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Dictator_Matt
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« on: 09/13/02 at 11:21 AM »

Now that I have the PI expansion and have downloaded all of the Mucho Macho scenarios, I believe that I have all of the developer created scenarios.  Since I have a few sandbox games under my belt (with unfortunately abysmall scores), I figured it would be a good time to do the scenarios.  I am going to start with the Very Easy ones and work my way through the more difficult.  I will post my results here.  If you feel that this is stupid or not worth your time, feel free to either not read them or flame me to the point of making me cry (lol).

Scenario:  El Presidente's First Day
Random Events: Occur Rarely
President: Juan Peron
Completed: June 1959
Total Score: 200
Happiness: 57   Overall Respect: 64   Pop: 90
End Cash: $165,376   End Wages: HS-Coll-$20  Uned-$9

This is obviously a very simple scenario that essentially has 3 goals, completed sequentially.  I wont list those goals here so as not to spoil it for anyone.

Notable Events:
Aug '50 - Enacted Anti-Litter Ordinance
Feb '52 - Completed Power Plant - never had more than 1 worker in this building.
Apr '54 - Enacted Social Security Edict
Mar '56 - Finished building house 'sampler'
Apr '56 - Elections request - Granted
Mar '57 - Outcome predicted at 95% - chose not to mess
Apr '57 - Won 54-2
Jun '57 - Intellectuals b*tching about lack of HS - too bad
Jun '58 - Intellectuals b*tching about dependence on farming and resource gathering - so sad (I think next time a particular faction complains twice in a row like this, I will do something nasty to their leader)
Jun '59 - Finished

The only building I built, other than those required for the scenario was a pub, as the people kept thinking about eating rocks.

Now on to the next one.   Grin
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HEY I SAW A BILLY GOAT!!!!!!


« Reply #1 on: 09/14/02 at 09:41 AM »

Bah Humbug! To streamline your economy, all you have to do is place rocks next to every important building!
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THAT BILLY GOAT HAS A PUFFY BEARD!!!!!!!!

We will kill them all........most of them - Baghdad Bob

Life seems short considering how long you will be dead - Wooly

The sword of ancient times is now for kitchen use - Japanese proverb

Kevorkian for Surgeon General

BANGIN' UP HIGH THE HANDLE HOMEY BEEF - White Men Can't Jump- the video game
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« Reply #2 on: 09/14/02 at 06:53 PM »

Ok. I found my first complaint with the game in this scenario, in that no where did it let me know what the ending result was supposed to be.  However I seemed to complete it handliy none the less.  Thank God, because at a very easy level, I would have to be terrible not to, which up until recently I was.

Scenario:  El Presidente's Second Day
Random Events: Occur Rarely
President: Che Guevara
Completed: April 1971
Total Score: 200
Happiness: 53  Overall Respect: 57  Pop: 187
End Cash: $450,523  
End Wages: Coll-$22  HS-$16 Uned-$9

I wont go into the play by play except to spell out a couple of points.  I used the anti-pollution edicts (2), the social security, russian development aide, literacy and sensitivity training.  I won every election without even trying.  My money makers included 3 tobacco farms and a cigar factory - a logging camp and lumber mill, and iron mine.  I did all of the scenario points and built many additional building as well (police, pub, immigration, diplomacy, newspaper-coupons, resteraunt, high school and college).  I had about 4 pineapple farms, a banana farm, a papaya farm and a corn farm in addition to the 1 fish wharf.  I also built 2 tenemants, 4-5 apartments and many houses.  I even built roads and beautified.  Scattered thoughts I know, but this one really is easy.

Now on to the 3rd day!!!
« Last Edit: 09/18/02 at 07:23 PM by Dictator_Matt » Report to moderator   Logged
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« Reply #3 on: 09/15/02 at 01:06 PM »

Bah Humbug! To streamline your economy, all you have to do is place rocks next to every important building!

