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Coconut Kid
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« Reply #175 on: 06/19/06 at 08:25 AM »

Tropicology on mining (and jewelry) from Senior Ruina:
http://dynamic3.gamespy.com/~tropico/cafe/index.php?topic=5862.0

This has some important information on the area a mine "works."

Updated link:
http://tropico.strategyplanet.gamespy.com/cafe/index.php?topic=5862.0

Tropicology
I did some mining and jewelry making, much as in the other posts.  There were two mines each for iron and bauxite, and three for gold, over three spots of deep green that I made using the editor.

Here's the results
      income wages
iron 154968 19056
iron 72826 18096

baux 189120 18420
baux 90912 18372

gold 326100 18324
gold 67270 20388
gold 245640 18384

here's the result for the jewelry factory

income wages rsrc
742000 41265 434k

and from the almanac:

iron 227851
bauxite 280032
gold 204360
jewelry 742000

Analysis of the data:

First, the totals of incomes for the various mines and what the almanac has for exports match up.

Second, I think there is some sort of "ownership" effect allocating terrain to specific mines.  Each of my mines was "sharing" the same mineral-spot with at least one of its type, and you can see that the income for the mines is wildly disparate, in spite of the almost identical wages expended.  In fact the gold mine with the 20k salaries had its staff "working" for about 2-3 years extra at the end without mining anything (I was trying to get them to mine 0.7 or more so that a small residual of gold would be teamstered).  My suspicion is that this mine "owned" only a few small spots which it mined out.  Miners seemed to be at work, but never mined anything.

Finally, the numbers on jewelry.  The factory bought 1965 man-months of labor.  This turned 144.88 loads of gold into 140 loads of jewelry.  (I can't explain the lossage, but presumably a cart got lost on the way to the dock.)  The rate for the factory is thus .0737 loads/man-month, which is slightly higher than other factory types I have tested.  This may be a result of the extra training that the jeweler's guild gets.

All in all, jewelry is just as profitable as it is made out to be by various strategy guides.  The only negative to it is that it delays an extremely valuable product from reaching the dock; this makes the factories seem less productive than they are unless you artificially stop their input flow.

Seven mines.  Three mineral deposits: one of each type.  These were made with the editor, using  (IIRC) the third brush size, so each was square and about 8-10 grid lines on each edge.

I put the mines at the edge of the deposits.  That is, the mine-buildings themselves were on red terrain.  Right next to them on one side was yellow (the edge of the spot), then there was deep green in that direction.  In other directions, red, red and red.

Well, I did some voyeurism with my miners.  And I have found that ownership is not, in fact, a Tropico reality.  Two mines can work the exact same square at the same time.  I saw it happen.

There was, however, a limit on the mines.  When the mine is created, it appears, it "looks" at various spots within range then decides how much it will mine them.  Once it mines a spot x many times, the mine ceases to "see" that spot.  I thought maybe this has to do with terrain steepness, and it might.  But I tried lifting the spot back up - the existing mine still did not see it.  Then I bulldozed the mine, and rebuilt another in the exact same place.  The miners all hired onto the new mine, and voila, went to work on the spot that moments before they would not touch.   What if you lift it up while they are still working on it?  Did not try that yet. 

Some more observations.  First, the miners work intersection points on the grid.  But the terrain overlay shows color on a whole grid square, which has four corners.  It is the west corner of a grid square, which is where the ore "is" from the POV of mining.  With a single square ore deposit, only the west corner is worked.

Using the mineral tool in the editor, there appear to be 8 different amounts of gold that a square can have.  The lowest couple look red in the terrain overlay, so its hard to realize they are there.  But they are, and miners will mine them.  It turns out that mines will *only* allocate to themselves squares with ore.  This is not "ownership" of a specific mine, but "ownership" for mining in general (so it seems).

I am not sure of this, but I did not notice any actual mineral depletion of ore spots.  My "model" going into this was the ore spots would be depleted down to red, which would naturally lead the mine to stop mining them.  But that did not seem to happen, even for the spot with just one level of ore.  The miners rarely went to this one (perhaps the number of times X that a mine will hit a near-red spot is low).  But it stayed as "reserved" for mining, and new mines built would "see" it.  Perhaps I just need to mine a spot for longer to see some depletion.

