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Leal
Oct 2, 2009


Tropico 4 is the 4th installment in the Tropico series, first created by PopTop Software, made by Haemimont Games and published in 2011. The game is essentially Tropico 3 with some improvements which did turn some people off, but in my opinion if you didn't get T3 then I highly suggest T4. And even if you got T3, grab T4 on a steam sale! Its great!

I remember nearly 15 years ago buying a "strategy bundle" disc from Target for my PC, it had Stronghold (ironically, the game I was mostly interested in) and Tropico on it. Also had a demo of Age of Wonders 2. I loved the hell out of this disc, and its funny that the game I originally was interested in didn't survive (Stronghold 3 was baaad, I'm told), meanwhile AoW3 was made and we're closing on getting T6 in 2018.

In the Tropico series (minus 2, we don't talk about 2) you play a dictator in a banana republic. You need to house and feed your subjects, educate them, provide them healthcare, entertainment and religion satisfaction. Or you don't and heavily militarize your country to oppress them!

T3 moved the series into the third dimension and added vehicles to the series. T4 adds in the ability to import goods from other countries. No gold to make jewelry with? Just import it! Don't wanna deal with farms? Import your food! Besides these points the game is very close to the first tropico game and I am fine with that, the first game was a lot of fun. Sometimes all you need to do is give a game a graphical face lift and iron out a few things to make a great game!

Audience Participation?

We'll try something out , I originally wanted people to decide the rise to power, background and traits for El Presidente but I realize making people try to vote for 14 rise to power, 22 backgrounds and around 45 traits would be a bit crazy. So instead I'll suggest 3 builds for Presidente for each mission for people to vote on. I'll try to keep from making a clearly best build, I'll have the rise to power and background be related to the mission and try to have at least 1 least good trait included. If this doesn't work out then we'll go ahead with letting everyone vote each individual aspect.

Of course if someone thinks I should replace a trait in a build I suggest give me a good case and we can give it a shot!

Besides that, some missions will have branches in how to progress. I'll let the thread decide on what branch to take, note that I mean actual branches. If the choices ultimately all lead to the same thing (IE, do you build tenements, houses or apartments?) I'll make the choices myself. No point in stopping the thread if nothing would change!

Will you be doing Modern Times?

Yes! I will be doing all of T4 and the Modern Times expansion campaigns. I may also do some of the scenarios that were included in the DLCs, we'll see.

Will you be naming citizens after goons?

For the most part no, however as a victory deal I will go ahead and name citizens after goons in the final missions for T4 and the Modern Times campaign. Just because I'm gonna be playing through, what, 35 missions? I can't be taking time to name people that many times over and over again :shepface:

:siren: PLEASE DO NOT TRY AND USE THIS THREAD AS A POLITICAL PLATFORM :siren:

Lets just have fun guys, please don't try to discuss real world politics here.

Spoilers?

Feel free to discuss Modern Times stuff before we get there, but please don't spoil the story (such as it is) throughout the campaigns! Spoiler tags are fine.

Table of Contents

Rise to Power

It's All Mine!

Into The Spotlight 1/2

Into The Spotlight 2/2

IMPORTant Business

Tropico Above All

Bickering Factions

Crisis

Survival

No One Left Behind

Independence Day

Fruity Business

The Olympic Heist

The Blind Revolution

To Bait Fish Withal

Best Served Cold

Operation Endgame

Forgiveness

The Clandestine War

Perestroika

Tropican Utopia





Modern Times Campaign

State of Emergency

The Hiccups

The Truth Is Out There

The Shakes

Countdown to Oblivion

Keep Calm And Carry On

War On Terror

Presidente VS Zombies

The Earth Warriors

The Show Must Go On


Bonus Updates

The Superhero

Pirate Haven

The Big Voodoo Shuffle

Gods of Economy

How I learned to Love the Bomb

The Communist Propaganda Competition

Peace, Love and Understanding

The New Sparta

Plantador

Megalopolis

Leal fucked around with this message at 16:18 on Feb 14, 2019

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Leal
Oct 2, 2009


Our first step into making Tropico a world power is to turn our lovely hellhole into something resembling civilization. Hope you don't mind me being a little wordy in this tutorial mission!



We can pick from a list of premade Presidentes, but where is the fun in that? We can customize the look of our Presidente as well as his background, rise to power and traits. I've got all the DLC so I have every option to make our Presidente look respectable, powerful, classy. With gre



I'm gonna make him look like a drat fool :v: A wrestler Presidente will need a suitable name... hm....





Feared among the squared circle, Tired Pirate Pirata Cansado single handily squashed a rebellion against Daddy Presidente's regime. Forcing the rebels to tap out of their cause, he has stood ever vigilant to pile drive the criminal elements in Tropico. However, Presidente Cansado does seem to change his personality at a moments notice...

Let's talk the character creation options. Your background is what your Presidente was before coming into power, rise to power is how he got in power, and you get 3 traits to pick. Previous games would have 2 traits and 2 flaws, here they're all rolled in together. Some "good" traits will have downsides and previous flaws now have an upside to them. Traits can be "leveled" up by playing a map with those traits, they have 5 ranks. Each rank increases the upside of the perk (Sorry, being better at farting wont endear you any more to the US!)



War Hero is a safe background, you get +5 respect to all Tropican factions as well as a whopping +20 to the nationalists. On top of that Presidente will DDT the heels of Tropico all the better!



Heir Apparent is safe, mundane and boring. A simple +10 to all faction's respect



Vigilante gives a -10% crime rate and -50% criminals. This trait wont actually help much in this map as its a tutorial map, but I like making Presidente into a clown :v: Each rank further reduces crime.



Alter Ego, at its first rank, only reduces the costs of the arrest action. Additional ranks start to further reduce the crime rate.



Multiple Personality Disorder gives a +2 to both communists and capitalist respect and, strangely, +2 to China respect. Each rank gives another +2 to respect for all 3 parties.

Now entering Santa Clara!



Immediately upon starting we are introduced to Generalissimo Santana, he teaches the tutorial and is our brother in dictatorship. He gives us our goals for this map, basically make Santa Clara not a fourth world country.



Meet Penultimo, our loyal advisor and leader of the Loyalists faction (we'll talk about them later). Harmless and a slight bit off in the head, but no matter what you can always be sure he'll take Presidente's side.

Our first mission is to make something to feed our citizens because Santa Clara is such a backwards country we don't even have any farms set up! But first, now that we don't have people getting in our face...



Meet Santa Clara! There... isn't much here. We have a dock on the coast, a garage, a teamster office, a construction office, a tenement, of course our glorious palace and a bunch of ugly shacks.

Docks is where we store our exports for incoming ships. When a ship arrives it'll drop off any migrants looking for a better life, any specialists we may hire and any imports we request. Then our dock workers will offload the exports into the ship and we get paid.

Garages is where our Tropicans will get vehicles from, and where vehicles will return to when they're done. They're very vital, as otherwise your Tropicans will slowly walk to their destination, this includes teamsters transporting your goods!

Speaking of, the Teamsters Office is where your Teamsters head out from to move stuff around on your island. They're essentially the life blood of your economy, they move goods to the docks, move goods from farms/mines to factories, move food from farms to marketplaces... If you have a shortage of these guys you're going to feel it.

Construction Offices is where your construction workers head out from to build the blueprints you set down. Equally as important as teamsters, you want this fully staffed if you want your buildings thrown up at any decent speed. When you start getting more money and start throwing down more and more buildings it is highly recommended to build more of these.

