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Cafe Tropico  |  Tropico  |  Tropico Discussion/Questions/News (Moderators: CafeDave, Mr.P, Railnut)  |  Topic: What is the logic behind the Capitalist faction's love for factories/tourism?
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« Reply #25 on: 03/24/05 at 01:04 PM »

If the person with the arrow did not respect the presidente, his arrow would be red. According to the note, the lack of an arrow means they are not members of the faction.

I wonder if the first few people added to the map are screwed up as to their factions.... Those two soldiers were the first two I added, so their factions might be addled.
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« Reply #26 on: 03/24/05 at 09:52 PM »

Hmm, yeah you're totally right about the red arrow.

My suspiscion is that if either the statistics you get when clicking the individual OR the statistics you get when click the faction button is wrong, I would hope that the one that is correct is the one you get when you click on the individual, sinceI think more coding went into the individual units than did the faction information...
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« Reply #27 on: 03/24/05 at 11:11 PM »

Perhaps a fruitful bit of research would be to look at an individual for all six factions. Although a maximum of only three is shown for each individual

Okay, Ck...here you go....proof that more than three factions can be shown for an individual... Grin  (sorry)

edit: of course, this doesn't necessarily mean he supports each faction...lol



* fivefaction.jpg (22.06 KB, 421x176 - viewed 62 times.)
« Last Edit: 03/24/05 at 11:14 PM by artemais » Report to moderator   Logged
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« Reply #28 on: 03/25/05 at 11:37 AM »

Yes.

1 and 4 agree with each other, since 1 shows the plusses of one unit and 4 shows the plus-ranking of all the units.

2 and 3 agree with each other, since the number of units with arrows in 2 equals the number of units claimed in 3.

Ideally, all four displays should agree with one another...  Lacking that, there should be an almanac  page showing all the units in 2 and 3.
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« Reply #29 on: 03/25/05 at 04:56 PM »

One thing the Almanac "List" pages provide is a rank order of citizen units for support of each faction -- even though the "categories" are sort of silly since they don't seem to be related any other catergories.

The categories on the list page are the number of plusses the units have for that faction. The Die-hards have 3 pliusses, while the detractors have zero. Each line corresponds to 25% support of the faction.
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« Reply #30 on: 03/26/05 at 02:33 PM »

I would think that 72 is the total adult population on your island then.
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« Reply #31 on: 03/27/05 at 10:01 PM »

A script could attract young, impressionable minds to a faction. e.g. The Capitalists could hand out free lolly-pops in connection with the Mardi Gras Decree and give everyone with age <13 an "83" for the Capitalist faction (possible ?).

Well, yeah, its possible to write the script so that it will increase their faction adherence, although one couldn't set it to a specific number like "83", although you could certainly increase it significantly.  Of course, I don't know if the script will fire for them since they are still children.  And as we know, increasing faction support does not necessarily equate to making them part of the faction.
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« Reply #32 on: 03/28/05 at 07:50 AM »

What happened to my reply? Did someone delete it?

The count is by avatar, not age. The Tropicans who still have a child avatar are still considered children by the game engine regardless of their age.

UnitIsChild will be true until they lose the child avatar.
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« Reply #33 on: 03/28/05 at 12:42 PM »

Yes. The UnitUI stuff applies to the particular individual you are on in your loopthroughallunits. If you are not in a loop, it affects all units.

The ones you can "read" are in edcondit.txt.
The ones you can "write" are in edeffect.txt.

Presumably, if your raise or lower a unit's FactionSupport enough, they might possibly be induced to join or leave a faction.

The FactionEnvironmentAdjustment numbers have not been explained..... Maybe (this is a W.A.G.) they reflect how much an individual can affect other Tropicans he/she meets, or the other way around....
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« Reply #34 on: 03/28/05 at 10:26 PM »

In particular, I should look for an explanation of if/how UnitUlFactionSupportxxx works to increase or decrease (+/-) the number of people who support this faction as it operates on individual units.

Basically the UnitUifactionsupport is what the game checks to see how many (if any) plusses a person has next to the faction...raising it should give the person more plusses, though as discussed elsewhere we are now certain that more plusses doesn't necessarily mean they will in fact support the faction.  The Unituifactionsupport is slightly more complicated than this, but this is probably the easiest way to remember it.
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« Reply #35 on: 01/06/12 at 11:38 AM »

This is a fairly good thread. Several excellent questions about the NPC's faction support were raised; however, much of the discussion and a few of the answers reflected the poster's opinions of politics in the real world rather than what actually exists in the game world. I appologize for having deleted my posts. It don't think they added much.