Mines won't mine ore from underneath themselves.  However, how far out their base extends is not too obvious.  My first mine I placed over my spot of gold.
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« Reply #176 on: 06/19/06 at 08:49 AM »


Updated link:
http://tropico.strategyplanet.gamespy.com/cafe/index.php?topic=5733.0

I did a test on fishing, canning, and meals.

The presidente was chosen to have no production bonuses, but he did have education bonuses.

I set up a small island, rapidimente, with 6 fishing wharves, one cannery (improved with packing house), and two corn farms.  Wages were set at 12 for uneducated, and 21 for high-school; these were not changed (except very briefly, by accident).  I ran for 27 years; toward the end I fired all the fishermen to let the teamsters carry all their fish off to the cannery. 

During the run the population went up to about 130 to man everything I had built.  Around 200 meals were eaten most years.

Data

Here are the raw numbers generated during the run:

Fishing Wharves:
income  wages  meals
22059  11820  294
15510  12960  412
10209  12204  444
 4470  12408  838
 9546  12876  438
16572  12696  426

Corn Farms:
income  wages  meals
16096  14916 1023
17556  15024  880

Cannery:
income  wages  RSRC
201970 49573 60606

From the almanac, some more data on exports.  The totals earned are as follows.  Canned fish: 201970.  Corn: 33652.  Fish: 17760.

Analysis

First, I note that roughly one-third of fish that was not eaten, got exported directly (not canned).  This meant that the teamsters took it to the dock, presumably because the input queue at the cannery was full.  So the cannery was never idle for want of input, save perhaps for a few months early on.

The cannery processed 202.02 loads of fish, according to the resource price.  From the wages it paid, and the known fact that wages were at 21 the whole game, we know that the cannery had 2381 man-months of employee time spent employed there.

Thus I calculate the average throughput for the cannery as .085 loads/man-month, or very close to 1 load/man-year.  Since 8 are employed, we see that the maximum capacity of a cannery is 8 loads/year. 

Now let's look at food generation.

Together, the six wharves generated $78366 in sales, and 2852 meals.  This averages per-wharf to $13061 and 475.3.  I assume that each meal eaten reduces the sold-output; under this assumption, we can estimate the cost per meal by comparing the absolute values of the differences from the average. 
8998 181
2471  63
2852  31
8591 363
3515  37
3511  49
In total, the differences in costs from average are $29938; the total number of meal differences from average are 724.  This suggests that each meal eaten cost $41, or about 1/8 of a load of fish. 

If that is true, then we can see that the amount of fish eaten, 2852 meals, was the equivalent to 356 loads.  So more of the fish was eaten by the people than got canned. 

Even with the losses from meals, the productivity of the wharves was lower than I had expected.  Collectively they generated 558 loads, for $74964 in wages, or 6247 man-months.  That means they were getting .09 loads/man-month, or 4.29 loads/year when fully manned.  All of them had dark green waters within one or two squares when I created them.

Conclusions

Canning is very profitable, if you have things that can be canned.

Fishing is not very profitable.   

I have previously analyzed corn, and found that meals there are about 1/32 of a load of corn.  If that is true, then clearly one should prefer to grow corn over fishing, when it comes to creating food. 

Fish may be worthwhile as a means to keep a cannery busy, or as a means to vary the diet with an eye to raising food quality (anecdotal).  However, if you have land available pineapples are probably superior for both tasks.

By comparison to other resource-extraction buildings, wharves take up the least land, so they may be worthwhile when you have run out of easily accessible land.  But otherwise, I recommend avoiding them.

Senor Ruina
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« Reply #177 on: 06/19/06 at 08:57 AM »

Quote from: Senior Ruina
I am not sure of this, but I did not notice any actual mineral depletion of ore spots.  My "model" going into this was the ore spots would be depleted down to red, which would naturally lead the mine to stop mining them.  But that did not seem to happen, even for the spot with just one level of ore.  The miners rarely went to this one (perhaps the number of times X that a mine will hit a near-red spot is low).  But it stayed as "reserved" for mining, and new mines built would "see" it.  Perhaps I just need to mine a spot for longer to see some depletion.
In one of my random games, I have three (IIRC) mines on a deposit that was green but not large.  When the deposit seemed to run out, that land went *white*, not red.  I have not repeated that mistake.