Tenements are ghetto buildings that house the most people. The housing quality sucks but at least it isn't a shack, and you can charge rent for them!

Speaking of, shacks are lovely huts your Tropicans build when they cannot find/afford any housing. The housing quality sucks, the buildings produce crime, pollution and destroy the beauty of the surrounding area. If you delete them the resident will simply throw another one up somewhere else. Typically near your tourism areas.

And finally, the Glorious Palace is where Presidente lives! It employs 4 palace guards who are soldiers. It has 3 upgrades: Increasing the beauty of the building, increasing the guard's work satisfaction and disallowing protests near the palace. If we have rebels it is their ultimate goal, and losing the palace is a game over. Thankfully the palace is immune to all natural disasters!

Alright, food. Tropican's need food badly! We open up the build menu...



And click on "food and resources", then farm for 1.5k.



We get an overlay of the island showing where the ideal growing spots are. Each crop has its own ideal growing conditions and obviously we'll want to place our farms NEAR the greenest areas. I say near because if you put the building on top of ideal land... the farmers can't grow crops on it! There is a building in the way! Farmers are smart enough to pick the best land choice near the farm, and because of this it isn't recommended to place a bunch of farms close to one another cause farmers will start getting in the way of eachother's crops.



I've thrown down 2 corn farms, a pineapple farm (provides food and is the highest selling food crop, though it takes longer to start up) and a nearby garage. Not only will the garage let our farmers return home faster and teamsters to pick up then drop off their produce faster, but Tropican's will head to the farm to grab food so the garage will let them get back home faster. Its vital that people can get to and from places faster, as Tropicans will not work until they get their needs satisfied. If they have to slowly walk from work to home to sleep, then slowly walk to the pub for a drink, then slowly to the church, then the doctor... You can see where I'm going with this. The faster they can get to satisfying their needs, the faster they'll get back to work.



Lets take a closer look at some of our buildings! This is the construction office, the headquarters of our island's expansion. A little tip I'm showing here: Raise minimum wage for all uneducated to 6 pesos. Not only does it increase their happiness, but I feel like early migration picks up faster when the uneducated masses get more money. But besides that...



Our tenement! A measely 35 housing quality but its better then the 10 that shacks give. And it has the benefit of charging rent! Which I increase to 2 pesos a month, that our now increased minimum wage citizens can afford. Tropicans can afford rent equal to 1/3rd their monthly income. Why raise the rent if it meant increasing wages? Because you have to pay upkeep for buildings, including housing. At 2 pesos the rents exceed the upkeep, meaning you make money on houses! Oh c'mon, we'll be giving our citizens free healthcare and education soon, they can help us not blow more money on upkeeping houses!



Now building can be a bit tedious, cause a construction worker will need to eat, then rest, maybe go to the club, absolve their sins, oh they're hungry again better eat, oh check up time so need to hit the doctor.. ok now that EVERY need has been satisfied I GUESS I'll finally start constructing stuff! But when they finally do start building you can have Presidente make them hurry it up by yelling at them a bunch!

Presidente is controllable in T4, and you can make him do various things such as increasing construction speed. He can also yell at farmers, factory workers, priests, doctors and more to make them have a higher service quality. Higher service quality = a higher filled bar, which means they'll need to revisit the place less often!





And with our 2 farms built we got food handled. Well, once the crops come in then we'll have food handled. Hope our citizens can find something in the Tropican forests to eat till then.



Accompanied by a dinging sound, this icon has shown up! These are quests, mission important ones have this appearance while regular quests are a circle with a blue outline and exclamation point. Clicking on it results in...



Meet Antonia Lopez, the Capitalist faction leader. He wants Tropico to make money, and he will occasionally make demands for higher quality entertainment buildings for the rich to enjoy. He wants us to grow some cash crops, so let me explain all farmer crops here (note prices can fluctuate):

Corn grows quick and abundant, the ideal food crop to feed your citizens. Doesn't make much money though, but it does grow everywhere.

Bananas require a higher altitude and takes twice as long as corn to grow. Sells for twice as much as corn.

Papayas require a humid area and takes twice as long as corn to grow. Sells for about 1.5 times as much as corn

Pineapples require a humid area and takes four times as long as corn to grow. Sells for about 2.3 times as much as corn, and has the added bonus of being canned to sell for more at a cannery.

These are all the food crops. Now, why would you bother with bananas and papayas when corn is the best for feeding people and pineapples are the best for selling? Cause food variety increases your citizen's food happiness. It doesn't hurt to throw the odd papaya and banana around to get some variety. As Penultimo suggests, a farm for every 50 citizens is a good ratio.

Coffee requires a high altitude and humidity. Takes twice as long as corn to grow. Sells for about 3.3 times as much as corn, and can be canned at a cannery.

Tobacco requires a high altitude and a low humidity. Takes about 1.5 times as long as corn to grow. Sells for about 2.5 times as much as corn, can be made into cigars.

Sugar requires low altitude and a high humidity. Takes about 1.5 times as long as corn to grow. Sells for twice as much as corn.

These are the cash crops, and regardless of what modern society has you think Tropicans cannot survive on coffee and sugar alone. Generally you'll want to see what can grow where and decide on what industry to pursue. Or you just grow sugar and make rum distilleries and break the game over your knee. As for a ratio for farms to factories... it depends on the skills of your farmers and the skills of your factory workers. Go 3 farms per factory and keep an eye on input/output stocks.

Before I could plop down some farms however...



Meet Reverend Esteban, the leader of the religious faction. He wants adequate religion satisfaction, cathedrals built and randomly tells us to destroy alcohol related buildings cause he is conflicted. Churches are found under "Welfare and Economy" and cost 6k.

Religion is, to be frank, a real pain in the rear end in Tropico. The ideal ratio of churches to Tropicans is I dunno, 1 church for every 10 Tropicans? I may be slightly hyperbolic but drat if I can't say I can ever have good enough religion satisfaction despite building a ton of churches and cathedrals... Anyways, after plopping down 2 tobacco farms and a church...



Thanks Santana, you know you should be renamed to Generalissimo Santa :downsrim: I was thinking of using some of that money into building some extra tenements, as housing is something Tropicans will quickly become rebels over. However they're pretty pricey at 4k a pop, we can ask our Russian friends for some blueprints however. To use edicts in T4 we'll need to build a ministry and hire ministers, so lets plop one down...



Penultimo! :argh:



New year rolls over, every year the US and USSR will give you some financial aid depending on how much they like you. Apparently Uncle Sam doesn't appreciate us, but at least our comrades at the Kremlin do :ussr:



Our church has been built, sadly we have no workers for it! Being a priest requires a high school diploma, and sadly most Tropicans start off uneducated. Lets take a peek at our almanac and see who are our male GED citizens are.



All our high school and college graduate males are in the palace guard and a retired old man. This bodes ill, I mean we COULD fire some of the palace guards and hope they become priests but... Presidente needs those guards! Who else is gonna join him in the tag team against the criminal elements, how else will the dark world of Tropican crime fear the threat of an assisted cutter without a squad to tag team in the circled square? No, the solution is obvious:



We'll just throw money at it :retrogaming: We can hire any kind of specialist, not just high school or college workers, if our citizens aren't able to fill in the spots. The costs do increase each time we hire someone this way. I believe uneducated starts at 100, high school at 500 and college at 2000? Oh and the cost increase applies to everyone, so we can hire 4 high schoolers now and when we go to hire a college specialist they would be more expensive then if we didn't hire the high schoolers. I believe the prices are also effected by your relationship with the European Union. We'll go ahead and hire all 4.



