Tropico 3 Catch All

MoonDragon wrote:

Need a minor spoiler... I'm on the last mission of the expansion pack (take over the world for E.V.I.L. corp). I just need to know if building the statue is the winning condition or if there is another challenge afterwards.

Your people are going to hate you if you level their city and ruin their lives just to build a statue on the ashes.

I'm not seeing a downside here?

In other news I just bit on the Tropico 3 expansion

Now to rename a peasant Quintin Stone and make his life a living hell...

I'm quite liking the scenario where you wake up on the beach with your memory wiped. The first time I chose to expose the voodoo guy, which led to me going on a psychotic rampage (apparently) and killing all of my high-school educated workers. I didn't really like this outcome, so I tried again but this time let him curse all the religious people (who I didn't much care for anyway; they were clamoring for a church while CLEARLY the important thing is to get the rum distillery up and running). Far better results.

The implanted chip thing is pretty amusing too.

LobsterMobster wrote:
MoonDragon wrote:

Need a minor spoiler... I'm on the last mission of the expansion pack (take over the world for E.V.I.L. corp). I just need to know if building the statue is the winning condition or if there is another challenge afterwards.

Your people are going to hate you if you level their city and ruin their lives just to build a statue on the ashes.

Huh?

Ah! I get it now. Thanks.

I'm halfway through the campaign. Didn't really expect to be this dogged with the game, so it's a nice surprise to find that I keep coming back even though I have like 50 other PC games I've never even booted up.

One thing I don't like?

Absolute Power, and the way it's muscling in on my campaign. Once you install it, apparently, its new buildings and (more importantly) loyalist faction are a part of all the classic campaigns too. No way to revert.

Someone mentioned this earlier in the thread, but it's way too easy to get power up and running now with wind turbines. Power used to be rather difficult to set up (huge plot of land for the plant, college prerequisite to educate all the women you'll need to run the plant). Now it's a breeze. Of course, easy power makes tourism a bit more viable for my play style, since I don't have to wait ages before getting casinos and the like.

LobsterMobster wrote:

It's also kind of a bitch in the "back to the past" scenario where you need to rapidly generate 600MW in surplus electricity while buildings and people randomly vanish, causing your economy to collapse.

I think I got lucky with that scenario because I never lost an important building.

On the other hand, I'm on my 2nd run at a scenario where at the end you have to build a golden statue, the nuclear project, and the Christo statue. Very expensive! F*cking first attempt would have been successful (my 3rd of the items was almost finished building) but the motherf*cking scenario ends at December 1st and not December 31st! UNFAIR! For some reason I'm having a hard time getting my economy going enough to afford all these expensive structures.

I'm stuck on the same scenario. I've only tried it 3 times, but I keep getting the "world markets crash" event. I'm barely balancing the budget and then the export market tanks. On one attempt I was 40k in the hole before the markets recovered.

I finished that one by cheating a bit. When all the earthquakes hit you at the end, you get insurance money for the stuff that got demolished. Well, just don't rebuild it. Use the insurance money to pay for the statue.

MikeMac wrote:

I'm stuck on the same scenario. I've only tried it 3 times, but I keep getting the "world markets crash" event. I'm barely balancing the budget and then the export market tanks. On one attempt I was 40k in the hole before the markets recovered.

Well, you could try going heavy tourism, though I'm not really a fan of tourism because I don't like unreliable the cash flow can be. Tourism should be disconnected from markets crashing, I think.

Me, I'm trying to go heavy industry. I just built a TV station so I can do an ad campaign and boost my export prices.

I just tried it again. I did sort of a "rush" for the jewelry factory. After the initial hurricane made it's mess, I built a mine down by the docks to get some quick cash. Built 3 cattle ranches for more quick cash. Rebuilt the farms the stupid hurricane wiped out. Then before even a clinic or church I built the high school. Then built the clinic and church while the teachers were training up.

Then a college and 2 banks set to Urban Development (-40% construction costs). Once all that was in place, I set about building up some housing, entertainment, etc. World markets did crash, but it didn't hurt the jewelry business too badly. Completely ignored Tourism as per usual.

For once, I left salaries alone. $5/10/20 starting values. Around 1960, I bumped uneducated up to $7. It was somewhat amusing as I had to lower the rent on a few apartment buildings to $2 since single uneducated people couldn't afford the rent otherwise.