Quote from: Senior Ruina
Mines won't mine ore from underneath themselves.  However, how far out their base extends is not too obvious.  My first mine I placed over my spot of gold.
Did you account for the reserved space for upgrades in your placement?
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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)

Come now, and let us reason together
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« Reply #178 on: 06/19/06 at 09:00 AM »

Brf and Rich Nagel have established clearly that the animals are in the 'meals skipped' statistic loop. Further, they are in the 'meals eaten' statistic loop and totally screw it up because they eat far more often than people.

http://dynamic3.gamespy.com/~tropico/cafe/index.php?topic=8011.25

Updated link:
http://tropico.strategyplanet.gamespy.com/cafe/index.php?topic=8011.25
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« Reply #179 on: 06/19/06 at 09:09 AM »

Quote from: Senior Ruina
Mines won't mine ore from underneath themselves.  However, how far out their base extends is not too obvious.  My first mine I placed over my spot of gold.
Did you account for the reserved space for upgrades in your placement?

Senior Ruina has not visited here since September 28, 2004, so I don't think you will get an answer from him.

I'd guess that he did not since he did not mention the variations in production they would produce.
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« Reply #180 on: 06/19/06 at 09:22 AM »


Updated link:

http://tropico.strategyplanet.gamespy.com/cafe/index.php?topic=4138.msg99583#msg99583
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« Reply #181 on: 06/20/06 at 07:47 AM »

Lord_Corwin: I ran into this problem also. ...

Per: http://dynamic.gamespy.com/~tropico/cafe/index.php?topic=9134.msg186873#msg186873

Rich ¥Weeds¥ Nagel: Not necessarily. ...

Updated link:

http://tropico.strategyplanet.gamespy.com/cafe/index.php?topic=9134.msg186873#msg186873
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« Reply #182 on: 06/20/06 at 08:19 AM »

Manipulating Units/People according to faction associations from El_Coronel & Senior Ruina:

http://dynamic3.gamespy.com/~tropico/cafe/index.php?topic=5837.0

http://dynamic3.gamespy.com/~tropico/cafe/index.php?topic=5839.0

Update first link:

http://tropico.strategyplanet.gamespy.com/cafe/index.php?topic=5837.0

El_Coronel: I ... saw no definitive answer on how faction works for units. I think I am making progress in understanding it.  ...

Methodology: I placed a single unit on a map to keep it simple.  I dumped the 4 following scripts into the 'events' folder created in the main Tropico folder.  Then I loaded my map.  Opening the Lists, I checked the current display there for my one unit in the environmentalist faction, which is the one I was tinkering with.

Results:  A single AddTo does not visibly move the faction obtained by checking UnitUIFactionSupportEnvironmentalist (18).  After about 25, the x100 number moved 1 (from 1800 to 1801 in my case). This suggested the increments are smaller, so I added a x10000 line in my report. And retested.

This time at iteration 29 I saw the numbers toggle to the following:

iteration 29
(x1) 18
(x100) 1801
(x10000) 180100

The granularity of x100 was sufficient, it appears.  (Prior experience with the logging numbers made be suspect this). Now the question is whether the effect is random, a chance based increment, or fixed on some interval.  I will go on to see when the next several increments happen, and retest from start to see if the sequence stays consistent.

At iternation 57 I saw 1802 appear.  It looks like the magic number is 28, which is the number of days in a month in the game, but another set should prove it.  My starting day was probably the 2nd of January for the sequence, thus the slight blip.

At iteration 85 1803 popped up.  That's 28 days later.  The next should be at 113 then.  And it was.

It appears that an AddTo of 1 each day for a month results in an increase of one percent of a point of faction.  That means 2800 should move it 1 point.  That will be next test.

A quick edit of testevnt.evt to change the 1 to 2800 and away I go.

My unit starts as a detractor, so in the space of 3 months it should move up to the maximum support category.  The numbers should track progress.

Whoops.  That's odd.  Numbers are maxes at iteration 1.  Yep, she's now a DieHard supporter! Either a bigger boost moves faction a LOT faster, or I have some sloppy code.  Except if it were code, 1 point per day for all of January would not get it to 100.  The former theory seems more likely.  Must be some exponential equation involved.

I'll try with a boost of 2 instead and see if the numbers move more than twice as fast.

Hmm, at iteration 1 the number is 1900.  And at 2.  And all the way through the month.  Aha!  We can only boost faction for a given unit once per month?  At 29 it's 1902. and at 57 it moves to 1904.  Still unclear. 