A closer look at our humble church. I generally build churches, clinics, entertainment, etc near garages so people can get in and then out as fast as possible. Behind the church I threw up another tenement, obviously if they live near the church they wont use up the roads just walking to it! When our priests show up on the boat...



Oddly, healthcare isn't as difficult for me to manage as churches. Maybe its because a clinic is like half the cost of a church and has a smaller footprint so I can spread them out more. Then again, I don't use clinics often when hospitals exist :v: Doctors need a college education so we'll need to hire a few. Clinics are under "Welfare and Economy" and cost 3k.



Our island currently, I've also built 2 fishing wharves near the port to get some more food variety in our citizens. And since its next to the ports our teamsters wont have to go far to export them! Wharves are under "Food and Resources" and run 3k.



Sure thing! Its not like I just built 2 wharves ahead of time for a situation like this! Sadly wharves ARE pretty pricey, and having to hire some college doctors means...



:saddowns: He does give some advice, why not cut down our beautiful trees and sell them?



Under "Food and Resources" for 1.5k is the logging camp. It pulls up its own overlay, needless to say we need to place them near trees.



Clinic is finished, they only staff 2 doctors so they can't take care of a lot of people. But it'll work in a pinch, really the cheapness of a clinic can help keep your people from getting angry about the lack of health care. Clinics can change their work mode:

Preventive Medicine reduces the need of a future visit by 20%. The best mode in my opinion

Obstetrics increases the chance of pregnancy by 50%. Eeeeh, I'm not too big on waiting for Tropican children to grow up. If I need more population it comes in the form of more migrants.

Gerontology increases life span, up to 5 years. Again, more migrants is the better option :v:



Sure thing! Lets build another clinic and hire more doctors!



:saddowns:



Alright fine, we got a logging camp up and running. An advantage that logging camps and mines have over farming is that you don't need to wait for the stuff to grow. You place it, your Tropicans gather it then you sell it. Needless to say though that mines and logging camps wreck the beauty of the area. Logging camps can also change their work modes to either clear cut which is the normal mode or do a selective harvest which halves production but also halves pollution.



Side quest for Penultimo. But since I had those wharves built and the pineapple farm we already have the food quality needed.



Then Penultimo comes back. Different factions get unhappy when you don't have certain buildings up. Loyalists, being the Presidente sycophants that they are, will be unhappy if Presidente doesn't have a childhood museum up. So lets go take care of that!



Childhood Museums are under "Entertainment" for 2k. We can change the work mode to loudspeakers which gives a respect increase to visitors or to put all proceeds into the swiss bank account. I think more respect is the better option.



Another entertainment building I put up is a pub, under "Entertainment" for 800 pesos. Your basic entertainment, you can change the work mode to let anyone in or put in a dress code to increase the service quality in exchange for not letting the poors inside. I generally never do the second.

Now with entertainment you can set the fee, tropicans can visit a building that has a fee set to as much as they make per month. Don't ask me how that works, they pay a third of their wage to rent a house but then pay the entire wage to get a beer. So what that means is there is zero reason to not set the fee to the minimum, it lets you make some profit off your entertainment buildings.

Entertainment can be a bit.. weird, once we start going into the more advance entertainment buildings. For now just play it by ear in how many buildings to put in, if all your entertainment is constantly filled throw down another building.



I've also plopped down a high school so our citizens can start getting diplomas and we wont have to hire specialists for high school level jobs. High Schools are under "Education and Media" and run 8k. If you look in the top right you'll see the job slots have a few slashes through them, thats locking off the spot so no one can take it. Since our population is low and we don't have a bunch of high school jobs on the island there is no point in paying for a full set of high school teachers. We can then unlock the slots as we need more.



Meet Nick Richards, a Nebraskan senator. He unlocks the minister building for us after Penultimo lost the blueprints allowing us to finally get some ministers! Very nice of him, though I should probably keep an eye on him. He says he isn't a crook but... I dunno, man.



I think Santana is trying to say something here.... And speaking of Tobacco farms!



He also tells us we should do logging and mining. But thats ok, we're pretty much set for this mission financially at this point.



Here is our ministry. We can hire Tropicans to be our ministers but there is a catch: They need to be skilled in a certain job. Not just be that job, but have had that job for long enough to get to a certain skill level. Or we can hire a foreigner.

Economy needs a skilled banker, journalist, shopkeeper or customs officer. We'll be hiring one

Education needs a skilled teacher or professor. Another one to hire, as our teachers aren't skilled enough.

Foreign Affairs needs a skilled bureaucrat or journalist. Hiring this one, and my god are these the important ones.

Interior needs a skilled policeman or secret agent. Sadly Presidente's vigilantism doesn't count, so we'll need to hire one

Defense needs a skilled soldier or general. Finally, someone we CAN hire!

Also the Ministry has 3 work modes:

Council of Ministers increases skill gain between 10-30%.

People's Committee gets people to vote for you.

Junta makes people less likely to rebel.



There are 3 stats that a minister has, and depending on their stats can result in good things like chasing off rebels or increasing export prices, or bad things like having a rebel attack or reduced foreign relations unless you fire the minister.



And with a full cabinet we can...



Finally, get bar none the most important edict in the game. This reduces the costs of tenements and apartments by 50%. Tenements are now 2k a pop and apartments are now 2.5k (from 5k). This lets us get some mass housing down at a far cheaper price.



Some buildings are locked behind a blueprint purchase, such as apartments. You can reduce the cost of the blueprint by building an academy of science. Apartments offer a nice 50 housing quality, I set them to be 4 pesos a month.



We already have this satisfaction, easy money :v:

I guess I should explain the swiss bank account: Its just El Presidente's personal money. It effects map score and some buildings and missions use it, but overall it isn't really important. Which is of course why I'll be maximizing it, even Presidente needs to have some money for a vacation!



Next up is housing, Penultimo suggests 3 types of housing we can do.





For the mission I picked apartments, though I build some of all 3. Houses are worth 2k a pop and house 2 families for an amazing 70 housing quality. I charge 5 pesos for them.



Sure thing senator, I'll publish the edict and you can put all the money into this routing number for my personal bank account...



Useful enough edict, nothing wrong with faster graduations and more skilled Tropicans give better service, whether its growing crops better or treating illnesses better



Haven't seen an overview of the island lately. Weird, usually its all bright and su



..... Dear god. I should of hired some anti air soldiers.



Nooo, not the museum. All the respect, gone :saddowns: Also Presidente took a fall in the circled square against mother nature, he was no match for her hurricanrana driver.



At least you'll be able to satisfy your rest needs, permanently.



Well, at least our honor remains. We get a relief fund that is also based on our relationship with the EU. Natural disasters seem to have this thing where they absolutely must destroy at least 1 garage.



Thankfully we don't have to rebuild the blueprint, we can simply click on the debris and click rebuild. Since a bunch of stuff got destroyed at once I also use the quick build feature, where you pay the cost a second time to instantly build something. Its nice when your construction workers are slacking and you need something built NOW.



Sometimes you'll get hit with these events where you have to pick a side and piss of one faction. I piss off the EU because they could of given me more money for that hurricane.



And hey, a quest pops up with the EU! The different countries will give quests that will increase relations with them, a paycheck and in some cases they'll even give blueprints for it. Each country wants different exports, the EU wants our non corn food and wood products. Good thing we got a logging camp!