Curious about this.  Are you talikng about rocks of cocaine, so that the people can work harder to do more cocaine, so that they can work harder to do more cocaine......    Grin
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« Reply #4 on: 09/15/02 at 01:14 PM »

This one was very easy and very short, but I still didn't get a great score.  I probably could have done better, if I slapped down a bunch of buildings all over the island to get the 10% from the building permit edict.

Scenario:  El Presidente's Third Day
Random Events: Occur Rarely
President: Hernandez Martinez
Completed: June 1959
Total Score: 86
Happiness: 39  Overall Respect: 51 Pop: 103
End Cash: $111,675  
End Wages: Coll-$20  HS-$10 Uned-$6

Didnt really do anything special here, enacted the anti-litter, russian building and special building permit edicts and set the bank to slush fund.  Did not take care of the peoples needs at all, except to slap up a couple of tenaments.  Built a immigration office, diplomatic ministry, pub, pool, beach site, fishing wharf and second construction office.

Now Im gonna try the non "training" ones.  Hope I get better, cause my scores so far have been pretty shameful.

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« Reply #5 on: 09/16/02 at 09:24 AM »

Pretty good but the ones complaning about the economy depending on farming and resource gathering are the capitalists.

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« Reply #6 on: 09/16/02 at 07:41 PM »

Back to the Skies

     I'll admit that I actually did this scenario 3 sepearate times.  The first time I received a score of around 55 and really did nothing more than build a teamsters office, 2 farms and then the airport.  My people were very unhappy, but the job got completed.  This is the easiest way to win this scenario.  I did have a hurricane slam the island early on.  Fortunately it did not knock down the logging camp or the dock, but did knock down all of the rest of my buildings.  As it turns out it was only a slight setback.
   The second time through, I decided to accept the offer to put some money aside that comes when you have $12K.  The letter tells you to wait until you get word to build the bank, which I did, and it never came!  I ended up building a lot of unneccessary buildings to try to placate the people and in the end had the majority of them knocked down by a late hurricane.  Needless to say, I failed this try.
   The last try I again decided to accept the offer to put money aside, but this time did not wait to build the bank.  The following description is the recap of this attempt at the scenario.

Scenario:  Back to the Skies
Random Events: Occur Rarely
President: Che Guevera
Completed: June 1972
Total Score: 174
Happiness: 31  Overall Respect: 45  Pop: 31
End Cash: $20,292     End Swiss-Account: $10,008  
End Wages: Coll-$15  HS-$10  Uned-$6

-Limited dockworkers to 2 employees
-Teamsters office built - limit 2 employees
-Enacted Special Building Permit edict - Mar '50
-Corn Farm
-Pinnaple Farm
-Took offer to put money aside in swiss account - Jan '53
-Bank built - limit 2 employees -- forced staffing
-Free Bank built - limit 2 employees -- forced staffing
-Rejected elections - Apr '58
-Immigration Office -- set to skilled workers and no one gets out alive alternating
------- Could have done without this building as I do not beleive it helped one bit, when the emmigration was reduced by 100%, I still had one of the beauracrats (sp?) leave.
-Tenemant
-Rejected elections - Apr '63
-After obtaining the needed cash -- forced all skilled labor to work on construction, farms and lumber, that is I fired their asses.   Grin
-Recinded edict
-Completed airport despite very angry populas -- wished I had some soldiers to crack skulls.

On the last try, I got luck not be hit by a hurricane.  However, it might have actually helped by knocking down the banks and imm. offices, which kept costing me money in terms of maint. costs.

On to the next easy one!!!  Tongue


   
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« Reply #7 on: 09/17/02 at 02:14 AM »

Scenario:  Peg Leg's Cove
Random Events: Occur Rarely
President: Sancho Baraega
Completed: Nov 1974
Total Score: 679
Happiness: 49  Overall Respect: 47  Pop: 185
End Cash: $114,105    End Swiss-Account: $50,454  
End Wages: Coll-$28  HS-$19  Uned-$10

I seemed to nail this one pretty well, although there were times I was a little nervous I wouldn't make it.  I will list all of the buildings, edicts and major events/strategies that were used.