Does appear as if the 'one move per month' theory might be good.  Not sure what happened last test though. Why did a boost of 2800 max faction?  It should have moved to around 4500 (45.00) if it's linear as the other two tests suggest.  Unless it's some sort of logarythmic scale.  Let me try a boost of 10.

Hmm, at iteration 1 it's 2700.  That is 1700+1000 (17+10), which is weird.  But tracks with the other two tests of 1 and 2 increments.  And by that logic, 1700+280000 would force maximum.  But why is that first increment 100 times the others?  Is that a designed intent to allow scenario designers to quickly move faction at the start of a scenario?  In any case, at 29 interations the number moves to 2710.

If the first is a x100 effect, I should be able to hit 99 at iteration 1 by adding 99-17=82.  Yes!  And I should see 99.82 at 29 iterations... and I do (and the x1 number is rounded to 100 too, interesting.)

Tentative conclusion:

The first adjustment of a unit's faction adds whole points in the 0-100 faction range.  So a unit with 50 starting faction can be changed to a 100 with:

GeneralEffect AddTo (faction) 50

After that, faction is moved in 1/100ths of a point with one event per month maximum.  The above command would at one half a point, moving a faction of 50.00 to 50.50.

I'll test this further by setting a series of timed events, rather than daily loops, and see if it performs as expected.

I changed to a loop of Monthbegin and negative numbers and it performed exaclty as expected in my comclusions above. 

Next is testing beyond one year.  Hope my test unit doesn't emmigrate on me... no dock, maybe that will keep her close.

Anamolous behavior on the first of the year.  Regular on the first of the other months out to past 3 years.

start  17.00
Feb 1  27.00
Mar 1  27.10
Apr 1  27.20
.
.
Nov 1 27.90
Dec 1 28.00
Jan 1  27.81    <--
Feb 1  27.91
Mar 1  28.01
.
.
Dec 1  28.91
Jan 1  28.73    <--
Feb 1  28.83
.
.
Dec 1  29.83
Jan 1  29.64      <-- 
Feb 1  29.74

It appears there is some normalization of faction on Jan 1 of each year.  But is this to some base number (maybe 25 as the neutral point) or back to the starting number for the unit? 

First year decrease is: 0.29
Second: 0.28
Third:  0.29

Hmm, doesn't seem to be 1 percent of total, quite, though close.  I would expect the first to be a bit lower.  Might be rounding.

Can't tell what the target is though.  There may be other faction-modifying events in the game that we don't see too (beyond the newspaper/radio/TV ones we know about).

Whoops, made one assumption too soon.  x10000 is necessary to see significant digits once a year is passed. (skip rest of Reply #2)

Senor Ruina: Colonel: nice to see some work being done on this.  I have not done as much detail as you, but I'll relate what I have done.

Taking the idea of multi-factions from an earlier post that I read here, I got the idea to make a scenario called Bolsheviks.  The idea is that your goal in the game is to create a faction of people both communist++ and militarist++.  My scripts would look for that, then whenever they see a new bolshevik they would boost him or her to communist+++ and militarist+++ (and also it would drop religion by 25).  This makes it the unit easy to find, and it also makes it easy to know which new units (which appear from time to time) have been "branded" as Bolsheviks and which ones have not.  (So you can report new ones to the player.) 

I had no problem detecting people who were ++ in the two factions.  My scripts then set the people to level 99 in both factions, and this also worked.  By means of testing, what you would see is that a new person appears with ++ in the two factions (typically just after leaving a military school), then at the month start when the event fires that person is noticed, the message for new bolshevik appears properly, and the person is now +++ in both factions.

Incidentally, the scripts all work in case any wants them.  My playtesting with them convinced me that the overall idea is flawed.  Culturing a bolshevik party is not, actually, very much fun.  It is too straightforward.  My other main idea in Bolsheviks, which is rewarding the player for getting his bolsheviks into particular jobs, also is not hugely fun.  The problem here is job bumping, which just gets ridiculous and tedious.

(Then there are some comments on coding techniques)

El_Coronel: Here's my modified version which appears to work perfectly.

