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Cafe Tropico  |  Tropico  |  Strategy, Hints and Cheats (Moderators: CafeDave, Mr.P)  |  Topic: HEEELP!! Mother Of All Cigars Scenario
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TruthForAll25
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« on: 07/20/04 at 09:06 AM »

 Grin LOL

i recently decided to try "mother of all cigars" and i must say it very difficult

i usually get a few tobacco farms going asap along wi th a lumber camp, which can get me like 20,000+ by 1955

( sometimes i wonder could i be making more in 5 years?)
 
i then get a clinic going first and a pub, and can usually fit a fewapartments in by the first election, but after the first  election i found myself getting kicked out of office quite often

one particular thing i noticed is that liberty drops from like 70 something to like 30 in no time, which means i usually try to rush and get a radio or tv station so i can broadcast liberty, also crime sometimes gets out of hand so i get a police station around 1955 or so

since these buildings can be quite expensive i now make it a habit of getting a bank earlier  for cheaper buildings asap

i found that i STILL got kicked out of office a few years down the road, the tropicans on this island seem unmanageable and perhaps should be ruled militarily

what am i doing wrong and please share your strategies and tactics in full detail

thanks guys,
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belbincolne
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« Reply #1 on: 07/20/04 at 09:37 AM »

Personally I rarely have more than 2 soldiers (ex military scenarios) and no police station.  I dont think you need banks/radio or anything.. To win I found you needed 5 cigar factories (therefore 15+ tobacco farms) all upgraded (so an Elec  plant) and Industry Ad (so TV station) and also two docks.

If you keep people reasonably happy via pay/pub/doctors/school etc Iyou shouldn't have problems winning the elections.  I won with 2 years to spare.
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« Reply #2 on: 07/20/04 at 09:47 AM »

Yeah. Those soldiers will kill your liberty quickly. I never have more than the militarists demand (1 per 50 people).

It was a long time ago I played this one... but I think I only had 4 factories.... I think maybe I needed a more convenient dock too.

You should get enough cash from tobacco and cigars alone... Dont bother with logging... it just ruins your environment score.
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TruthForAll25
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« Reply #3 on: 07/20/04 at 02:10 PM »

YES!! i managed to rule until around 1999 without getting kicked out of office, the only problem was i only amassed $ 1M worth of cigars not the required goal of 2M, but hey it was close heh

i had 5 cigar factories, and somewhere around 10 tobacco farms

also i will start using less houses and more apartments, houses seem to take up too much space, perhaps ill start using the blue houses for high school educated citizens

thanks for all the tips ill still be checking back on this forum daily to see any new strategies and tips posted here

again thanks,
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« Reply #4 on: 07/22/04 at 09:00 PM »

Please find a game I did over two years ago that happened to still be on my drive. It's just a few months off winning, and hopefully it might be of help (n.b. unzip to Program Files > Tropico > games, open saved game 'MotherCigars_Fin').

* Mother_Cigars.zip (455.68 KB - downloaded 23 times.)
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TruthForAll25
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« Reply #5 on: 07/24/04 at 02:11 PM »

thanks but i am using a public library computer will have to wait until i get internet for my home computer, can anyone get a few screenshots for me?

i will check daily for responses
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« Reply #6 on: 07/25/04 at 10:23 AM »

This link to GameSpy might be of help. There's a typo' in that at one point it says "coffee" but means "tobacco". I'm really not sure that sticking in a bank so early in the game is the brightest move, and you might consider Brf's point on logging (albeit in my game, I did go after logging and beef). Nonetheless, the suggested strategy at GameSpy overall seems pretty sound.

A trade delegation that gives you a bonus on cigar prices will help considerably. Liberty is important and expectations are high, so strive to win elections fairly.
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« Reply #7 on: 07/25/04 at 07:04 PM »

I guess that this scenario is 'a bit extraordinary' in that the character traits are so prone to fast and efficient factory product turnover (+40% factory productivity, +5% general productivity, +20% education) that you need a lot of farms to keep each factory busy.

Furthermore, while not especially bad, I think that the map itself isn't absolutely great either for tobacco production, with only a few patches of yellow-green on the 'average soil wetness' view, so a fair proportion of tobacco farms aren't likely to be especially prolific.

It's a good point you raise nonetheless Smiley, and a three-to-one ratio I thought would have pretty well done it, but I suppose that the GameSpy people are being particularly mindful of the scenario goal at hand when dishing out advice (there are worse mistakes than overkill on tobacco production).  Undecided
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« Reply #8 on: 07/25/04 at 08:00 PM »

It's interesting that this walk-through suggests four (4) tobacco plantations to one (1) cigar factory.

Has anyone found that to be a workable ratio?

 Cool

In my experience, two or three tobaccos to one factory is plenty, especially after buying the Climate Control upgrade, which reduces the amount of tobacco consumed to produce the cigars.
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« Reply #9 on: 07/26/04 at 02:36 AM »

Four is definitely overkill - although with the machine rolled addition each factory might cope. I hardly ever use this but I have a vague recollection that I did on a couple of my factories in this scenario.  I often find that when I've got six farms and one factory and my second being built (or waiting for the cash to build it) that I've over 20 units waiting processing and it takes a long time to clear the backlog when the 2nd factory opens.
I don't think I've ever got to 30 units in any type of factory so I think teamsters have been trained to take loads to the dock when there's already 25(?) units awaiting processing.
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« Reply #10 on: 07/27/04 at 04:53 PM »

i found that 2-3 tobacco farms to every cigar factory seems to work fine problem is my rate of building

thanks for the link to gamespy, i play it later on to see if i can actually beat this big bad scenario once and for all

is there  anyone else who has beaten mother of cigars?

later guys,
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« Reply #11 on: 07/27/04 at 08:12 PM »

Here's a link to the GameSpot Guide, although I don't think it's as well considered as GameSpy's.

Anyway, with that said, you might find it of use.  Smiley
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TruthForAll25
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« Reply #12 on: 07/30/04 at 04:41 PM »

that strategy definately helped but my money is still moving slowly, i printed a copy of that article and took it home

i know it will be quite effective once i execute it flawlessly, as of recent the people have crazy kicking me out of office every chance they get lol

i love this scenario its very challenging, i will beat this scenario one and for all hehe

anyone else currently playing this scenario?
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ceausescu
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« Reply #13 on: 08/01/04 at 11:46 AM »

i finished this scenario about a year ago after a lot of frustration. you have to build no farming or industry except cigar related in order not to slow the cash input from cigars. the three farms growing pineapple in the first years should be enough for getting all the food needed and export as much surplus as to bring you cash. (later i built fisheries and switched from pineapple to corn)
there's one thing i can't remember. at some point you are offered a fertiliser that imporoves farming output but increases pollution to fallout level. i can't remember if in the winning game i took the deal or not. anyway, if you take it two tobacco farms per factory should be more than enough and the three original food farms can feed all necessary population unless you want to double their rations. however, pollution alone can boot you out of office.
as for the liberty drop, you must have faked some elections (badly), otherwise there's no reason for such fall



regards,

Lucian
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