Meet the rich part of town. Housing quality can also be effected by the beauty of the nearby area, so I keep the richer houses away from tenements to keep their quality from plummeting. You know, just like real life!



And once we hit the entertainment threshold we are forced into an election. We cannot avoid it, we must take part in it. Our victory condition is to win this election. We could make an election, but we'll opt out this time. I mean, look at those preliminary results!



Sure thing Nick, just donate all 100k into this routing number here in Switzerland....



Your opponent does nab a few voters from you, its scripted, but we still have an impressive lead so we'll just pocket the money. Even though the game is trying to nudge use into giving a tax cut.



New building, the marketplace. Under "Food and Resources" for $500. Needing 1 high school female, your teamsters drop food off here for your citizens to pick up. Its a good way to get food to neighborhoods that aren't near farms. It also gives a small boost to food quality! Just remember to forbid imports cause marketplaces are built with imports automatically turned on. Well, assuming you don't need the imports!



Fraud at this point would be pointless!



Of course the people wanted El Presidente, what other choice is there?



One final look at Santa Clara



Nearly a quarter of a mil in Presidente's retirement fund! If you want to cheese the score you can just not build the houses and keep going throughout the years to prolong the game.

See you all on the next island, Isla de Hierro!

Banemaster
Mar 31, 2010
I am interested in following this to see what campaign contains and how Tropico 4 and 5 differ from each other.

Poil
Mar 17, 2007

Presidente. I believe some of your people may be calling for an election next year.

This is one of my favorite games so a LP of it makes me very excited! :neckbeard:

Wait, 50 tropicans for a farm? I usually forget to build more corn farms after the first pair. Importing food to the markets is so cheap it's not really a problem and I think you get the food quality boost just from having the other types on the island. It seems to work fine. At least no one is starving to death. :v:

Scalding Coffee
Jun 26, 2006

You're already dead
I would like a named soldier in the future.

Leal
Oct 2, 2009

Banemaster posted:

I am interested in following this to see what campaign contains and how Tropico 4 and 5 differ from each other.

Its been a while since I played T5, but I feel that in T4 placement of stuff matters a lot more then in T5. I may be wrong, but I believe in T5 placing a hospital or entertainment building would just have them generate like an area around them that would automatically take care of all citizens living near that area up to a certain amount. Also I really missed the removal of the avatar system in T5 :(


Poil posted:

Presidente. I believe some of your people may be calling for an election next year.

This is one of my favorite games so a LP of it makes me very excited! :neckbeard:

Wait, 50 tropicans for a farm? I usually forget to build more corn farms after the first pair. Importing food to the markets is so cheap it's not really a problem and I think you get the food quality boost just from having the other types on the island. It seems to work fine. At least no one is starving to death. :v:

I may just be weird but I don't mind setting up some farms. Extra jobs for the uneducated!


Scalding Coffee posted:

I would like a named soldier in the future.

Maybe I'll just name soldiers after goons, instead of every citizen. Far less pausing and naming!

Unoriginal One
Aug 5, 2008
Not too many farms, of course; I mean it doesn't matter much now, but later on one tends to run into the problem where if you build up too fast, all of your workers get educated and take better jobs, leaving all of the uneducated jobs barely staffed and nothing gets done.

It's not nearly a big a problem as it was in 3, of course, as you get better tools to deal with it(and then Modern Times rolls around*).

*"and then Modern Times rolls around" will be something of a pattern in the future.

On another note, I did like the changes in how edicts worked from 3 to 4; it's much easier to get certain key edicts up and running when you just need a minister, as opposed to potentially multiple expensive buildings that require a college-educated staff.

DoubleCakes
Jan 14, 2015

I played a good chunk of this around summertime this year. It was a really cool experience and I love this game, maybe my favourite city-builder. I don't think it's hilarious but its charming enough to work for me.

DoubleNegative
Jan 27, 2010

The most virtuous child in the entire world.
Penultimo is the best character in a game full of great characters. :allears:

Also this is drat near required listening for each update: https://www.youtube.com/watch?v=7Xn3L1OQlWs

Kanthulhu
Apr 8, 2009
NO ONE SPOIL GAME OF THRONES FOR ME!

IF SOMEONE TELLS ME THAT OBERYN MARTELL AND THE MOUNTAIN DIE THIS SEASON, I'M GOING TO BE PISSED.

BUT NOT HALF AS PISSED AS I'D BE IF SOMEONE WERE TO SPOIL VARYS KILLING A LANISTER!!!


(Dany shits in a field)
Great thread, El Presidente!

Mechanical Ape
Aug 7, 2007

But yes, occasionally I am known to smash.
I never continued past Tropico 3 -- I played the demo for 4 and it didn't seem different enough to be worth buying.

Looking forward to seeing all the stuff I probably missed.

Unoriginal One
Aug 5, 2008
Tropico 4 really did just feel like an expansion/overhaul of 3 for the most part.

And then Modern Times rolls around, and you get access to all of the blatantly overpowered things you always wanted, and it's all just so satisfying to use.

Leal
Oct 2, 2009

Unoriginal One posted:

Tropico 4 really did just feel like an expansion/overhaul of 3 for the most part.

And then Modern Times rolls around, and you get access to all of the blatantly overpowered things you always wanted, and it's all just so satisfying to use.

It reeeaaally is. I originally skipped it, went from 3 to 5. After a few years though I was getting that itch and T4 with all of its DLC was on sale for like... I dunno, 20 bucks? So I figured why the hell not. I can see why people who got 3 wouldn't want to get 4.

And yeah, Modern Times is just... ridiculously OP. Can't wait to show that off.

So hey while I'm writing up the second update, how about I put in a vote for the Presidente in mission 3? Mission 3 is tourism themed, here are your choices:

Option A


This option gives us a 2k a year stipend from the CIA, and a very healthy boost to US relations. US relations does effect our tourism, so its a good bonus. He does get a small bonus to respect from being a pop singer, and for the uneducated he'll get a bonus (with a further bonus for uneducated women!) in respect but he'll get the opposite for smarter citizens (and it'll be a double whammy for educated women!)

Option B


This option gives us the biggest bonus to tourism, as well as a little bit of extra starting funds. We'll have an easier time in expanding since our construction workers will skill up faster, and Presidente's crude outbursts nets us some yearly cash :v:

Option C


This option helps with beauty, which helps increase the satisfaction tourists get from buildings. Also our first hotel will be free. Just gotta hope we don't piss off the populace cause our military will be a joke.

Please bold your choice with option A B or C! Votes will be tallied when the next update is posted, ideally tomorrow noon pacific time.

Veloxyll
May 3, 2011

Fuck you say?!

C El Presidente is so smart, he can convince even heartless merchants to invest in the future of Tropico!

Aeromancia
Jul 23, 2013
C With an island so beautiful, who would want to rise up against El Presidente?

Siegkrow
Oct 11, 2013

Arguing about Lore for 5 years and counting



DoubleNegative posted:

Penultimo is the best character in a game full of great characters. :allears:

Also this is drat near required listening for each update: https://www.youtube.com/watch?v=7Xn3L1OQlWs

Penultimo is a really bittersweet character to me. Like, he's deffo hilarious and oddly charming, but the motherfucker is based on Pinochet and that motherfucker "Dissappeared" way too many of my countrymen.