CheckFrequencyOnlyWhenCalled
;
; event: varsetrw (name each event to describe var set)
;
; variable x
;
; GV4 is rw flag (F/0 = read, T/1 = write)
; note: GV4 must be 1 or 0 only
; GV1, GV2, GV3 are passed variables
;
; EV1, EV2, EV3 are perm storage
; EV4 is working storage

; do GV1
GeneralEffect SetTo EventVariable4 (GroupVariable1 * GroupVariable4)
GeneralEffect AddTo EventVariable4 (EventVariable1 * (GroupVariable4 = 0))
GeneralEffect SetTo EventVariable1 EventVariable4
GeneralEffect SetTo GroupVariable1 EventVariable4

; do GV2
GeneralEffect SetTo EventVariable4 (GroupVariable2 * GroupVariable4)
GeneralEffect AddTo EventVariable4 (EventVariable2 * (GroupVariable4 = 0))
GeneralEffect SetTo EventVariable2 EventVariable4
GeneralEffect SetTo GroupVariable2 EventVariable4

; do GV3
GeneralEffect SetTo EventVariable4 (GroupVariable3 * GroupVariable4)
GeneralEffect AddTo EventVariable4 (EventVariable3 * (GroupVariable4 = 0))
GeneralEffect SetTo EventVariable3 EventVariable4
GeneralEffect SetTo GroupVariable3 EventVariable4
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« Reply #183 on: 06/20/06 at 08:41 AM »

Manipulating Units/People according to faction associations from El_Coronel & Senior Ruina:

http://dynamic3.gamespy.com/~tropico/cafe/index.php?topic=5837.0

http://dynamic3.gamespy.com/~tropico/cafe/index.php?topic=5839.0

Updated second link:

http://tropico.strategyplanet.gamespy.com/cafe/index.php?topic=5839.0

Senor Ruina: downloadable new rules: bolshevik - may apply to any game as may the "tyrannical score system."

Here is a new ruleset with which to play Tropico.  It works, I think.  (I know that the initial briefing is, for some odd reason, cut off.  Minor bug.) 

To use it, create an "events" folder under the tropico directory, then unzip this stuff there.  Then you can play any scenario, and instead of "normal" victory conditions you get the ones I implemented.  You will see.

I post this mainly as a demonstration of some of the scripting things.  It does make a different sort of game, though, so possibly it would be fun for some folks.  I tend to find it a bit boring, though.  And it is annoying as heck to deal with job-bumping among your educated workers.

(You must go to the link to get the download.)

This may be of particular interest to those who wish to play a communist +  militarist oriented game.
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« Reply #184 on: 06/20/06 at 08:49 AM »

This may be of particular interest to those who wish to play a communist + militarist oriented game.

http://tropico.strategyplanet.gamespy.com/cafe/index.php?topic=5839.0

Actually you don't have to be a scriptor to use this download. Most players will have no problems trying it.

However, if you have questions - please use the original thread rather than tagging onto this post.
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« Reply #185 on: 06/20/06 at 10:53 AM »

The post above telling about the experimentation with UnitUIFactionSupportEnvironmentalist shows that the "AddTo" function does not really work as expected with UnitUI counters....

I have always used them as a "setto" the "addto"....

In other words, doing the AddTo twice does not really add it twice, it simply sets the "addto" variable twice. As the game is running along, it refers to this "addto" variable to see how far the unit's support should be changed.
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« Reply #186 on: 06/20/06 at 03:59 PM »


Updated links:

http://tropico.strategyplanet.gamespy.com/cafe/index.php?topic=5879.0

http://tropico.strategyplanet.gamespy.com/cafe/index.php?topic=5880.0

http://tropico.strategyplanet.gamespy.com/cafe/index.php?topic=9134.msg186959

Since PI included the new industry of the Furniture Shop but did not include a condition to find the export value or units, I have been wracking my brain trying to find a way to calculate it.  I had a very complex event started when it struck me that it can be determined very simply by the Bldg Revenue condition.

