.

>> Water Coverage: This has to be considered in direct relationship with the item "map size" set in the bottom chart pair of sliders - the horizontal one. While it is only speculation, this is probably an artifact of PopTop's intent to have an offshore oil industry -- more water coverage would have equaled more potential for oil drilling rigs. As the game exists however, probably the only advantages for settings above the minimum are ease of pathfinding for the various ships and a bit more space for the fishing fleet to work in. Otherwise, it's the difficulty ranking and what the players wishes to look at.

>> Minerals: Increasing the number of deposits naturally increases the chance of one's being close to the initial settlement. I know of no reports about the ratios among the three minerals based on frequency -- or at all for that matter. I have the impression that the random map generation does not mix the minerals in one deposit.

>> Population: The range is 30 to 70 and the number of farms varies in proportion. Primarily, this has to do with the difficulty ranking. However, if you wish to run a "nationalist" oriented island and choose the Special Condition Immigrants Out!, you will be well advised to select the maximum starting population.

>> Elevation and Map Size: These are two scales - vertical and horizontal - as illustrated in the lower box. They are also two distinct issues with some implications.
>>> Simulation vs 'just a game' - If you wish to keep the Caribbean flavor, you will know that SMALL islands are of two basic types: very flat barely above sea level with shallow sea around them; or volcanic thrusting up from the depths with considerable mountains. The big islands (e.g. Cuba) and flavor from Central America are something else. If you just want a game, go for any combination you wish.
>>> Map Size, i.e. Horizontal slider - Many players use a small or moderate sized island to keep the difficulty ranking higher or to satisfy a "city building" goal. That's fine. However, I suggest that using the full horizontal scale with other modifiers to keep a healthy difficulty ranking really enhances gameplay. There's the contrasting setting of water coverage, and the ability to leave some (a lot) of the island reserved from development\exploitation. This might have interesting consequences with those dreaded "random events" - especially hurricanes. A caution: using the full scale does seem to cause the map generator to spin-up two islands just jammed together.
>>> Elevation, i.e. Vertical slider - As mentioned above, I recommend within two or three points from either end of the scale, but never near the midpoint. Why get involved with the editor's land adjustment tool to create fake terraces for growing sugar cane when you can have a flat swamp with the initial settings?

Warnings:
> Mineral deposts do become exausted. At maximum, they are eight levels deep. So the pits reach a maximum depth, but the miners keep on appearing to work. You have to monitor the output. You also should have estimated the initial number of tiles in total that the heaviest part of the deposit covered.
> Agricultural production's main fluctuation has to do with the rain fall pattern. Soil quality is affected only by pollution and not the crops. The pollution effect on soil quality cannot be reversed. Farms themselves polute at the rate of 2 over the range of 10 tiles. (T3 made a great elaboration on this.)
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« Reply #11 on: 04/26/12 at 10:50 AM »

Also be aware that more rain does not necessarily equal better. I was playing Mike Cresswell's map 'The Ancient One' which includes an offer that boosts cloudrate by 100% ; instantly the whole island was a swamp! The ground was so wet I had to feed my people pineapple because I couldn't grow corn anywhere! (On the good side, you should have seen my farms pump out sugar after that - too bad it wasn't a rum scenario.) So be careful when messing with CloudRate, small Effects can have big affects!

Also, you weather meddlers out there should be aware that changing CloudRate does not have an *immediate* effect. It changes how thick the clouds are, but the clouds still have to generate at the edge of the map, move over your island and do that rainy thing. So a change in cloud rate will take a few months before you see any effect -- and a few months more before any change in your crops' growth will become noticeable.
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