Scalding Coffee
Jun 26, 2006

You're already dead
Butt

Poil
Mar 17, 2007

B, because you're going to need all the help you can get setting up tourism. It's not as useless as in Tropico 5 but it's definitely not particularly good until you've spent a ton of money on it. Way more than the price of a factory and nowhere near as profitable. Also the number of tourists is capped. :v:

SirSamVimes
Jul 21, 2008

~* Challenge *~


Is it useless in 5? That's a shame, tourism is fun.

Poil
Mar 17, 2007

Mostly yes. Hotels cost much more than factories, require a lot of staff, clog up the roads like crazy and make less money than a banana plantation. The last one is true for 4 as well with the cheap crap hotels. :v:

Poil fucked around with this message at 11:02 on Jan 10, 2018

Pharohman777
Jan 14, 2012

by Fluffdaddy

Siegkrow posted:

Penultimo is a really bittersweet character to me. Like, he's deffo hilarious and oddly charming, but the motherfucker is based on Pinochet and that motherfucker "Dissappeared" way too many of my countrymen.
I wonder how the tropico series is received in Latin America?

Lynneth
Sep 13, 2011
Voting B. Generatourismo

Siegkrow
Oct 11, 2013

Arguing about Lore for 5 years and counting



Pharohman777 posted:

I wonder how the tropico series is received in Latin America?

Imagine marketing a game about handling a "wacky" southern plantation to black people.

Leal
Oct 2, 2009
It's All Mine



These remarks of "Its all about money" is making me feel like I'm being told something about my last map's performance...



Presidente is now a changed man, insisting his rise to power was not because he was Daddy Presidente's son but rather he was destined by God to rule. He has also forgotten his victories in the squared circle and insists he was always a miner. Taking to his pirate name he has changed his wardrobe, and when asked about his new hat he simply said "Safety first!". Sadly he has some... emission problems.



Miner gives a +10 respect to both communist and capitalist but gives a -20 respect to environmentalists. It also gives a +50 production to all miners.



Religious Appointment gives a simple +15 respect to the religious faction and cuts the costs of religious buildings by 25%.



Flatulence gives a -10 relations with the US, and the lowest wage you can give your palace guard is 20 pesos a month to deal with you constantly asking them to pull your finger. Thankfully Presidente's natural aroma makes the rebels consider other targets before going for the palace, starting at 1 extra attack and increasing by 1 for every rank.



Religious Zealot gives a -20 relations with the Middle East and makes citizens attend church 50% more often. That last bit is actually quite painful, cause now you'll need to build extra churches to put up with the extra demand. On the upside each rank gives a bonus to respect with the religious faction, starting at +10 at the first rank and getting higher for each rank.



Sailor makes freighters and tourist boats come 25% faster and gives a 5% reduction costs for docks, tourist docks, marinas, ship-o-rants (something we wont see till modern times) and the luxury liner. Each rank gives a further price reduction in those buildings. The extra freighters will be nice in nabbing some extra immigrants.



Welcome to Isla de Hierro, it starts much like Santa Clara but this time we start with 2 farms. Most maps start like this, 1 tenement, construction, teamster and dock, 2 farms and a million shacks.



So here is the theme of this mission, lots of mines! The environmentalist will not be happy with us but thats ok, what're they gonna do? Protest? Pfft

Mines are located under "Food and Resources" and run 3k.



When placing the blueprint it'll show the overlays for the resources. Brown is iron, silver is bauxite and gold is uranium



When we look at the overlays they also show up on the map, no need to scrub the island to find your deposits. Also gold is just gold, not uranium. We have a close by ore deposit, and one to the east of our start.



Slight problem grabbing the closer one, look at this road. Needless corners and unnecessary intersections. A very, very important thing in planning out your islands is to minimize roads as much as possible, minimize the corners and intersections. This is because the roads can become congested, and if your citizens are stuck in traffic they simply despawn the vehicle they're in and start walking. Intersections cause traffic, there is no way to designate traffic or put in stop lights, nothing. I've seen people trying to turn onto a 3 way be stuck while through traffic just blasts on through and not allowing them to turn. Just like my time in Sacramento.... There is a way to exploit the system by making roads overlap roads but I think thats just way too much effort. Simply minimize your intersections and you'll be good.



And done. Besides increasing minimum and raising tenements, my first few moves on a map is to fix up roads and plan out how I'm gonna expand. Besides a road to the mine this will be where the slums will be built. The top left of the road is also where our more fertile land is at, so I'll plop a farm or two there as well.



And our second mine to the east. Mines have "work modes" but all they do is determine if the mine will only mine a specific kind of ore. You'd only really use it if you build a mine near a few deposits and want them to only get one kind of ore. Like lumber camps mines are useful for getting some early cash as it is gathered and promptly sold, no need to wait for it to grow like cash crops.

Also note the green arrow on the blueprint pointing to the road. Some buildings have garages built into them, this allows the workers and teamsters to have a vehicle to drive home with. These buildings are typically buildings that would be built far away from your city: Factories, mines, oil rigs, energy plants. Its nice not needing to build a garage way out in bumblefuck, nowhere to let your gold miners not have to walk halfway across the island.



Meet Kieth Preston, billionaire extraordinaire. He has a lot of money and has a slight southern US accent, these are good reasons we want to be friends with him. Well, one reason more then the other at least. The check in question is the 10k reward for building the mines, which is used to develop the slums.



You know, you got a point but man... -10% prices on iron? Thats a bit steep... Wait, whats that first option?



Dirty money, I love it. Slather it all over my body... Oh crap, that was supposed to help our citizens. They're hungry and sick, what to do...



And here is the other thing I typically do first thing on new maps. Why feed and medicate our citizens when we can rely on the generosity of foreigners to do it all for free while we pocket the money? You know, like in real life!



(ignore any inconsistencies in this screenshot) Aid Camps provides food and healthcare for your citizens, completely free! However it not only gives a loss in respect for the nationalists but it is GIGANTIC hub of crime. Like you can place a police station right next to it and it'll still be a hotbed of crime. But it does let us get some slightly extra income selling our food crops and we wont have to worry about getting doctors for 5 years. Note that if you have acceptable food and healthcare (40 in each?) you wont be able to issue this edict.

Also I have turned on the radio in this mission, certain buildings and events trigger quotes.

Penultimo: The Nationalist Front is holding a competition in Tropico's newest sport: Beating up foreign aid workers! All interested parties are to contact El Diablo by Sunday.



Progress for our slums. It sucks building tenements before you get the USSR aid edict but sometimes if you stall too long you start getting a rebel spiral. Also anyone else find it funny to have a bar around the corner from a church :v:?



Speaking of, got a ministry built and hired a foreigner to be our minister of foreign affairs.

Sunny Flowers: Serious fracas in front of the Ministry building. According to early reports a fight has started between the minister wannabes.

Penultimo: Judging by the number of applications we received, this means Tropico is officially in a state of civil war!

We'll be introduced to Ms. Flowers soon enough.



YOU ASSHOLES, HOW AM I GOING TO PAY FOR THE TENEMENTS NOW?! SHACKS FOR YOU ALL!

You're so lucky we are getting freighters faster this map :mad:



Yes, more money for Presidente's third shack in Beverly Hills! Soon enough we may even be able to buy a stu-



Wait what??



My money :saddowns: We'll need to export something different now..



(this is actually kinda funny cause in the base game Bauxite is rather useless for anything other then straight exporting. Iron can be made into weapons and gold can be made into jewelry. It isn't until Modern Times that you can refine Bauxite)

You know what we can export? Something that Presidente is currently generating tons of now that his 2 iron ores have been devalued



Get Penultimo to hold a jar right next to Presidente's eyes!