Here is a set of events to calculate and display it, also available as attached zip.  Of course you can modify or delete things you do not need.  Note that the units calculation is based on the regular price of $2800 per unit, and not on the 20% increased price if you use a machine center upgrade, so units calculated may be higher than it should be.  But the revenue will be correct regardless.  I hope this will be useful to someone.

furn.evt
CheckFrequencyYearEnd
Condition GSRevIndustry>0

GeneralEffect SetTo GroupVariable1 0
GeneralEffect SetTo GroupVariable3 0
GeneralEffect CallEvent furn1
GeneralEffect CallEvent furn2

furn1.evt
CheckFrequencyOnlyWhenCalled

LoopThroughAllBuildings
Condition BldgType=BldgTypeFurnitureShop

GeneralEffect AddTo GroupVariable1 BldgYtdRevenue  ;Year to date value
GeneralEffect AddTo GroupVariable2 BldgYtdRevenue  ;Lifetime value

furn2.evt
CheckFrequencyOnlyWhenCalled
AlwaysTrue

GeneralEffect SetTo GroupVariable3 GroupVariable1
GeneralEffect MultiplyBy GroupVariable3 (1/2800)
GeneralEffect SetTo GroupVariable4 GroupVariable2
GeneralEffect MultiplyBy GroupVariable4 (1/2800)

MessageTypeDossier
MessageText "Values for this year:\n\nFurniture Revenue: [TRIGGER_GROUP_VARIABLE_1]\nFurniture Units: [TRIGGER_GROUP_VARIABLE_3]\n\nValues for lifetime:\n\nFurniture Revenue: [TRIGGER_GROUP_VARIABLE_2]\nFurniture Units: [TRIGGER_GROUP_VARIABLE_4]\n\nUnits based on base price of $2800 per unit only."

(There is a download you must go to the link to get.)
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« Reply #187 on: 06/20/06 at 04:16 PM »

Making Columns on "Reports" from CafeDave:

Here in reply #4:
http://dynamic3.gamespy.com/~tropico/cafe/index.php?topic=6542.0

Updated link:

http://tropico.strategyplanet.gamespy.com/cafe/index.php?topic=6542.msg138714#msg138714

Eureka!  I couldn't leave this alone, so I did some testing and it can be done!  The hj codes allow overlaps, so if you put an [hjr] for a centre column with spaces at the end, then another [hjr] with no spaces, you get two nicely aligned columns.

Here's an example event with a 15 space blank at the end of the first column:

CheckFrequencyAlmanacScore
AlwaysTrue

GeneralEffect SetTo EventVariable1 GSExportValueCorn
GeneralEffect SetTo EventVariable2 LTDGSExportValueCorn
GeneralEffect SetTo EventVariable3 GSExportValueCoffee
GeneralEffect SetTo EventVariable4 LTDGSExportValueCoffee

MessageTypeSpecial
MessageText "El Presidente, here are your export results:\n\n[hjl][u1]Commodity[hjr]This Year               [hjr]Lifetime[u0]\n\n[hjl]Corn:[hjr][TRIGGER_MONEY_EVENT_VARIABLE_1]               [hjr][TRIGGER_MONEY_EVENT_VARIABLE_2]\n[hjl]Coffee:[hjr][TRIGGER_MONEY_EVENT_VARIABLE_3]               [hjr][TRIGGER_MONEY_EVENT_VARIABLE_4]\n\n[hjl]Your deadline is January 1, 2000."


(See attached image for the output. Go to link.)

The underline codes are [u1] to turn it on and [u0] to turn off.  Colour codes are [c#] with number from 0 to 100 or more.  I also found a code in the exe file for [n0] and [n1] but not sure what it does.  There is a [pagebreak] code used too but it crashes the game.  Senor Ruina originally documented these in the Undocumented Dossier Secrets Revealed thread.
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« Reply #188 on: 06/20/06 at 04:48 PM »


Updated link:

http://tropico.strategyplanet.gamespy.com/cafe/index.php?topic=5309.msg96014#msg96014

I've been intrigued by various comments about using ranches. In particular, I've read (but not really understood) suggestions that ranches be started as cattle ranches, but switched to goats at some point. At least one commentator even suggested switching BACK to cattle at some later stage.

I thought some research on the economics of this might be useful, so I designed a test bed containing 4 ranches.  I've observed (and even read in this forum, I think) that 7 "G" squares out from the ranch building is the maximum (or at least the optimum) range for cattle browsing.  So I gave each of the ranches 7 clear squares in all directions, and put in 2 fully staffed teamster offices and docks, one pair to serve each pair of ranches (1 cattle + 1 goat ranch).  I let the game run for 20 years, and saved it every Jan 1.  I did not switch from cattle to goats; I just let 'em go.  As time allows, I plan to set up some other test runs to see the effects of switching herd types.