By the time the 250% increase in corn prices came around, I had the two starting (rebuilt) farms and another 4 up the hill.

By 1970 I already had Christo and the nuke program built and I had about $70k in cash so the Golden Statue was quite affordable even without a 40% discount. I score whored for a few more years and eventually built the Golden Statue right across from the Tourist Docks. El Presidente says: "Welcome to Tropico!"

Low wages and the 2 banks early on saved me a TON of money.

Yes, this time I also built 2 banks fairly early. I figure that'll help a lot when it comes time to buy those 3 buildings.

Those banks definitely helped. Finished with over $300,000.

DO NOT PRINT MONEY. You issue that edict and you're screwed.

Also, apparently if you don't connect to your Tropico 3 online account after a while they just up and delete it. IMAGE(http://rps.net/QS/Images/Smilies/grumpy.gif)

Quintin_Stone wrote:

Those banks definitely helped. Finished with over $300,000.

DO NOT PRINT MONEY. You issue that edict and you're screwed.

Also, apparently if you don't connect to your Tropico 3 online account after a while they just up and delete it. IMAGE(http://rps.net/QS/Images/Smilies/grumpy.gif)

Print Money Edict seems as useless as Privatization. Both are economic suicide pills.

They probably didn't delete your account. The Tropico 3 and T3:AP accounts are on completely separate servers and they didn't migrate accounts across to the new server.

MikeMac wrote:

They probably didn't delete your account. The Tropico 3 and T3:AP accounts are on completely separate servers and they didn't migrate accounts across to the new server.

Hm, okay, I guess that makes sense. In a weird, dumb sort of way.

MikeMac wrote:

Print Money Edict seems as useless as Privatization. Both are economic suicide pills.

In game, i thought all privatization did was take out a bit from the factories revenue and paid an 'annual rent' to your swiss bank account. I haven't used it yet, but was considering it if i played sandbox and set the Swiss Bank account as the victory condition. Or am I missing something about it?

From what I remember, Privatization makes it so that all profits & wage & upkeep go to some private company and they pay your island a flat rental cost for those buildings instead. I don't remember it having to do with the Swiss Bank Account at all. I'll double check when I get home.

Is there even a point to the Swiss Bank Account?

Points for the final map score (that you can upload and compare against other people playing the same map).

It just pads your final scenario score, if you care about that. You can submit your score when you finish a scenario to go on to their online high score list.

And then there's some scenarios that use the Swiss bank account as a win condition.

LobsterMobster wrote:

Is there even a point to the Swiss Bank Account?

You're asking if there is a point to hiding millions of dollars in your personal, untraceable slush fund...?

What kind of dictator are you?

Lucky Wilbury wrote:
MikeMac wrote:

Print Money Edict seems as useless as Privatization. Both are economic suicide pills.

In game, i thought all privatization did was take out a bit from the factories revenue and paid an 'annual rent' to your swiss bank account. I haven't used it yet, but was considering it if i played sandbox and set the Swiss Bank account as the victory condition. Or am I missing something about it?

Privatization edict is horrible because you lose all revenue from the factory in exchange for $1k/yr in rent. Your teamsters stop delivering raw materials to the factory. 10% of the proceeds go to your Swiss Account, but since it no longer has raw material input, it's 10% of zero.

MikeMac wrote:

Privatization edict is horrible because you lose all revenue from the factory in exchange for $1k/yr in rent. Your teamsters stop delivering raw materials to the factory. 10% of the proceeds go to your Swiss Account, but since it no longer has raw material input, it's 10% of zero.

Sounds bugged. Maybe they'll fix it.

I finished Absolute Power (AP) over the weekend. I felt like the new scenarios were kind bland. None really popped or had interesting premises or events.

As far as the new buildings go, in general I didn't really care for the change to the building "menus". Splitting statues from trees from "other" wasn't a bad idea, except that "other" was only like 3 things. Would have been nice if they could have added in a few more decorations.

Garbage dump: Finally something to reduce pollution because even anti-littering ordinance and factory restrictions did nothing to keep pollution low.

Grade school: Never even built one! I never cared about kids, I always relied on immigration to produce workers. May be more useful if you're playing a scenario with no/limited immigration. None of the AP scenarios were tailored to make this useful.