-The first action I took was to build a road connecting the initial area to the new gold deposit, by extending the existing road past the farm down to the bottem corner of the deposit.
-Fired and blocked out all military personnel (so far this is a constant theme for me)
-Changed farm closest to new deposit to bananas, left the rest on corn (actually 1 was set to tobacco for about 3 years)
-Enacted Special Building Permit edict.
-Built 2nd construction office near new deposit
-Built 2nd Gold Mine at bottem of deposit

Once these tasks were accomplished, the rest was essentially taking care of needs, staffing, passing edicts and upgrading.  At the end of the scenario, in addition to the starting buildings and the ones listed above, I had the following:

-Corn Farms (5 total)
-Banana Farm (1 total)
-Diplomats Office (built early to utilize Russian Building edict)
-Immigration Office (built early and left on Skilled Workers for most of the game, switched to No One Gets Out Alive near the end)
-High School (limit 1 teacher)
-Power Plant (never had more than 3 engineers)
-Banks (3 total, usually at least 3/4 staffed - all set to Slush Fund)
-Jewelry Factory (1 total, almost allways fully staffed - included all upgrades)
-Gold Mines (2 total - 1st one w/ upgrade)
-Teamsters Offices (3 total)
-2-Churches
-2 Clinics
-Marketplace
-Condo
-4 Tenemants
-4 Apartment Bldgs
-10 Houses

The last Church and Clinic were built very late in the game and really had no impact.  I did not micromanage were people lived except to set the rents so that the best housing was usually taken by the more educated.

Other edicts enacted:
-Russian Building
-Anti-Litter
-Education

I did utilize the increased mining practices for $10K of my swiss account when it bacame avail.

One last little piece that I employed was to set the gold miners and factory workers to +1 pay above their education level, and to set the bankers and engineers at +2.  I noticed large lags in between shipments to the jewely factory that probably could have been minimized had I provided either more teamsters or had I set up a seperate village for the 2nd mine, which I did not attempt until very late in the game.  Also, I paid to import skilled workers whenever I wanted (which was a lot), because the money was flowing in.

I seem to be getting better at this, which is good because there are only  2 more easy scenarios.  Now on to Spring Breakers!    Wink
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« Reply #8 on: 09/18/02 at 07:41 PM »

Scenario:  Spring Breakdown
Random Events: Occur Rarely
President: Raoul Partido
Completed: May 1971
Total Score: 779
Happiness: 51  Overall Respect: 54  Pop: 171
End Cash: $151,366    End Swiss-Account: $0  
End Wages: Coll-$28  HS-$19  Uned-$10

End Tourist Rev: $232,958  End Spring-Breakers: 41

Acquiring the tourist revenue is the easy part of this scenario, the other part involving getting 40 spring breakers on the island at the same time is a little more difficult.  However, I ended with 9 years left to go, so it wasn't that hard.  I wont bore you with all of the details, I'll simply list the tourist related buildings I had at the end and then talk about a couple of key points.

-5 Cheap Hotels - all near original
-Mini-Golf course - near original
-Colonial Fort Museam
-2 Pubs - near original
-Duty Free Shop - near airport, set to unlimited sales
-3 police stations - 2 near original toursit area
-Cabaret - near original
-4 Beach Sites - all near original
-2 Medium Hotels - placed late in the game near the colonial fort.

    I had the airport upgraded all the way (neccesetating the powerplant) and set on coach for the whole game.  I shut down yachts at the dock relatively early on.  Utilized the Anti-Litter and Russian Building edicts fairly early on.  I ensured full employment at my tourist related buildings by always paying them 1 more than there education level was getting, including the cops and airport personnel.  
   I ignored my peoples needs for the 1st 10 years or so, and then gave them everything they wanted.  Not everyone made it out of shacks, but then I dont really like them very much anyway.  After I had completed the cash part of the scenario, I issued the mardi gras and spring break edicts (twice each), set all the cheap hotels to 100% occupancy, and built the 2nd medium hotel near the colonial fort (both set to 90% occupancy).  
   I am not sure, but I beleive the spring breakers really like the beach (set cheap), pubs (set cheap), cabaret (med) and the duty free shop (set to unlimited).  They did riot once early, and bash a beach site to about 56% damage, but mostly they just drank and layed on the beach.  Once again I did not use any military, although once I get to the moderate levels I will abandon this practice.

