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Mr.P
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« Reply #25 on: 10/30/11 at 02:36 PM »

Oooh, you entice me back posting with talks of the military.  Grin

To answer your questions directly CK, the following actions are taken:

Army Bases are built so as to have sufficient housing for all of my soldiers, plus around 20% surplus space, in the event that I need to import military staff to address emergencies.

Any military person found not living in the bases is evicted from their chosen housing, until they take up residence as I require. Usually, army personnel choose housing other than bases when positioning of the bases is poor. They are therefore located pretty much evenly across the island, although not in high value farming/industry/town centre locations.

Usually I have two prison zones, where the prisons with guard towers and a base or two are placed together, usually on top of hills where farms do not grow and where walking traffic from peons in general is minimal. Entertainment for these locations can be an issue, although all it means in reality is the army and prison guards have to travel a little further. As there are plenty of the army around to be on duty however, it is less of a problem than would be expected.

Not all peons put in prison are killed on leaving. If there factional leaning is supportive of my requirements (military/capitalist/religious) and re-education has worked, I am happy to let them out, and ensure swift housing and a job. Prison releases that are not sent to see St Peter are watched more closely than others' on my island, only just behind the military and faction leaders. As usual all prisons and their family are renamed, so as to trace them and decedents easily through the almanac.

An often overlooked aspect of military islands is the statue. These are of great value and provide cheap, even coverage for government control, as well as addressing aspects of crime. They also have the advantage of never staging a coup!

Of course th other tool is the Bride edict. Used often for generals and sparingly for loyal/well performing soldiers, it can mean the difference between a coup and the time to spare to cull the army.

In respect of the matter of recruitment, this is almost always home-grown, having 1 or two schools set to educate those as to the ways of the military (females evicted). Only during times of resource pressure (or post-coup) would I employ costly and often fickle foreign soldiers. A useful technique for ensuring a good crop of soldiers (or at least military minded faction’s supporters) is to manage the factional leanings of your island closely. This means waves of "Love it or Leave it", followed by periods of "No one Gets Out Alive". This serves to release the build-up of dissent as required, whilst also not allowing masses of your most educated to flee the island.

As usual, the almanac is the final – and most powerful – tool of any military-minded despot, ore those wishing to try their hand as a blood-thirsty tyrant. I know many just cancel it each year and some even disable the yearly pop ups, however when playing as a tyrant this is a tactic that a player can ill-afford.

Aside from cycling through the happiness and respect lists of your people looking for general dissent, this is where you can keep track on those who you have renamed for a range of misdeeds. Whether it is those released from prison and given a second (and last!) chance, or those that have protested, as well as faction leaders and their families, your military must face the closest scrutiny.

“Keep your enemies close and your friends even closer” best describes the relationship between the army and El Presidente. A small faction within the army can easily lead to a coup and it must be remembered that a coup forces the army to either side with you or against you (the third option of turning chicken only occurs as the coup progresses)
After many coups I have learnt it does not take much to have a soldier decide to side with those wishing to overthrow you. Anything from a low satisfaction for food or entertainment, or a perfectly respectful soldier who has a high weighting for something not easily (or regularly) satisfied would appear to be grounds to join the coup.
Regular, if not completely fair, culling of the army is therefore required. As most long-surviving tyrants in real life have shown, regularly changing/killing/imprisoning/sacking those that control the guns ensure there is limited chance for them to build a reason to overthrow you. In the sense of Tropico this means using the army to oppress the masses/crush rebels/widen government control, and knowing that any reasonably skilled soldier/general can accomplish this.
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« Reply #26 on: 10/31/11 at 02:49 PM »

Thank you very much for such a comprehensive answer.

Do you read any of the other stuff I post? Please check this link:
http://www.the-nextlevel.com/tropico/cafe/index.php?topic=5899.0

It is called, How Large is Your Military?



Another of your training sessions, What determines which side a soldier joins in a coup?
http://www.the-nextlevel.com/tropico/cafe/index.php?topic=9156.0
« Last Edit: 11/07/11 at 12:40 PM by Coconut Kid » Report to moderator   Logged

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« Reply #27 on: 11/02/11 at 11:21 AM »

Suggested MOD for
Military buildings.

I have made comments about MODs to the Bldg.dat file in several threads ; my views change from time-to-time. I think this may be a good point and place to outline my reorganization of the TDF (or TPA) from a triangular to a square structure.

Palace Change the guard force (4 ea) from Soldiers to Policemen. This improves the populace's view of you and help control the Army. That gives it one-half the strength of a Police Station.

Armory Increase the number of Generals employed from three to six. Add the three services and food pick-up (as Army Base), but not housing (Generals should be housed in Condos next door). Make appropriate increases in $ & wack costs. This provides more flexability in deployment of Guard Stations while allowing reserve General(s) or reserve slot(s).

Guard Station Increase the number of Soldiers employed from three to four. Add health service only (as per Army Base). No other changes (I would entertain support for making it a 'food pick-up'). This strengthens the reserve capability by allowing for a vacant slot to be used if the Conscription edict is invoked. Thus, one Armory with its maximum six Guard Stations would allow a thirty man army.

Army Base Change the employment from three Generals to four Soldiers; and the housing to sixteen families. This makes it the defensive equivalent of a Guard Station (in pay costs too) and provides housing for three satelite Guard Stations. This change also removes it from the pseudo-armory status. The National Armory (and its duplicates) should retain its status as the "Command Center(s)" of the TDF (or TPA). The Army Base is useful, but only as an elaborated Guard Station. Tropican Generals living in the same housing as common Soldiers - even conscripts? What will that do the concept of 'rank' - even in the TPA?

Police Station Unchanged (plenty of space for some 'reserve' slots).

Prison Increase Policemen employed from two to four; and Inmates to sixteen. This allows holding some cells in reserve for coup attemps while making the Prison otherwise equivalent to one-half a Police Station.

Statue IMHO, it is too strong in its radiated 'Military Presence' -- I would reduce that effect. However, the whole topic of radiated effects deserves more attention if we are going to MOD the Bldg.dat file. I'd also visit the electricity use requirement and what it is supposed to represent.

I picture placing the first Armory near to the Palace in the governmental center of the country. The Army Bases plus their three satelite Guard Stations would be deployed as military "pods" on the fringe of the built-up area using the poor land - Mr.P's basic formula. The first Police Station should be close to the intended main Port.

I believe the Arrest edict should be one-half the cost of the Eliminate edict -- but I don't know how to get there.
« Last Edit: 04/16/12 at 11:42 AM by Coconut Kid » Report to moderator   Logged

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« Reply #28 on: 01/26/12 at 12:37 PM »

Tropican Defense Force (TDF)
Staff Manual #2002-B

Also published as:
Tropican People's Army (TPA)
HANDBOOK #ONE

Link: http://www.the-nextlevel.com/tropico/cafe/index.php?topic=11551.0
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