I just completed this exercise within the past 20 minutes, so I don't pretend to have plumbed the depths of the data yet (even with all the time in the world, my knowledge level in interpreting such statistics is essentially zero, and my math skills ain't none too advanced, neither).  At first blush, it seems to me that there MAY be a slight advantage (greater profit) from using goats in the 1st 5 years. Although this is by no means certain (see the one cattle farm that kept pace with the best of the goat farms right from the start).  It does seem clear, though, that over the long haul (unquestionably after the 8th year), cattle stomps all over the goats for profit.  Admittedly, the test might be criticized as creating ideal conditions for a cattle ranch, but the goats got the same advantages.

(spread sheet attachment available for download at link)

I didn't use smokehouses on any of the farms to keep things simple.  It's true the land showed a deeper green for cattle, but it was still all green for goats.  I wouldn't mind running some tests on land that's better for goats than cattle, but don't know how to set it up.  BTW, here's a zip of the test map for any who are intrested. (at the link)

timp999: The point of Egg's ranching strategy is the rapid switch of product from cattle to goat. This causes the ranchers to harvest the breeder cattle, which produce 7 units of beef each, at $1,000/unit, which yields $14,000 per ranch. It's basically a "middleman" economic strategy, where you buy two cows for $500 and then slaughter and sell them for $14,000 right away instead of breeding them. Once the cows have been killed, leaving 2 goats, switching back to cattle will buy 2 more cows, and you can then repeat the process.

To see the weather patterns, just look at the soil wetness bands and the average soil wetness. You can also script additional rain into a scenario by adding to the cloud rate.

Superdude: I think you should take some other variables in count:

-When people step on grass it loses quality.

-The skill of cows/goats makes some difference, it sounds dumb i know...

-The skill of the ranchers

-The weather patterns : more rain, better grass

-The bigger the herd is, the faster the grass will be finished up, the necessity of the cows to move more in search of grass, taking up their rest counter, making them lazier and slower.

-Goat quality seems to improve in higher altitudes, and cattle in lower altitudes



Weather patterns are now fairly well known.
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« Reply #189 on: 06/20/06 at 05:03 PM »

burtabreu provides an interesting sample of providing randomness as to both numbers and locations for placing rebel/unemployed units in scenarios. Unfortunately, only the discussion and some samples remain because the original, total script and the updated version were provided in attachments which are now lost.

Some original code and the discussion are worth looking at here:

http://dynamic3.gamespy.com/~tropico/cafe/index.php?topic=1058.0

Updated link:

http://tropico.strategyplanet.gamespy.com/cafe/index.php?topic=1058.0

Exs: Isn't this a bit "heavy"? In my new scenario "Relations" I have an event that adds a random amount of rebels at a few specified locations, but it's much simpler. Just:

GeneralEffect SetTo EventVariable1 (Random0To100+1)/35
GeneralEffect SetTo EventVariable2 (Random0To100+1)/35
GeneralEffect SetTo EventVariable3 (Random0To100+1)/35

GeneralEffect SetTo LocationX 135
GeneralEffect SetTo LocationY 26
GeneralEffect SetTo AddRebel EventVariable1

GeneralEffect SetTo LocationX 137
GeneralEffect SetTo LocationY 28
GeneralEffect SetTo AddRebel EventVariable2

GeneralEffect SetTo LocationX 139
GeneralEffect SetTo LocationY 33
GeneralEffect SetTo AddRebel EventVariable3

Don't know if it's that or something more complex that you want, but that functions nicely to add between 3 and 9 rebels in 3 locations. If you want more you divide by a smaller number, if less by a bigger one. Another event in that scenario divides by 50 to make it between 3 and 6.
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« Reply #190 on: 06/21/06 at 09:31 AM »

http://dynamic3.gamespy.com/~tropico/cafe/index.php?topic=2961.0

From JZ_Temple and John-SJ.

This thread has some very useful information on the exclusions/incompatabilities of the Dictator Traits ...

Updated link:

http://tropico.strategyplanet.gamespy.com/cafe/index.php?topic=2961.msg55257#msg55257
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« Reply #191 on: 06/21/06 at 10:03 AM »

El_Coronel's commentary on learning "Tropico Script" is a good read ...

http://dynamic3.gamespy.com/~tropico/cafe/index.php?topic=5831.0

And a second discussion between El_Coronel and Senor Ruina is a good read.

http://dynamic3.gamespy.com/~tropico/cafe/index.php?topic=5837.0

These two folks do not post here now; this is just 'mining' the old posts. Brf provides current information on scripting.