I still do not accept that an NPC with a faction support score of less than 25 (on a scale of 0 to 100) is counted as a member supporter of that faction. There are four places to check faction supporters:
  • The on map information mode panels
    • The individual NPC's politics panel
    • Population 'arrows' overlays - faction respect1
  • The Almanac
    • The lists tab - for each faction, shows the entire population in four levels2
    • The politics tab - links to a page for each faction which
      • names the leader,
      • gives a total number of supporters &
      • gives a narrative for the relationship level
 1 This overlay is interesting because it is actually the tenth (respect) of the ten happiness factors; the first nine are available under the previous (happiness) button. I believe it is obivious that it is not intended to identify faction supporters; rather it is intended to lead the player to understand that working through the factions is the key way to improve his respect standing. The division into factions does NOT indicate the levels of support for the faction, but rather their respect for El Presidente.
  2 These four levels correspond to the quartiles of the 0 to 100 scale upon which each NPC is ranked for each faction. The position on the page is in numerical order from high number in the upper left to the lower right. Perhaps the game world philosophy might be stated, everyone supports the existence of every faction because that is the foundation of liberty; but if their level of support is not 25 or greater for a specific faction, they don't support it in practice.

I believe the job related avatars do have a strong effect on the NPC's job seeking decisions and faction support levels.

I also believe that buildings have an association with factions.

I believe the program has a simple set of checks for each faction to determine if its goals are being met. These checks are rather clearly implied in the Almanac narratives under the Politics tab.
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« Reply #36 on: 01/06/12 at 12:48 PM »

In particular, I should look for an explanation of if/how UnitUIFactionSupportxxx works to increase or decrease (+/-) the number of people who support this faction as it operates on individual units.
Basically the UnitUIFactionSupport is what the game checks to see how many (if any) pluses a person has next to the faction -- raising it should give the person more pluses, though as discussed elsewhere we are now certain that more pluses doesn't necessarily mean they will in fact support the faction.  ...

Obviously, my question was based on the Editor Explanatory Document's (v1.5 by Cafe Dave) notes column in the effects section. I believe now that column is an error in the effects section. In the loop-thorough data (condition) section, that note indicates which units will be counted. I have to disagree with Artemais - the check is not on "+'s" but rather on a number (0 to 100) which is that data element. I believe when UnitUIFactionSupportxxx is used as an effect operator, it has to show a % to change that data element up or down for all units or for selected units.
I strongly disagree that the data number does not absolutely control the count of a unit as a supporter or non-supporter. I can't explain Brf's
Quote
All of the units with two or three plusses were members of the Intellectuals Faction. Most -- but not all -- of the units with one-plus were also members. Some of the units with zero intellectual plusses were nevertheless members of the Intellectuals.
, but I don't think his checking tool is that accurate.
Quote
The only way to see the actual members of the faction is by using the Info Mode tool as seen here in this picture. It will put an arrow over the head of every member of that faction. You can see from the first picture that Gonzalo here is a member of the Intellectual Faction.
Unfortunately, the picture was lost in the site relocation; but I am doubtful that the arrow actually related specifically to Gonzalo. I have found that there are a lot of "stray" arrows (perhaps relating to people inside buildings) which are confusing even in the closest zoom.

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« Reply #37 on: 01/06/12 at 01:06 PM »

...  The FactionEnvironmentAdjustment numbers have not been explained. Maybe ... they reflect how much an individual can affect other Tropicans he/she meets, ...

An Excellent Guess !

My investigations of the Unit.Dat file indicate that each avatar (rather than the unit itself) has a set (or the potential for one or more) of auroras which affects other units. This is a parallel to the auroras of buildings some of which are directly related to factions.

The easiest to observe are the military and police walking about with one of the pertinent overlay on.

The interesting possibility for scripting is that this effect operator may be able to change avatars in ways not in the base setup.
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« Reply #38 on: 05/27/12 at 12:11 PM »

Almost all of the thread is technically off topic since it spun off to talking about how individuals support factions.

I realize those areas are more profitable per worker once they get going at full blast, but they are so difficult to set up early! ... Come on, Capitalists! The treasury is overflowing, the average wage is way above Car. Avg., give it a break, people! ...

The logic is in the eye of the developers. They hard coded the things that each of the factions would gripe about. That pattern follows their outline of how the game world operates.

Part of learning how to play the game is learning how to ignore the gripes -- or manipulate around them. You can shut off the capitalist's early gripe by building a single Bungalow; be sure to lock out the employee and set your Ports to freighters only.
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