Anyway, on to the last Easy level (Yes we have no bananas)!!!!
« Last Edit: 09/21/02 at 06:11 PM by Dictator_Matt » Report to moderator   Logged
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« Reply #9 on: 09/21/02 at 06:24 PM »

Yes We Have No Bananas

    Well, what to say about this one!  At first, I was very upset because it seemed way to hard to be an easy level, but after getting the hang of it, I see it for what it is...a lesson in the importance of early micro-management.  
   Im not really sure why I got such a low score, but I am happy that I actually made it through.  I actually failed at my first 3 attempts at this scenario:  I was booted because of an election loss, I was overthrown due to a military coup, and I was invaded by those capitalist dogs from Ustados Unidos.

Scenario:  Yes We Have No Bananas
Random Events: Occur Rarely
President: Che Guevera
Completed: Sep 1983
Total Score: 200  Huh
Happiness: 54  Overall Respect: 69  Pop: 316
End Cash: $438,635    End Swiss-Account: $0  
End Wages: Coll-$32  HS-$24  Uned-$12

End Bananas Shipped: 710

For some reason, your people start out with a major stick up their collective arses, and the first order of business is to put down the rebellion and make them happy, while at the same time starting a fledgling banana business.  I resisted the urge to put an armory in to deal with the rebel scum, and instead let my soldiers (set initially to spec-op) take care of them.  When the first soldier died, I quickly replaced him with the other man on the island with military background.
After that, it is important to keep your population low, and to rapidly increase their education level and happiness, which I did with an early high school and a imm office set to Tropicans First (for the whole game).  After that its just a matter of giving them what they need.  I built a newspaper pretty early on to help increase the liberty.  At the end I had 9 banana farms, situated mostly on the hill to the west of the palace.

Well, I'm done with the easy ones, and its time to move to the first of the Moderate level scenarios (All Mine).

A little Tropico blasphemy here ---> will be splitting my game playing time between this very cool game, and another which I just picked up (Warcraft 3) -- OK flog me now.
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« Reply #10 on: 09/22/02 at 12:17 PM »

All Mine

Scenario:  All Mine
Difficulty: Moderate
Random Events: Occur Rarely
President: Che Guevera
Completed: Feb 1969
Total Score: 288  
Happiness: 46  Overall Respect: 49  Pop: 178
End Cash: $351,406    End Swiss-Account: $0  
End Wages: Coll-$21  HS-$15  Uned-$9

End Mine Profits: $402,190

   This one was a piece of cake.  I built an Iron mine at the small deposit to the south of the palace and ensured that the miners working there lived in the bunk houses built for them.  After that I built a construction office near the large bauxite deposit, then a bauxite mine and a gold mine near that.  I gave each of these mines bunkhouses for their workers, and set the miners pay to +1 for the education level.  I added a teamsters office near each of these last 2 mines, and then built the town essentials near them.  I did build a powerplant early to upgrade each of the mines, but did not take the US offer to upgrade the mines.  I also built a high-school, immigration office, diplomats office and second dock closer to the colonial fort.  I provided many tenements and houses for the people.
   The addition of a marketplace near the mines (plus ent, church and clinic) made my workers more efficient.  As always, when the climate supports it, I fired the military early on.  I also enacted the anti-litter, russian building, social security and education edicts fairly early in.
   All in all, very easy.  I am again surprised at my low score, so I am now going to research what makes up a score.

Now on to "Another Fish in the Sea"!

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« Reply #11 on: 09/23/02 at 10:43 AM »

Another Fish in the Sea

   I was somewhat surprised to learn that you may be given a choice to change the winning conditions for this scenario.  In my first attempt at this, I chose to change the victory conditions to that of tourist income.  After I have completed the rest of the moderate level scenarios, I will come back and try this one again with the original victory conditions.