Updated Links:

http://tropico.strategyplanet.gamespy.com/cafe/index.php?topic=5831.0

http://tropico.strategyplanet.gamespy.com/cafe/index.php?topic=5837.0

They are really not of much use; just to avoid the frustration of reformulating the links.
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« Reply #192 on: 06/21/06 at 10:24 AM »

Running a Cannery for profit (and other related things):
From flagator_ http://dynamic3.gamespy.com/~tropico/cafe/index.php?topic=2886.0

Updated link:

http://tropico.strategyplanet.gamespy.com/cafe/index.php?topic=2886.0

Reading the link is instructive.

AHO: I agree with what others have said about industries, and I would add that productivity, as well as the speed at which you realize your earnings, also depends on where your workers live.  They don't work very long if they have to walk miles and miles to work.  You won't see a profit until  1) a teamster brings the raw goods to your cannery--seen as input items when you click on the factory, 2) your workers convert the raw materials into finished product--seen as output in the factory, 3) a teamster picks up your finished product,  4) the teamster drops the product off at the dock--seen by looking closely at the dock, and finally, 5) a dockworker takes it to the ship.  So you gatta make sure you have lots of teamsters to deliver all your goods, and you need to try to get your dockworkers to live close to dock so they'll actually do some loading!  There's nothing more frustrating than to know that you have $150,000 worth of product sitting on the dock but there's not a single dock worker in sight!
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« Reply #193 on: 06/21/06 at 10:37 AM »

Correcting (or just changing) written messages generated by the game

From CafeDavehttp://dynamic3.gamespy.com/~tropico/cafe/index.php?topic=2877.0

Updated link:

http://tropico.strategyplanet.gamespy.com/cafe/index.php?topic=2877.msg53906#msg53906

ueriah: minor thing - found a grammer error during elections -

"If you'd like, we can make arrange so that ..."

CafeDave: In case anyone didn't know, you can change this if you want to fix it.  Go to the data2 directory and open Tropico.lng, change line 1056 to remove the extra "make" and you're set.  For that matter, you can customize anything in the file if you want.
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« Reply #194 on: 06/21/06 at 10:53 AM »


Updated link:

http://tropico.strategyplanet.gamespy.com/cafe/index.php?topic=6599.0

The thread is titled Soldiers vs a frustrated Rebel. Perhaps an alternative title might be "Frustrated Soldiers vs "a can't get there" Rebel.

It's a neat twist on the game program, and worth a read.

 Grin Cool
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« Reply #195 on: 06/21/06 at 11:01 AM »


Updated link:

http://tropico.strategyplanet.gamespy.com/cafe/index.php?topic=1043.0
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« Reply #196 on: 07/01/06 at 08:37 AM »

Mr.P:

If there is no policeman working, you cannot use the arrest edict; and if only one is working, you are limited to 4 issues of the arrest edict. Policemen must be working at Prisons to hold those arrested.

So, just building Police Stations and Prisons doesn't help. The limit of 4 arrest edicts per Policeman employed is a useful artifact.
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« Reply #197 on: 07/01/06 at 09:28 AM »

http://tropico.strategyplanet.gamespy.com/cafe/index.php?topic=9567.0
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« Reply #198 on: 09/27/06 at 11:31 AM »

Although links are fragile, here is an important one:

http://www.the-nextlevel.com/tropico/cafe/index.php?topic=9347.0

It has two important points of information.

First} There is reasonably clear evidence that damaged buildings "heal" themselves over time.

Second} It is possible to use the "employment agency" for off-shore skilled workers without directing them to a specific building (and thereby risking a crash when they arrive after the building no longer exists).

Perhaps some of the murk about what Laborers are doing during a reconstruction period arose because of they do automatically spend time removing the wreckage of destroyed buildings. Sometimes that activity seems disconnected from the construction waiting on them.
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« Reply #199 on: 11/29/07 at 11:18 AM »

Rich ¥Weeds¥ Nagel

Read the whole thread there before trying any of the links in it.

http://tropico.strategyplanet.gamespy.com/cafe/index.php?topic=1154.0
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