Salt exports just increased. You ungrateful punks!

Strikes can happen when the job satisfaction of certain buildings get too low (I've only had it happen with mines and docks). You can prevent it by increasing the wages to increase job satisfaction. Normally you get 3 options, paying $300 to each worker, waiting it out and not let the building produce, or sending the military in. However it seems we have a few miners that have high respect for us amongst the strikers, giving us a 4th option...



Thats right, feel betrayed that your fellow miners love Presidente better then you :cool:

Now I've come up with a plan, just because iron ore itself has went down in price doesn't mean that the finished goods made from iron ore also went down in price! A weapons factory makes weapons out of iron ore, lets get one built...



PEEEENUUUULLLTTIIMMOOOO :argh:



We need a proper mine to get all this salt off Presidente, lest he gets gout. Salt mines are a separate building from regular mines. They're found under Food and Resources and cost 3.5k. Salt doesn't sell quite as much as ores, but they never run out. Useful for always ensuring you're getting some sort of income. They also increase the production of nearby ranches and wharves, what is considered "nearby" is never really explained but iirc when you're placing the blueprint there will be green text saying "this building is being boosted by this other building". Also the description says it boosts the production of canneries but that isn't true.



What are you talking about, we got lots of doctors? They're all foreign aid workers! Oh whats that, the Nationalists beat them all up already? Well hell. Guess I'll finally get a clinic going.



Aaah, that is why we needed a Tropican doctor. Foreigners wouldn't know how to make a cure out of ru-wait what is that above the text box?



Those monsters. Buildings can randomly catch on fire, it has nothing to do with criminals or whatever. I guess a farmer flicked his cigar into a hay stack like a jackass.



If the fire progress bar maxes out the building is destroyed. You can pay money to bring in a helicopter to spray water on the building to extinguish is, or have a fire department. We don't have a fire department currently so helicopter it is. If we had a fire department, and multiple buildings on fire, we could prioritize which buildings the fire fighters extinguish first. We can also tell them to just let it burn :v:



No Preston you don't get it, a farm doesn't just catch on fire! It has to be a sign from God! Wait +10% more money for my ores? Well then





Continuing past our iron mine to the east is a gold deposit and bauxite deposit. These 2 with the salt mine and the original 2 iron mines get us the 5 we need. While our gold, bauxite and possibly salt is worth another 10%, our iron is still 20% cheaper (remember, we cut the price by 10% at the start and that didn't result in anything).



Just gonna put this on the back burner, we blew all our money on housing and the mines.



:supaburn:



Well, it would be best if we all stood together in this time of tragedy. Wait, whats that about ore prices?



Well, iron ore is down to 15% less than the start price.



Meet Yu Li, the ambassador from China. I'll do a write up for all the different nations next update, when they all come into play. Wait, 10 grand? Crap, I forgot about the prospectors.



Sweet, 3 extra deposits, and one of them is by our first mine!



:shepface:

















:shepicide:



Meet Comrade Vasquez, leader of our Communist faction. The Communists simply want everyone to be housed, employed and medicated. Funnily enough, this means it is completely possible to get along with both capitalists and communists despite the thought that they would be polar opposites, as their goals don't exactly conflict.



So to comply with Vasquez's wish, we're gonna make houses for the rich people to move into. Hey, if the rich move into houses that makes space in the tenements :haw:

Meet the restaurant, another lower classed entertainment building, found entertainment for 2k. You can change its.. "classiness", for lack of a better term. You can give it paper placements for a 10% drop in quality but a 30% drop in upkeep, cloth napkins for average quality and upkeep, and linen table cloths for a 10% increase to quality but upkeep is increased by 50%



Meet Sunny Smiles, our resident hippie who leads the Environmentalists. She is also the cohost to Penultimo in Tropico radio. Needless to say, she wants beauty high and pollution low. Environmentalists will want us to destroy polluting buildings, build parks and enact pollution reducing edicts. She wants us to build clean power.



Wind Turbines are found under Infrastructure for 6k, after a 4k blueprint purchase. Wind Turbines generate electricity dependent on the elevation of where its placed, up to 40 MW. Due to this fact, you may have to build way the hell away from your cities, meaning construction workers will drive all the way out there, then have to slowly walk all the way back to civilization. Because of this you're most likely going to be using quick build a lot, meaning these are more like 12k investments.

On the upside though the power is always constant, it never fluctuates. You also don't need college graduates to staff, unlike the power plants. But they do have high upkeep.



The green overlay is where power is connecting to, any building inside of this area is powered. Another downside to wind turbines is that they don't have a big power radius, so you'll need to build...



A substation, under Infrastructure for 2k. It expands the radius of power.



There we go, I'll be using this power to build a hospital :)



To help with the housing situation I enact same sex marriage. Pisses off the religious cause of course it does, but it increases the respect of the intellectuals. And again, it helps with housing since homosexuals can move in together.

Sunny Flowers: With the approval of same-sex marraiges in Tropico, the army has repealed its "Don't ask, don't tell" policy.

Penultimo: Yeah, they are instituting a "Don't ask, just don't ask" policy instead.

Thats a little funny



New building, our Customs Office under Welfare and Economy for a whopping 10k. It has several work modes:

Stimulate Exports increases our export prices up to 20%, depending on the worker's skills.

Free Economic Zone decreases import prices up to 30%.

Tourist Fees generates extra income on tourists entering the country, up to 120% of the tourists spending limits.

Customs Duty Evasion puts some of our export income into the swiss bank account. However we have to pay the workers at least $25 a month for their silence.

Obviously we are going to want to set it to stimulate exports. Finally we'll get iron ore back to its default price :v:



Kind of late but here is our Fire Department. Besides fighting fires they also have a few work modes:

Cat In Tree provides a +10 to housing quality for all nearby buildings. Again, don't know how far "nearby" is, I think it may be about 3 tenements in length? Can make tenements not as bad to live in

Building Inspections reduces upkeep of nearby buildings, up to 10%. You'll want this placed around your service buildings.

Special Training, this can also be applied to the police department and various military buildings. It reduces job quality but they gain stats faster. Honestly I don't do special training too often, no real reason. I just find the other benefits better.

And now with those buildings up and running, lets get our drill.




WHY GOD, WHY HAVE YOU CURSED OUR ISLAND?! WHY ARE WE HERE, JUST TO SUFFER?!



(yes, blaming the powers that be cause another earthquake :v:)



Yu Li: Most praiseworthy listeners of TNT radio. I am pleased to tell you that China grants the title "Honorable trade partner" to our comrade country of Tropico and your exalted leader El Presidente. Long live the friendship between our peoples!

Shoulda placed some canneries....



Meet Miss Pineapple, the leader of our Intelligence faction. And uncomfortably "seductive". I mean I played a game where you had a battle waifu who wore a thong, fishnets and did stripper poses for you and even I feel a bit uncomfortable with some of Pineapple's dialogue.

Anyways, the Intelligence faction wants high schools and colleges built, jobs for the graduates and high liberty.



Before we build the academy, I put up a hospital. Under Welfare and Economy for 12k and requiring 15MW of power. It can take 4 doctors and more visitors at a time and most importantly: Higher service quality. That means less revisits, so while they cost a lot more I prefer them over clinics to the point I don't bother with clinics at all just because once someone visits they don't come back next week.