Scenario:  Another Fish in the Sea
Random Events: Occur Rarely
President: Che Guevera
Completed: Sep 1965
Total Score: 339  
Happiness: 51  Overall Respect: 61  Pop: 89
End Cash: $41,708    End Swiss-Account: $3,765  
End Wages: Coll-$27  HS-$18  Uned-$9

End Tourism Profits: $46,241

   I utilized my new strategy of building a high school as one of the first buildings in order to enact the 'Literacy Program' edict.  I usually block out all (or all but 1) of the teacher positions, which I did here (all but 1).  Once I was given the opportunity to change victory conditions, I fired all of the teamsters, except for half of the building near the dock.  I kept 2 soldiers around as a just in case.  I built 3 cheap hotels, 2 beach sites, a pub, resteraunt, cabaret and scenic overlook.
  To take care of my peoples needs, I built 3 corn farms, a church and a clinic.  I built no additional housing.  I did enact the 'Special Building Permit' edict in the hopes that having cash in the swiss bank account would help with the overall score.

  A small rant here before moving on to the next one.  The monthly (or at most bi-monthly) messages about the sharks attacking got to be really annoying, however not so much so that I quit the scenario.
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« Reply #12 on: 09/25/02 at 10:29 AM »

Club Tropico

Scenario:  Club Tropico
Random Events: Occur Rarely
President: Ranaldo 'Poppy' Oretz
Completed: Oct 1979
Total Score: 1,109  
Happiness: 52  Overall Respect: 55  Pop: 210
End Cash: $628,055    End Swiss-Account: $9,737  
End Wages: Coll-$22  HS-$16  Uned-$10

End Tourism Profits: $756,494

   All in all, this one really presented no major problems, and I happened to get my highest score yet.  This scenario also marks the first time I ever issued the trade delegation edict, which I did 3 times to the US (2x 15% building subsidy, 1x better price for Rum).  I did a fair amount of micro-management early on to ensure that my educated workers and tourism workers were not living in shacks, and were close to the tourism area.  I consistently paid my uneducated tourism workers +1 peso.
  My major tourism hub was centered around and to the left of the archilogical site, which I paid the 2K for right off the bat.  I generally kept the hotels on 80% occupency, and priced the tourist buildings at between 25-30 pesos (they all showed profits).  The entertainment buildings were generally set to the highest quality rating that would allow the citizens to use them as well, and were priced at the uneducated workers pay rate.  I kept the airport (eventually upgraded twice) on coach, and shut the docks down to tourists after about 10 years.
  The majority of my citizens lived to the right of the initial bunkhouses, and all the needs building were placed here.  I added a second construction office as my first building, followed by a imm. office set to 'skilled workers', a beach-site, and finally a bunch of bunkhouses (plus the arch site).  My peoples needs were largely ignored for the 1st 10 years.  The coffee-farm was changed immidiately to bananas.  Never employed a soldier, and had all my farms near the palace.  
   My Diplomat office was mostly set to pro-American policy. I enacted the 'Anti-litter', 'Special-Building', 'Literacy', and 'Russian Development' edicts in addition to the 'Trade Delegation' ones mentioned earlier.
  My ending 'tourism-related' buildings were:
-6 Bangalos
-4 Medium Hotels
-Arch. Site (left on cheapest)
-Pool (upscale), Spa(upscale), Marina (charter fish)
-Gift Shop (arts-crafts)
-3 Beach Sites (2 to upscale dress)
-Bank (off-shore)
-2 Police
-Pub, Resteraunt, Cabaret
-Casino

  So far this has been my favorite.  I event had a Tropical Storm hit after 12 years that knocked down my dock, a tenemant and a couple of bungalos.

Now on to Comrade in Arms!!!!!
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« Reply #13 on: 09/28/02 at 04:54 PM »

Comrades In Arms

   I hate to admit it, but I am skipping this one for now.  I have failed miserably every time I've tried and so am going to come back to it later.  If anyone want to give me a clue as to how they beat this one, please see my post over in the Questions forum.
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« Reply #14 on: 09/28/02 at 11:39 PM »

Doowder Island

   This one was very easy, and for me very fun.  Having never built a furniture factory before, it gave me an opportunity to try it out.  I noticed on this one that while the presidents name may be one thing, the attributes do not neccessarily reflect the defaults for that president.  I will continue to list it anyway.

