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Cafe Tropico  |  Tropico 2: Pirate Cove  |  Pirate Cove Strategy/Hints/Cheats (Moderator: CafeDave)  |  Topic: Smuggler's Cove commodity sell prices
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TJ
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« on: 02/04/04 at 01:16 AM »

Another topic prompted me to check what the sell prices exactly are for commodities at the Smuggler's Cove. I don't remember ever seeing this information listed anywhere, so I thought I would post the info.

Cannons = 100 gold
Muskets = 25 gold
Cutlasses = 20 gold
Rum = 15 gold
Cigars = 15 gold
Pastries = 10 gold
Beer = 5 gold

These prices to not appear to change over time or based on how much you sell.
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« Reply #1 on: 02/04/04 at 03:01 AM »

 
Many thanks! Wink
 
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« Reply #2 on: 02/28/04 at 03:48 AM »

The Negotiating Skill of the Traders and the addition of an Overseer will affect the income from the Smuggler's Cove.

The P&L log shows the base income from sales. The income shown on the cove building shows the total income including the skill/overseer bonus.

I've not been playing with a Cove for long in my test game. Have started selling Beer and have a base income of 1105 and total income (before costs) of 1301.

There is a clear increase in the bonus as the skill of negotiators rises and with/without the overseer.

A skill 5 and skill 3 Trader with overseer is I suspect the most common configuration. This consistently produces an income of 6 for each Beer sold - a premium of 20% (sample size: 6 months 118 units of Beer).

Removing the overseer reduces the income bonus to 15.4% (sample size: 2 months 35 units of Beer).

Other sales when the Traders were less skilled show lower % bonuses.

Ive opened the Cove to England only.  Once my samples/testing have gathered more evidence - I will open the cove to other countries - to see if that makes any difference to have a bigger market.  Probobly not, as TJ said, volume sold doesnt seem to affect price. So no supply and demand  formula at work.
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« Reply #3 on: 03/13/04 at 12:12 PM »

An update on the variables at the Trop2 Smugglers Cove.

Ive been tracking sales monthly for 4 years on a sandbox game (all variables set at easiest).

The Negotiating skills of the 1 or 2 traders affects the sale price of goods. Traders dont have to be on site just assigned at month end/start. Same goes for the overseer who provides a further small bonus.

The attached is extracted from a pivot table in excel where I recorded all sales. It shows the various mark ups due to trader skill and overseer.  Exact % vary a little due to rounding effects but on big sales seems to come out as exact %.

By way of an example...the first trader was skill 5, the second was skill 4.  There was an overseer present.  A small convoy of haulers cleared the cutlasses from 3 blacksmiths and delivered in one month a total of 60.  As the month clicked over these were sold.  Whilst the P&L in the log showed 1200 income (60x$20) the Cove itself showed monthly income of $1,464.  A mark up of 22% on the basic price.  Cheesy

Ive also tried to open the cove to more than one great power.  It works...after a fashion.  It can be opened alright but it closes to the other power.  In effect you have one trading partner or another - not many competing to buy your produce.  Didnt see any impact on price.

Any one got a really big months sale...or screenshot of a really profitable cove showing total income ?

Regards.






* smuggler.JPG (38.79 KB, 731x337 - viewed 162 times.)
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« Reply #4 on: 03/13/04 at 12:24 PM »

My current Cove.  

The two famous expert skill 5 traders sold 18 Beer and 12 Cutlass last month for $409. A 23.9% mark up.  Im sure the 'real' Del Boy could have done better though. Grin

The profitability of a single building cant beat a Cove..but then there is a huge infrastructure of industry funneling goods here.

There must be some bigger money spinner coves out there ........lets see em...please  Smiley


* Cove.JPG (118.49 KB, 564x636 - viewed 180 times.)
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« Reply #5 on: 03/14/04 at 12:31 AM »

Have you tried your "hauler convoy" method on the cove?  That should yield some serious dubloons.   Shocked

-baccus
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« Reply #6 on: 03/14/04 at 01:52 AM »

Hi Baccus

Yep.  Using the convoy system increasingly on the Cove.  Im developing my test island and the single hauler cant keep up.

My best sale had been the 60 Cutlass mentioned in the earlier posting.

Was improved upon last night.  50 Cutlass and 108 units of Beer.  $1540 base price plus 24% bonus making the income for the month $1909  Smiley  

The image is of the cove just before the month ended.


* best_sale.JPG (23.8 KB, 487x151 - viewed 179 times.)
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« Reply #7 on: 03/30/04 at 05:58 PM »

The first month im going to sell a bit of everything at the Cove.