Marina/ferris wheel/balloon ride: Mainly for tourists and I don't remember there being a tourism-heavy scenario. No, wait, there was Chupacabra, but that was it. I guess these might be useful for online challenges or sandbox. I felt they should have had more focus in the AP scenarios.

Weapons factory: Nice use for mined iron. A good inclusion. It should have had an option to improve your own military though.

Wind turbine: It definitely does lower the barrier to getting powered buildings. I think maybe they should have done something to make it harder to achieve, like you had to buy the knowledge to build or you had to get the assistance package from the US before you could build. Generally the wind turbines were my preferred electricity source because they do not require a worker.

Nuclear program: Would anyone build this outside of having it as the criteria for finishing a scenario?

Golden statue: Great for tourism, but like the tourist attractions, not a lot of scenario focus on it except for win conditions.

Eternal flame: Entertainment and used in win conditions.

Radar dish: I think I should have read the manual on this. I thought it was just for certain scenarios but it actually does useful things on its own.

The grade school was nice during the scenario (forget the name) but it was the one that was focused on you being a megalomaniac. the grade schools 'obedience training' was helpful, but outside of that, not really.

Radar Dish requires one college trained male. You can use it to either jam rebel frequencies (reduced occurrence of rebel acts), search for aliens (+5/10 respect from intellectuals), or spy on the superpowers (Gives a random amount per year for selling secrets on the black market. I typically got 750-1500 in my limited experience with it)

With regards to power, I usually would build one or two turbines to supplement my industry and build a hospital, but early-mid game, would build a power plant because its more cost effective than putting a few dozen turbines up.

I have it for the PC and 360, but haven't gotten too far in the scenarios. I have a problem with school and healthcare always being free. I'd like to run the place with privatized services, but it doesn't seem to let me. Kind of reminds me of Black & White - you're supposed to have all this freedom from being God, but you can't make your subjects agnostic. Oh well.

mooglicorn wrote:

I have it for the PC and 360, but haven't gotten too far in the scenarios. I have a problem with school and healthcare always being free. I'd like to run the place with privatized services, but it doesn't seem to let me. Kind of reminds me of Black & White - you're supposed to have all this freedom from being God, but you can't make your subjects agnostic. Oh well.

*plunks down a tree next to the gigantic tiger monster that has been trained to eat the elderly.*

IGNORE ME!

Privatizing businesses doesn't work right anyway.

mooglicorn wrote:

I have it for the PC and 360, but haven't gotten too far in the scenarios. I have a problem with school and healthcare always being free. I'd like to run the place with privatized services, but it doesn't seem to let me. Kind of reminds me of Black & White - you're supposed to have all this freedom from being God, but you can't make your subjects agnostic. Oh well.

I was hoping the expansion would of added a private sector layer to school/healthcare. i.e. there'd be an option to have a free clinic and a private clinic with the private one providing better healthcare. Well I was hoping for that and mini-garages.

Lucky Wilbury wrote:
mooglicorn wrote:

I have it for the PC and 360, but haven't gotten too far in the scenarios. I have a problem with school and healthcare always being free. I'd like to run the place with privatized services, but it doesn't seem to let me. Kind of reminds me of Black & White - you're supposed to have all this freedom from being God, but you can't make your subjects agnostic. Oh well.

I was hoping the expansion would of added a private sector layer to school/healthcare. i.e. there'd be an option to have a free clinic and a private clinic with the private one providing better healthcare. Well I was hoping for that and mini-garages.

You got mini-garages. They just have the same footprint.

Would be really nice if you could upgrade buildings to have underground parking lots. Anything so you don't have to demolish buildings to fix a traffic problem.

I also wanted an option between a free clinic and a private clinic with the private one saving fewer people.

I think a Bus Station plus Bus Stop combo would be fitting. You could set a price for riding the bus vs. taking a car from the Garage to make traffic management a bit more interesting. You could even add two settings to the Bus Stop, one for travel, the other for tourism. I'm sure my Tourists would love to take a bus tour of the Tenements.

To make it fit perfectly, we'd need another disaster condition where instead of another hurricane/earthquake you have a bus go plummeting over a cliff side killing all on board.