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Cafe Tropico  |  Tropico 2: Pirate Cove  |  Pirate Cove Strategy/Hints/Cheats (Moderator: CafeDave)  |  Topic: City planning
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magne
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« on: 06/15/03 at 04:02 PM »

I’m pretty new to this game and need some advice for city planning.
Something is natural, entertainment next to the dock, any need to have entertainment other places? For the overseers. Then industry and most inland, farms and mines.
Largest question is there to place the pirate housing, I have tried to place them on the flanks of the main city with industry and entertainment. The problem is that it is not enough space, I have also tried to place them in 2 to 3 rows between the entertainment and industry, but that make the distance to the docks to long.
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Kempo Joe
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« Reply #1 on: 06/15/03 at 08:18 PM »

Heres what I do.
I place my entertainment district ajacent to my dock (Remember to leave lots of room 'cause lots of the entertainment buildings are rather large) then after the entertainment district I have the pirate "Burbs" then after those I have my captive area.
Hope that helps.
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« Reply #2 on: 06/15/03 at 08:19 PM »

Also welcome to the forum. Smiley
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« Reply #3 on: 06/16/03 at 01:49 PM »

My planning is the same as K Joe's. You wouldn't want to put any entertainment anywhere else than near the docks in my opinion. OK so the overseers have a way to walk but once they get there they love the anarchy! If you put entertainment where the majority of your captives work it would upset their need for order and any pirates or overseers going to them would be upset by the order! Although it does suggest in the Book o' lore to put some entertainment close to your Palace to ensure that their are pirates around in case of captive rebellions. Undecided
It is difficult at times to fit in enough housing plots near to the docks, but as pirates don't always need to visit their plots every shore leave I found it's not too much of a problem having them a bit further away. Here's a diagram of how my typical plan looks.

                      D     O     C     K     S
PIRATE PLOTS  ENTERTAINMENTS  PIRATE PLOTS  SHIP
PIRATE PLOTS  ENTERTAINMENTS  PIRATE PLOTS  YARD
PIRATE PLOTS  ENTERTAINMENTS  PIRATE PLOTS
  BLACKMARKET/SEA RATIONS/BREWERY/BAKERY/FARMS
              CHUCK TENT/BUNKHOUSE/FARMS   BLACKSMITH/GUNSMITH/DISTILLER/TABACCONIST/FARMS
       CHUCK TENTS/STOCKADE/BUNKHOUSES/FARMS
            MINES/BLASTFURNACE/GRAVEYARD/FARMS
                   SAWMILLS AND TIMBER CAMPS

I'll put extra decor stuff in as needed. Using the buildings that give off auras, blackmarket - defence and grave yard - fear etc. in the right areas, really helps. Of course it all depends on where your natural resources are to start with. I often put timber camps nearer the sea to begin with to clear later farm areas.
Island planning is an area that I really like and I'm still learning too! Grin

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magne
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« Reply #4 on: 06/16/03 at 02:47 PM »

On coffeebean's map. I agree with almost all of it,
I prefeer to use a 2 tiles strip at the beach for wenches and the small low level bars, then a 6 tiles strip for large entertanment, then I have 2*6 tiles for pirate housing, then SEA RATIONS/BREWERY/BAKERY then BLACKSMITH/GUNSMITH/DISTILLER/TABACCONIST / church
I have farms and mines in the background. but they are at resource locations. Stupid farmers always want to plant as close to the city as posible  Angry
Sawmiles, timbercamps, blackmarked and the ship yard I prefeer to place far away from the rest, they are big structurs and they does not need any resoures.
I place chunk tents all over the sentral aeria and also some bunk houses, that keep walking distances down and captives happy.
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Captain Sully
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« Reply #5 on: 08/28/03 at 06:24 AM »

 One thing I would add is that road placement can help a lot with city planning.  I always try to make 'back roads' to the buildings where captives work.  Then pirates don't have to travel them, and you can line them with order & fear.  And pirates have their own roads, with defense & anarchy.

The patch gives more flexibility in road-building, making this easier.

 Cool
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