Scenario:  Doowder Island
Random Events: Occur Rarely
President: Che Guevera
Completed: Nov 1959
Total Score: 585  
Happiness: 47  Overall Respect: 52  Pop: 118
End Cash: $63,814    End Swiss-Account: $190  
End Wages: Coll-$20  HS-$15  Uned-$9

End Furniture Profits: $138,582

   Started out by firing all of the soldiers, and ensuring that people were working in the buildings for their skills.  I had a number of lumberjacks who thought they would try there hand at farming or something else, I quickly dissuaded them of this notion.  I built a lumber mill immediately (as fully staffed as education allowed), and then an Immigration Office (fully staffed, Skilled-Workers, +1 peso) to help get high school educated workers on the island.  
   After the initial start up, and when the cash became available, I built a furniture factory near the lumber mill.  When the offer came to up the price for furniture ($20K), I took it -- putting me about $4K in debt.  I got out of debt in about a year and then built a tenemant near the factory (ensuring only factory workers lived there.  
  In the years to come I built a farm, a church (2 priests), 2 more furniture factories, a final farm (never completed, and a resteraunt (never completed).  I passed the anti-litter edict after about 7 years, and the special building edict after the 3rd furniture factory.  My last 2 factories never had any workers, and I still finished 6 years early.

On to the next.

BTW - believe this might be my 50th post!  Yeah, no more tourist for me!   Grin
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« Reply #15 on: 09/29/02 at 02:51 PM »

Gold Rush

   This was another easy one, although it is listed as moderate.  I have found that most of these moderate ones are easy (w/ 1 exception so far).  I enjoyed playing this one as it was the first time I got to focus on happiness.  The starting presidente characteristics seemed designed to be a hinderance more than anything else, or at least to ensure that no benefit is derived.

Scenario:  Gold Rush
Random Events: Occur Rarely
President: Che Guevera
Completed: Dec 1975
Total Score: 573  
Happiness: 55  Overall Respect: 65  Pop: 214
End Cash: $220,759    End Swiss-Account: $2,847  
End Wages: Coll-$21  HS-$16  Uned-$10

   I started this one in the usual fasion, by firing the soldiers, and passing the 'Anti-Litter' edict.  I quickly built another construction office, followed by a Gold Mine.  Realizing that the location of the dock was going to be a problem, I built another in the "bay area" and set the first to yachts only.  After that it was simply a matter of building more mines (all mine where of the gold variety - ignored bauxite), and giving the people what they want.  One other helpfull thing I did was to build an immigration office early and keep it fully staffed and set to 'Skilled Workers', as the moronic liability can really hurt.  A relatively early high-school (1 teacher) and the 'Literacy' edict helped alleiviate this somewhat.
   I also passed the 'Russian Building', 'Social Security', and 'Special Building Permit' edicts, although the last was passed about a year before the end.  A single bank with 2 bankers set to 'Slush Fund', was similiarly built too late to be much help.  I never built a marketplace, and nothing above the cabaret for entertainment.  I also never eased up on the workers hour setting, keeping them at sweatshop the whole time. I built a couple clinics, hospital, church, catherdral, newspaper, and many houses-tenemants-apartments.
  I was hit by 2 tropical storms - the first flattening a couple of farms, and the second getting my dock, a couple of houses and a few farms.  I also had a mine collapse pretty early on.  I issued a couple of tax-cuts, just to ensure the elections would go my way.

  I have 8 more moderate level scenarios to go (counting the one I skipped).  On to Isla de Foresta.
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« Reply #16 on: 10/01/02 at 09:41 AM »

Isla de Foresta

   This is a great scenario.  It is very much like a random map, except that your score is based on your ending treasury and the value of the buildings on the island.  I won't go into any details on what was built or done, because this one is so wide open, and I built so much.  I will say that I was extremely pleased because this was the first time I got to build a Stadium and a Luxury Hotel.