Academy of Science, houses 4 professors. Note that to be able to build this you'll need an education minister. Under Education and Media for 7.5k, for some reason these buildings have a really high job quality. It has 3 work modes:

Theoretical Research is the base mode, doesn't give any bonuses but no change in upkeep.

Educational Standards doubles the upkeep but lets the less intelligent Tropicans get diplomas. At so low of an intelligence a Tropican is unable to get an education, so this lets you get more high school graduates. Useful if you have a bunch of dummies :eng99:

Research Grants doubles the upkeep but will lower the cost of blueprints, up to 50%. Here lies the rub though: It takes time to get the biggest bonus. Years. I've had games where I had the money to buy any blueprint I wanted and the bonus was at 40%. Not to say its useless, thats 40% I keep in my pocket, but I think it could go by faster...

Regardless of the work mode, the academy will produce a clone of Presidente after some time. The clone will work just like the real Presidente, he'll go around and visit buildings and construction sites and he'll even fight in rebel attacks and if an assassination attempt happens they target the clone instead.



I decided to just hire a bunch of college graduates instead of waiting for our own Tropicans to graduate. For the most part Tropicans don't seek higher education if there is no open jobs that require educations.



New building, the Police Station. Found under Government for 5k, they keep crime in check. Whats "nice" in T4 is that criminals are actually visible, as in citizens can become criminals. Before this prisons and the arrest edict were honestly pretty pointless, you would just arrest people for funsies. Now you can actually arrest people who are actually doing bad things.



Wait, we can get some more money out of this? Let's wait.



Meet the UN leader, Brunhilde Van Hoof. We'll see some more of her next mission. She enjoys using paperwork to screw us over.

We'll wait some more.



Sure thing Preston, we'll get them out soon :)

Keep waiting!



Nonsense Penultimo! I'm sure our friend Santana will come in with some economic aid!



.... Dear God...



Traitors rush the palace and throw rocks at the building, anytime loyalists or traitors meet they throw rocks at one another until one of them retreats or die.

Sunny Flowers: People are marching toward the Palace carrying axes, sticks and random sharp objects. It seems that Tropico is on the brink of a civil war.

Penultimo: That's just a belated Labor Day march. They are celebrating, NOT revolting!

Sunny Flowers: Ohh... I didn't know. How nice!



Presidente and a palace guard confront the traitors, thankfully they got guns! I guess that helmet is good for Presidente after all!



Not even the wealthy district is safe! Provided the wealthy district IS in front of the Palace. Anyone who dies fighting against the government has their cause of death be fighting against tyranny, those supporting the government are listed as giving their life for El Presidente.



Poor Aquiles, 78 and having to slowly flee as a soldier and an officer take out dissidents off camera.



Look at this traitorous dock worker, all by his lonesome and getting mobbed by loyalists.



Oh god he's killed 3 people despite being outnumbered. Will the officer who just arrived finally put him down?



Nope, he flees once someone with a gun shows up. Don't gently caress with Tropican dockworkers, good lord.



Well at least the housing situation just got resolved!



Oh, very good. See, Tropican miners are made of some stern stuff! This was my plan all along! *hides 24,957 pesos*



And our end goal for the mission, get that money. And hey Penultimo you're right, it SHOULD be a national holiday!



The National Day edict causes fun fireworks to go off every year, and some Tropicans will convert to the loyalist and nationalist faction. Its great if you're someone who heavily works off the nationalist faction.



While we wait for the money to come in on final look at our more urban area. Lower class housing up by the mine, upper class around the Palace and middle class slightly below the palace.



Towards the east is a few more of our mines, our salt mine up the hill and a second construction office I built at some point.



Victory!






....









.......




Presidente: Forgive me father, for I have caused great calamity to my citizens. Shortly before the first earthquake hit... I asked Penultimo to pull my finger....

: :dawkins101:


I'll see you all for Caro Libro!

Leal fucked around with this message at 22:07 on Jan 10, 2018

Leal
Oct 2, 2009
Looks like B has won!

Leal fucked around with this message at 22:07 on Jan 10, 2018

Unoriginal One
Aug 5, 2008
Ah, Gay Marriage. Much like in Tropico 3, it's one of the single biggest things you can do to improve your housing situation. Unlike Tropico 3, you don't have to jump through hoops to unlock it.

As for Clinics, I always ended up building a couple of them; it's a fairly cheap way to keep healthcare squared away for a good while, which lets you spend money on getting a good economic backbone up and running before having to invest in expensive power infrastructure(US development aid helps with normal power plants, but they're still pricey and require a lot of college-educated workers[which in turn requires education infrastructure{and then you have to be careful or you'll end up with too few uneducated workers to keep things running}], the upkeep costs for wind get really gross really fast, and nuclear combines the issues of both with a few nasty issues of it's own on top of that).


And then Modern Times rolls around and fixes everything forever.

Kanthulhu
Apr 8, 2009
NO ONE SPOIL GAME OF THRONES FOR ME!

IF SOMEONE TELLS ME THAT OBERYN MARTELL AND THE MOUNTAIN DIE THIS SEASON, I'M GOING TO BE PISSED.

BUT NOT HALF AS PISSED AS I'D BE IF SOMEONE WERE TO SPOIL VARYS KILLING A LANISTER!!!


(Dany shits in a field)
Did you pick flatulence to make your palace safer from those rebels or just to make the fart joke in the end there?

Scalding Coffee
Jun 26, 2006

You're already dead
The in-jokes with the game are great.

Leal
Oct 2, 2009

Unoriginal One posted:

Ah, Gay Marriage. Much like in Tropico 3, it's one of the single biggest things you can do to improve your housing situation. Unlike Tropico 3, you don't have to jump through hoops to unlock it.

As for Clinics, I always ended up building a couple of them; it's a fairly cheap way to keep healthcare squared away for a good while, which lets you spend money on getting a good economic backbone up and running before having to invest in expensive power infrastructure(US development aid helps with normal power plants, but they're still pricey and require a lot of college-educated workers[which in turn requires education infrastructure{and then you have to be careful or you'll end up with too few uneducated workers to keep things running}], the upkeep costs for wind get really gross really fast, and nuclear combines the issues of both with a few nasty issues of it's own on top of that).


And then Modern Times rolls around and fixes everything forever.

It is really nice that all you need is to get an education minister, iirc in 3 you had to get the intellectuals to respect you to a certain point so it could take ages to finally get to it.

And yeah, Modern Times is just gonna be a bunch of "Remember this thing I talked about? Well Modern Times breaks it"


Kanthulhu posted:

Did you pick flatulence to make your palace safer from those rebels or just to make the fart joke in the end there?

Like every great story teller, I will not answer and leave it up to the reader's interpretation!

Unoriginal One
Aug 5, 2008

Leal posted:

It is really nice that all you need is to get an education minister, iirc in 3 you had to get the intellectuals to respect you to a certain point so it could take ages to finally get to it.

And yeah, Modern Times is just gonna be a bunch of "Remember this thing I talked about? Well Modern Times breaks it"

Liberty satisfaction above 70% or so, I believe, so you needed at least one media building and... well, you'll get to those and their requirements soon enough.


quote:

Like every great story teller, I will not answer and leave it up to the reader's interpretation!

I, on the other hand, am a humorless curmudgeon, so I shall reveal that [REDACTED]

Poil
Mar 17, 2007

Tropico 4 really has the best radio with more fun and less screaming.

