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Cafe Tropico  |  Tropico  |  Strategy, Hints and Cheats (Moderators: CafeDave, Mr.P)  |  Topic: Trees: What Your Mother Never Told You 1
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Revolucionario
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« Reply #25 on: 07/16/01 at 01:45 AM »

Maria, a die hard environmentalist on Tropico, told me that tests are still being made on the tree morality rates. Maybe one day amigos we'll find out soon.
« Last Edit: 12/31/69 at 07:00 PM by 1013846400 » Report to moderator   Logged

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« Reply #26 on: 07/22/01 at 02:15 AM »

Aggroed? Hate list? Heh, you play EQ Maus? =)
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« Reply #27 on: 07/26/01 at 03:03 PM »

Wack? Scoop? Stump?

I'm waiting for the "no real trees were injured or hurt during this experiment"-sign here!
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« Reply #28 on: 09/23/01 at 10:37 PM »

This is a bump. If you haven't read this thread, you should. If you've already read this thread, you need to read it again. Calm's unassuming effort shall not be forgotten. Don't make me bump this sucker again  Wink
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« Reply #29 on: 09/23/01 at 10:56 PM »

 You seem to be bumping this very well!
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« Reply #30 on: 11/02/02 at 04:18 PM »

On point 5A,

Among your beautification possibilities, trees and bushes, some of them take up only one mini-square (one sixteenth of a grid square obtained from "g").  The standard price for one of these is $50; for the other it is $100.

The $50 tree will be cut down by your loggers.  So you can place logging camps wherever you like and have your laborers plant or augment the trees for them.
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« Reply #31 on: 07/10/06 at 01:22 AM »

http://[size=10pt]I'm baaaaccckkk!![/size]

Talk about a bump! My apologies, but I hope you'll humour me...it just seemed appropriate.

I haven't been here in nigh on 6 years. I haven't played this game for a long time. Just on a lark, I thought I'd see if it this site still existed....I was amazed and very pleasantly surprised to see that it does. I have to say, I really enjoyed my time on this board. I have yet to find a board where people are as genuinely kind and just so darned witty Wink I hope that legacy has continued. So who's left here? What ever happened with Eddy and Bertha? So many questions.

I feel silly saying all this, but this site was a lot of fun, at a time in my life when I really needed that. I have since moved 3,500km and am now a Biology Professor at a college in Alberta, Canada. Hmmm, maybe I should revive the "whack index" in my lectures (errr...maybe not).

I also happened upon this thread tonight: http://tropico.strategyplanet.gamespy.com/cafe/index.php?topic=5964.0  and I have to say it warmed my cockles (...the cockles of my heart....keep it clean people!!).

I'm feeling the urge to hunt out my copy of Tropico, duct it off and pop it into the harddrive. I will always be the "Minister of Stumps" in my heart. Gentlemen (and gentle ladies), I salute you!
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« Reply #32 on: 07/11/06 at 10:29 AM »

I'm baaaaccckkk!!
Talk about a bump! ...

Welcome and please hang around!

You may find this link interesting:

http://www.the-nextlevel.com/tropico/cafe/index.php?topic=9134.msg185974#msg185974

 Wink Shocked Cool
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« Reply #33 on: 07/11/06 at 02:36 PM »

Welcome whack back!

All this time and you haven't produced any expanded results for the whack-count study? Eddy's grant was enough to fund you and a stable of Chinese grad students through FY08.
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« Reply #34 on: 02/05/07 at 02:17 PM »

I've noticed that teamsters, and other workers, walk slower over sand.  I've also noticed that teamsters sometimes dump their loads rather then complete the journey to the dock.   Tourists, and non-workers don't slow down walking over sand.  Workers also slow down a bit walking up steep hills.
Loggers generally seem to get better over time, this may have something to do with the education factor.   Selecting industrious as a character trait is supposed to increase worker productivity.  Selecting education and issuing the education decree is supposed to enable your people to learn faster and thus be more productive.
As for whacks per tree, I think it has more to do with distance and time.   Each logging camp, with full employment, produces a specific amount per month.   If you choose "selected harvest" then each logger travels further so production drops slightly.     
There are actually two AIs at work here, one AI runs the animation and one calculates results.  So each graphic sprite works independently but the overall result is calculated and displayed independent of what the sprite is doing on your screen.
So, the AI calculates how many logs are to show up as being ready to go, but the graphics AI is still running the program showing the animation.   When your game AI cycles back to the animation, it "catches up", which means, the faster your computer is, the less likely you'll see seemingly weird things.
It sounds weird, but if you remember that every animation and animated figure on your screen is a small program and that your computer's CPU has to give equal time to each, then you'll realise just how fabulous games like Tropico really are!
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« Reply #35 on: 02/06/07 at 10:06 AM »

I've noticed that teamsters, and other workers, walk slower over sand. I've also noticed that teamsters sometimes dump their loads rather then complete the journey to the dock. Tourists, and non-workers don't slow down walking over sand.  Workers also slow down a bit walking up steep hills.

Some of this has been explained by a description of "Road Effects."

"Movement along a road is about 10% to 30% faster, with the smallest improvement on terrain that is naturally fast (dirt), medium improvement on mid-speed terrain (grass) and the largest improvement on the slowest terrain (rock, beaches [sand], mine tiles [squares])."

http://www.the-nextlevel.com/tropico/cafe/index.php?topic=9134.msg185787#msg185787

So, yes -- movement is effected by terrain type and by changes in elevation (covered in another discussion I can't locate as quickly). Tourists may indeed not be subject to the movement algorithm, however I am skeptical about "non-workers" because I don't know who they are.

Loggers generally seem to get better over time, this may have something to do with the education factor. Selecting industrious as a character trait is supposed to increase worker productivity. Selecting education and issuing the education decree is supposed to enable your people to learn faster and thus be more productive.

Yes, indeed. The personal skill bar and the general climate of education are linked. As the manual says, "Workers earn skill in their occupations. ... The longer they work in a job, the more skill they develop." The "Literacy Decree" is only one of a number of ways to speed increases in the "Skill Bar." A TV Station set to "Learning With Larry" has a significant impact; there are also the various Dictator Traits.

As for whacks per tree, I think it has more to do with distance and time. Each logging camp, with full employment, produces a specific amount per month. If you choose "selected harvest" then each logger travels further so production drops slightly.    
There are actually two AIs at work here, one AI runs the animation and one calculates results. So each graphic sprite works independently but the overall result is calculated and displayed independent of what the sprite is doing on your screen.
So, the AI calculates how many logs are to show up as being ready to go, but the graphics AI is still running the program showing the animation. When your game AI cycles back to the animation, it "catches up", which means, the faster your computer is, the less likely you'll see seemingly weird things.
It sounds weird, but if you remember that every animation and animated figure on your screen is a small program and that your computer's CPU has to give equal time to each, then you'll realise just how fabulous games like Tropico really are!

That's a nice reminder of how advanced Tropico was for its time - when programmers could do interesting things without demanding a $4,000 machine to run a $40 game.

BTW, the Teamsters who fail to make it to the dock have a "Rest Bar" that is not only fully red, but has been so for too long.
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