Scenario:  Isla de Foresta
Random Events: Occur Rarely
President: Renata L. Feldmeyer
Completed: Dec 2000
Total Score: 2,053  Grin  
Happiness: 59  Overall Respect: 63  Pop: 373
End Cash: $629,580    End Swiss-Account: $0  
End Wages: Coll-$25  HS-$20  Uned-$14

End Treasury: $629,580 (1,259)
End Buildings Value: $429,300 (858)
 
Now onto Los Exconvictas!
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« Reply #17 on: 10/02/02 at 10:59 AM »

Los Exconvictos

  This was a fun little scenario that presented very few challanges.  The harder of the 2 objectives was getting the population up to 200.  

Scenario:  Los Exconvictos
Random Events: Occur Rarely
President: Ronaldo 'Poppy' Oretz
Completed: Nov 1977
Total Score: Huh (less than 200 - didn't make scoreboard)    
Happiness: 57  Overall Respect: 60  Pop: 200
End Cash: $87,204    End Swiss-Account: $15,594  
End Wages: Coll-$21  HS-$16  Uned-$11

    This was accomplished in part by an early build of an immigration office set alternately between skilled-workers and nogoa.  This was also the first time I issued the 'Contraception Ban' edict.  The majority of my income came from the 2 bauxite mines that I built early on (chose the increased bauxite production when given the choice), and from the gold mine/jewelry factory built later.  
   An early high crime rate (duh) caused me to ensure that my police station became fully staffed pretty early on.  I passed the usual edicts (litter, literacy, ss, build-permit, russian bldg.).  Took care of peoples housing needs, health, religion and entertainment (up to resteraunt).  4 corn farms and 5 fishing wharves in combo with 2 marketplaces kept the people fed.  A high school helped in getting the educated workers I needed.

Now onto Marooned, after I figure out how to reset the scoreboard.

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« Reply #18 on: 10/03/02 at 03:45 PM »

Marooned

  This scenario was very interesting, as the goal of getting people off your island is so different then all of the others that I have played so far.  The fact that I needed to be cruel to my people just made it so much better.  I had to laugh at hearing for the first time that my "peoples hatred of me knows no bounds!"

Scenario:  Marooned
Random Events: Occur Rarely
President: Che Guevera
Completed: Mar 1970
Total Score: 87    
Happiness: 18  Overall Respect: 54  Pop: 8
End Cash: $4,296    End Swiss-Account: $8,625  
End Wages: Coll-$16  HS-$0  Uned-$8

  My plan for this one was to get my swiss account up to around 7.5K and then take steps to get the people gone.  With my initial 5K, I built a dock, corn farm and teamsters office.  When the were all built, I ensured that each had 1 employee.  
  I then issued the 'Building Permit' edict to get my swiss account started, ensured that the farm had 3 women working in it, and built a lumber mill.  I then built 3 country houses and ensured that 1 person was working in the new lumber mill.
  When I had the cash (from yearly foreign aid, plus small exports), I built a bank and ensured it had the worker with banking experience working in it.  By this time it was 1959, and I had taken the following steps to ensure the people stayed moderately happy:  1 peso raise every 3 years, tax-cut edict once.
   From here on, until I had the 7.5K in the swiss account, I built a number of buildings to get the bonus money including: a hotel, a spa, and around 7 tenemants.  The tourist buildings were the only ones that actually got built.
  When I had the necc. funds, I passed the 'Anti-Litter', 'Prohibition' edicts to try to anger the populace.  I fired all but 1 farmer and passed the 'Food for the People' edict.  My attempt here was to either starve them or make them mad enough to leave.  Eventually enough died.

As an aside, I replaced the high-score.dat file with a blank file so that my scores will be recorded.  I have saved the old file to another directory.

Now onto Space Race!
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« Reply #19 on: 10/15/02 at 09:39 AM »

Space Race

  A relatively interesting scenario, that I thought was going to be much easier than it was.  The main problem (for me) was pissing off the US enough.

