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Earl Grey
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« on: 05/26/06 at 02:31 AM »

Which buildings do you avoid building and why?
Is it's profitability too low? Is it or some upgrade it has broken? Perhaps it's simply ugly?
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« Reply #1 on: 05/26/06 at 06:32 AM »

Those are pretty good questions....

I never build a stadium. Nobody ever goes to them.

I dont build furniture factories, for a couple reasons... broken upgrades and supply problems due to confused teamsters.
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« Reply #2 on: 05/28/06 at 05:03 PM »

I'm with Brf on the Stadium and Furniture Factory, though the latter because it's kind of low on profitability, IMO.

I also don't build souvenier shops because those are very difficult to make profitable as well. As housing goes, I don't build Condominiums because they don't look as good as they are supposed to be; I prefer to just put up luxury houses if I want some people to live in good housing. I also rarely build Tenements because of high crime, ugliness and cost. I rarely have more than 1 bank, too.
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« Reply #3 on: 06/05/06 at 05:01 PM »

Military base lol.
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« Reply #4 on: 06/05/06 at 05:28 PM »

Stadiums or souvenir shops can get profitable, if they're the only options around...
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« Reply #5 on: 06/06/06 at 09:05 AM »

However, don't stadiums and souveneir shops add to the quality of the tourist/entertainment experience, raising your tourism rating?  Could the indirect effect be enough to offset lack of profitability?
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« Reply #6 on: 06/07/06 at 06:05 AM »

No. The tourism rating as based on the ratings of the three closest attractions to the individual tourist's hotel, modified by that tourist's preferences in sites. I dont know about stadiums (because I never build them), but souvenir shops tend to have a low rating themselves....
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« Reply #7 on: 06/07/06 at 08:49 AM »

... The tourism rating as based on the ratings of the three closest attractions to the individual tourist's hotel, modified by that tourist's preferences in sites. ...

I guess you mean the individual's rating as shown in the information panel when you click on one.

Does the same rule of "three closest attractions" apply to the ratings that come up in the Almanac -- Economy / Tourism & Entertainment / Tourism Rating / Average Site Score?

If so, that would have an impact on how best to lay out attractions vis-a-vis hotels. I picture three attractions clustered close with a hotel; low class with low class - etc. That would breakup the typical clusters of hotels seen in lots of screen shots.

To gain an optimum, one could use more information on the typical distribution of tourist preferences. It seems to me one of the most common is 'just relaxing' or some such.
« Last Edit: 02/01/12 at 09:51 AM by Coconut Kid » Report to moderator   Logged

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« Reply #8 on: 06/07/06 at 11:06 AM »

I am not sure how "average site score" is calculated, but I would assume it is the average scores assigned by the tourists that visited most recently.
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« Reply #9 on: 06/07/06 at 12:22 PM »

Yes, with the site score, when I go to my almanac the raw score is usually anywhere from -7 to 10, how is this raised? Should I make more commodities around the hotel?

On the Sports complex, I can see how they lose money. I usually build my first one when my population is 600-800 because it is more likely people will come to it. Also when there are a lot of tourists, they like them, it is one of their "needs".
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« Reply #10 on: 06/07/06 at 02:49 PM »

The raw score IIRC is calculated from your US relations and such.
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« Reply #11 on: 07/08/06 at 03:08 PM »

Housing
I avoid all types of housing except houses and tenements.

 The others either have a housing quality that makes it hard to get the people's overall happiness up, or they are too expensive and take up too much space. And I especially dont like the ones that use electricity.

I use the tenements as free housing for those who have no income
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« Reply #12 on: 07/09/06 at 06:27 PM »

The raw score IIRC is calculated from your US relations and such.

I always have Perfect Harmony with them though, and they are my ally!

Housing
I avoid all types of housing except houses and tenements.

 The others either have a housing quality that makes it hard to get the people's overall happiness up, or they are too expensive and take up too much space. And I especially dont like the ones that use electricity.

I use the tenements as free housing for those who have no income

I see your point but I am a sucker for nice housing, kinda. I always aim for apartments or better but sometimes I just get too many people so I find myself building tenements or bunkhouses. I usually use those two for farmers, students, and retirees though. Most of my educated city dwellers though live in housed, luxury houses, apartments, or condos.... Yes, the electricity gets sucked up but it is for the people. Anyway, then I have to build another electric plant and that is more female college educated jobs....
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« Reply #13 on: 07/17/06 at 04:08 PM »

Well I'm still learning the game so there are a bunch of buildings I have not tried yet.  But I never use the tenement (why bother? it's ugly, crappy rating, bad crime) so I thought it was interesting to see that a lot of people rely heavily on it.  I can see how it would be helpful for keeping up with the housing issues but I just can't bring myself to do it.  I don't even like the ugly old apartment building but you obviously need something for early on.  Just building a ton of houses doesn't quite cut it.  I'm also not a fan of most of the tourist crap.  They don't seem to like a bunch of the attractions very much.  I pretty much build beach sites and a duty free shop to start.  I just let the slob and middle class tourists eat and drink with the locals.  Then once I get to the point of having plenty of electricity - I build the really nice hotel and I give them the marina, spa, restaurant ect. exclusively.  I also haven't built the cheap motel.  I like to use the hotel buyout option because the free hotel at the game start is really nice and it eliminates the need for the flea bag motel.   
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« Reply #14 on: 07/18/06 at 09:08 AM »

II almost never build individual housing.  Tenements, aimed at the uneducated single wage, apartments for married uneducated/single high-school, and eventually condos for married high-school/single college.  Both my rents and my incomes tend to 1/2/4.
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With formal systems, such as mathematics, you can have certainty and demonstrability, but not reality.
With science, such as physics, you can have reality and demonstrability, but not certainty. 
With belief systems, such as Christianity, you can have reality and certainty, but not demonstrability.
--HRG, on CARM (paraphrased with his approval)

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« Reply #15 on: 07/18/06 at 10:23 AM »

Well I'm still learning the game so there are a bunch of buildings I have not tried yet. ...

I suspect that this thread is not intended as a generalized discussion on how to play the game.

Here is a link which may interest you:

http://www.the-nextlevel.com/tropico/cafe/index.php?topic=9278.0

Unfortunately, the original links posted don't work because a site move. However, perhaps you may be inspired to look about a bit.

http://www.the-nextlevel.com/tropico/cafe/index.php?topic=9134.0

 Wink Cool
« Last Edit: 02/01/12 at 09:56 AM by Coconut Kid » Report to moderator   Logged

Nev
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« Reply #16 on: 07/18/06 at 11:56 AM »

II almost never build individual housing.  Tenements, aimed at the uneducated single wage, apartments for married uneducated/single high-school, and eventually condos for married high-school/single college.  Both my rents and my incomes tend to 1/2/4.

Lol that makes sense.  I'm such a dork.  I like the house because they are pretty.  Aesthetics over function.  I'm such a girl.
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« Reply #17 on: 02/01/12 at 10:05 AM »

Over time it has become evident that for the entertainment \ tourist attraction buildings, the building service quality codes and the NPCs' preference codes are not as balanced as the developers probably intended.

The souvenir shop should be paired with the cabaret so the females will have something to do while the males 'watch' the showgirls.
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