* bit_of_each.JPG (42.14 KB, 479x260 - viewed 165 times.)
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« Reply #8 on: 05/16/04 at 05:27 PM »

In the Smugglers Cove the skill of the Traders gives you a bonus on the sale prices.

This higher the skill the higher the bonus.  Its the total skill of the Traders that matters - not the average skill.  A skill 5 trader helped by skill 1 trader will earn a bigger bonus than a skill 5 trader alone.

not all buildings work this way.  Many look at the average skill.

Anyone got any starts on the black market ?
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« Reply #9 on: 05/22/05 at 08:05 PM »

Has anyone looked into what exactly it takes to make each of those items? It looks very suspicious that a cannon costs THAT much more than anything else. I take it they must be very difficult to make?

To expand this idea further, has anyone had success in using the cove as their primary source of gold income? How significant is the income it generates?

There certainly is one great upside to income taken from the cove. It is legal, erm, well, you know as much as it's possible given that it's smuggling... Smiley But it's not 'blooded money'. By that I mean it has no impact on the size of invasion forces.
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« Reply #10 on: 06/02/05 at 12:13 PM »

Quote
has anyone had success in using the cove as their primary source of gold income?

  I have;  in fact that is how I started to have more success in the game.  Two engineers and skilled traders @ 250g and a cannon foundry for the cove rakes the gold in (cannons require iron and wood).  Perhaps a blacksmithy (cutlasses) to convert the remaining iron into money.  I try to max out on those skilled traders captives before the gold first runs out. Wink

  The cannon foundry can hold relatively large quantities in its input so its hauler can be regularly fired to haul somewhere else.

  Then I use some cutlasses on my ships,  buy muskets from the blackmarket,  and capture cannons.

  Eventually I sell other items through the cove,  and get rich enough to be able to buy education,  larger ships,  donate money to pirates,  invest in wealthy captives stuff,  risk more piracy.

 And the Severous-type convoys are useful when the cove hauler decides to spend time on hauling (low profit-per-load) beer in.
« Last Edit: 06/08/05 at 01:16 PM by Clever duck » Report to moderator   Logged

...unless I am wrong.

My current T2 webpages are at:

http://home.btconnect.com/worldsonscreens/Downloads/T2maps/T2mapsidx.html
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« Reply #11 on: 06/02/05 at 01:55 PM »

....has anyone had success in using the cove as their primary source of gold income?...

Those pictures of mine came from a game I played for a month when learning and testing.  I didnt cruise on ships at all.  Used the Cove for income plus manipulated the entrance fees at entertainment buildings.  Even with convoys I couldnt shift all the goods to the cove....beer in particular just backed up.
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Last Played Tropico2 in Oct2004...after 9 months of playing it.  Not bad value for a £10 purchase.
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« Reply #12 on: 07/13/05 at 03:57 AM »

I have to use cheat code every time to get gold. It's blame, I know Undecided but my farmer is bad at working, so the product is not enoght to use for captive anh pirate.. => How to sale ?  Undecided
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« Reply #13 on: 07/13/05 at 10:12 AM »

I have to use cheat code every time to get gold. It's blame, I know , but my farmer is bad at working, so the product is not enoght to use for captive anh pirate.. => How to sale ? 

This thread is a very advanced discussion about one small part of the game. These guys are very advanced players who know a lot about the game.

Perhaps you should start your own thread to ask about basic money earning.

 Wink
« Last Edit: 06/09/11 at 09:41 AM by Coconut Kid » Report to moderator   Logged

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« Reply #14 on: 07/13/05 at 04:22 PM »

Quote
I have to use cheat code every time to get gold

  You rarely need gold to start.  Make cutlasses,  build only a boatyard.   Perhaps buy muskets from the blackmarket (needs $100 to build).  Cruises will capture cannons.

  Don't think it's hopeless if you are less than $4,000 in debt.  It only takes 1 or 2 large-plunder cruises to get into credit.

Quote
but my farmer is bad at working

  Have you only 1 farmer working?  If its beer you want to sell its not worth it.  If I have an excess of beer I wonder where I went wrong!
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...unless I am wrong.

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http://home.btconnect.com/worldsonscreens/Downloads/T2maps/T2mapsidx.html
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« Reply #15 on: 07/14/05 at 08:07 AM »

Link Set up Hauler Convoy:
http://www.the-nextlevel.com/tropico/cafe/index.php?topic=8151.0

Link Unskilled workers will do two or more jobs at once:
http://www.the-nextlevel.com/tropico/cafe/index.php?topic=8150.0



@ Clever Duck, Please note that English is takyie's second language.

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« Last Edit: 06/09/11 at 09:56 AM by Coconut Kid » Report to moderator   Logged

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