Scenario:  Space Race
Random Events: Occur Rarely
President: Che Guevera
Completed: Apr 1976
Total Score: 51    
Happiness: 38  Overall Respect: 51  Pop: 178
End Cash: $35,808    End Swiss-Account: $5,240  
End Wages: Coll-$22-27  HS-$16-18  Uned-$12

End Relationships:  US-23   Soviet-90
End College Trops: 21
End HS Trops: 50

  This scenario really only gave me problems in that, even with my foreign ministry set to Pro-Russian for the entire game, it seemed to have little or no impact.  The way I finally ended up getting the correct fr levels was to deny the elections and impose martial law.
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« Reply #20 on: 10/15/02 at 09:48 AM »

The Good Earth

  All in all this was a very easy scenario.  I never usually use ranches, because of the major damage they do to the soil but in this case I had plenty.  The most interesting part of this was the limitation to only 5 educated citizens.  I had 2 priests, 2 doctors and later 1 marketplace clerk.  It was fun shooting the old educated to make room for the new, when they retired.

Scenario:  The Good Earth
Random Events: Occur Rarely
President: Tupal Loppa
Completed: Aug 1978
Total Score: 755    
Happiness: 51  Overall Respect: 68  Pop: 151
End Cash: $188,949    End Swiss-Account: $0  
End Wages: Coll-$28  HS-$22  Uned-$15

Ending Agr. Rev: $505,227

  The only thing that made this more interesting were the 2 tropical storms that flattened my dock (twice) and several of my farms.


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« Reply #21 on: 10/15/02 at 10:07 AM »

Triassic Park

  Getting to the 100K required for this scenario was the easy part, getting people of the island was a little more difficult.  The keys here are to ensure that your military stays delighted, cause your gonna need them.

Scenario:  Triassic Park
Random Events: Occur Rarely
President: Ferdinando Bis
Completed: Sep 1976
Total Score: 305    
Happiness: 29  Overall Respect: 28  Pop: 100
End Cash: $150,112    End Swiss-Account: $0  
End Wages: Coll-$20  HS-$14  Uned-$5

   I had my people so mad that they were taking to the hills as rebels in flocks.  I had about 20 rebel attacks, and eventually a coup attempt.  These all helped to trim my population.  In the end I had to eliminate about 50 people, being careful not to take out those related to the military.  The only people I was nice to were the army and those working in the furniture industry, everyone else lived in shacks and got no services whatsoever.
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« Reply #22 on: 10/15/02 at 10:15 AM »

Turista Paradiso

  The only thing to be said about this one is, make sure your people are happy before you start the tourism industry, or you'll be losing the 1st election.

Scenario:  Turisto Paradiso
Random Events: Occur Rarely
President: Juan Bertrando
Completed: Dec 1999
Total Score: 8,541   Grin
Happiness: 56  Overall Respect: 52  Pop: 481
End Cash: $1,852,067    End Swiss-Account: $39,528  
End Wages: Coll-$33  HS-$25  Uned-$15

End Avg Tourists: 82

  I enjoyed this one very much as it allowed me to build at least one of every type of entertainment and tourist building, and to issue all of the tourism related edicts that I hadn't seen before.  It also gave me the highest score I had ever gotten, even though I essentially let the last 10 years shoot by with no action from me.  

This also marks the last of the moderate scenarios (minus the one I still need to try again).  Today RCT2 is released, but I am gonna hold back a for a little while and do some more of these scenarios.

On to the hard levels - EcoTrap!!!

 

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« Reply #23 on: 01/31/03 at 04:32 AM »

Comrades In Arms
Surprised you cant do this as I did it with 2 years in hand. The only thing I can remember about it is that I used Hotels (Middle class I would expect) to make money and I seem to recall building one or two Guard Stations to keep my comrades under control.
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« Reply #24 on: 12/20/07 at 09:21 AM »

HERE
http://www.the-nextlevel.com/tropico/cafe/index.php?topic=6186.0
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