Unoriginal One
Aug 5, 2008
Any respite from All Juanito, All The Time is welcome.

Leal
Oct 2, 2009
Into the Spotlight



Today's mission is all about tourism. The gimmick is that all exports are reduced by 20%. But thats all right, bringing tourists means we'll get some of that sweet fame thrown our way.



Presidente has changed his outfit to be more friendly to the yankee guests. He insists his background is the silver spoon our miners used to dig themselves out back in Isla de Hierro, and that he is a very family friendly man. No doubt that he is more sociable but his erm.. outbursts speaks otherwise. Though who knows, Presidente's colorful language seems to be endlessly entertaining to all the children. His colorful language comes from his new interest in being a foreman to our construction workers.



Silver spoon loses 10 respect with the Communists, but we get a +25 respect with the Capitalists. We get both a +10% to tourism rating and to our factory worker's production. We also start with an extra 2k in the bank. Not a bad start if you want to be purely capitalistic.



Elected for Family Values gives a +15 respect with the religious faction, a 20% bonus to liberty and a +10% to tourism ratings.



Sociable gives a +5 respect to the Communists faction and a +2% to tourism rating. Each star gives additional tourism rating.



Constructor gives us one free cement factory and a +10% to builder's skill gain. Each star gives a further bonus to skill gain. Really helps with getting buildings put up.



Tourette Syndrome gives a -10 respect with the US and a -25 respect with a random faction each year. On the upside our outbursts gets us an extra 1k a year :v: Each star gives additional money each year.



Welcome to Cara Libro, typical starting buildings.



Its weird that he claims there are "few" natural resources. There are as many ore deposits on the island as the last one! And lots of fertile land and wood! What're you going on about Penultimo? I guess the 20% commodity tax is a downside though...



Well that is nice, and a big boost in getting the money to kickstart a tourist economy. Thing with tourism is that it takes quite a bit of an investment to even start generating an income.



Meet our first industry building, the cement factory. Its a DLC building, along with the construction trait. It produces cement with zero resources needed to produce and not only that, each one reduces construction times. They're pretty useful early game buildings.



"C'MON YOU MAGGOTS, I HAVE A WIFE AND CHILDREN TO FEED AND YOU'RE HERE SLACKING OFF CRYING ABOUT NEEDING HEALTHCARE BEFORE YOU GET BACK TO WORK!"



Meet the Bungalow, found under Tourism for 1.5k a pop. They used to be 400 in T3, what happened :argh: Honestly I would ignore these if I wasn't required to build them for the mission, they only house 1 family and require 1 maid. I'll be tearing these back down once we get our money back. All tourist accommodations have work modes that basically set how full you want the hotel to be, at a lower occupancy percentage they automatically set the prices higher. At full occupancy its cheaper. We can manually set it, however manually setting the price makes us unable to price it higher then $50 a month, meanwhile the auto pricing can.

At least with one of these built we can do a very important function in regards to tourism:



We can actually place attractions! For whatever reason the game does not allow you to even attempt placing attractions down until after tourist housing is built. Tourist housing does the same thing sorta, it doesn't let you place any until a tourist dock blueprint is placed down. But at least there you don't need to wait for the dock to be built to place the hotels!

Anyways, the important thing with tourist buildings is to place them in areas with high beauty, and you get an overlay when placing them (same with hotels). This beach located to the east is perfectly green, so that is where our tourists will be at. We want them separate from our citizen's housing as those areas typically look less pretty.



Speaking of our citizens, here is a peek at how our main town is developing. I know I said to limit intersections, but how I'm gonna build the place there wont be much traffic coming in or out from the road in front of the palace. Getting a church out of the way early and a ministry. I had good relations with both the US and the USSR so I got a spare 10k to get that all rolling.



First tourist attraction, the beach site! For some reason yankees are fine with paying money to sit in the sun. The way tourist spending is different from Tropicans: They don't use the traditional entry fee like Tropicans, even for the same building. The fee however does effect if a tourist can enter it. Each tourist has their own spending limit, and from cheapest to highest its slob<spring break<eco<wealthy. A tourist will spend either their spending limit or the "tourist spending" amount, whichever is lower. The limit at the beach is 25, and the entry fee is 5. This means:

Tourist A has a spending limit of 4. Well besides being told to get the hell out of here, they cannot enter.
Tourist B has a spending limit of 14. They're allowed inside and spend 14.
Tourist C has a spending limit of 50. They're allowed inside and spend 25.

Note that their spending limit isn't their total money, just how much they'll spend per attraction.

As an aside, beach sites are found under "Attractions" for 1.5k. They have the typical "no dress code/upscale dress code" work modes.



Meet the tourist dock, tourists don't like coming in on our industrial dock. Can't imagine why, I'm sure it has nothing to do with all the freight containers and the fact there is no police presence on the island! Whats odd is that tourists don't pay a fee to enter, I think they do in T1? I guess its all part of the hotel's fee.



With our fifth bungalow built we need to build an attraction to cater to certain tourists, our options are:





We'll be going with wealthy. After all, more money!



Problem: Tourist attraction is not broken, or if it isn't then its not well programmed. My personal experiences with tourism is to in one map build a bunch of wealthy tourist buildings just to get a bunch of spring breakers coming in. I guess they all enjoyed driving to the ghetto and drinking at the one pub. The map after I tried appealing to spring breakers just to get a bunch of eco tourists. Then I try for eco and I get a bunch of wealthy tourists despite not having one single building up that catered to the wealthy.

This is one of the reasons why I wont be going hard in tourism.



Meet the spa, under Luxury Attractions. Needs a blueprint for 3k and costs 7k a pop. Has the typical no dress/upscale dress code. The tourist spending for this one is $45



If we didn't wait for extra money last mission this is the first time we meet Van Hoof. Maybe I was wrong, she seems to be a pretty nice lady, giving us a free hotel and everything!



Here is another building to get some extra tourist dollars, the Cabaret. AKA the strip club. Under Entertainment for 4k, they have the usual no code/upscale dress code. I'll be setting this one to upscale and raising the entry fee so only our rich citizens will attend. I mostly want to get that sweet 60(!) tourist spending.

Miss Pineapple: I want to talk about the opening of the new cabaret on the island...

Penultimo: Miss Pineapple, I assure you that the cabaret will only be used for educational purposes.

Miss Pineapple: I just want to say that my show will begin at 8:00 tonight. And that's "Mistress" Pineapple to you, Penultimo.



.... Hey look at the new boat. This is the vessel our tourists will arrive on. It has various posters on it for a Tropican travel agency, its a neat detail.



And here it is, our first real hotel. If you want to do tourism, focus on these. Under Tourism for 4k, after a 2k blueprint, these hire 3 maids and can house 6 families. Sure the quality is a bit lower, but they blow bungalows out of the water just because they can house 6 bungalows worth of tourists while only having to hire half the amount of maids and cost less then the price of 3 bungalows.



Now this is a cause I can get behind. Now I know why my shitposting doesn't get me much attention on twitter, its because I'm not a Presidente! How much are private islands again? I can make this a reality, let me go start a patreon...



A look at our tourist trap. A beach to relax at, a spa to also relax at and a cabaret to "relax"



This will be an easy mission to slowly build up on. People twitting about our great beach and spa will make us famous the world over, what vacation spots do you know have both good beaches and spas? None, its always one or the other!



nooooooooo, this is NOT good twit material! :saddowns:



Oh good its on the opposite side of the island. It can't destroy the dock, can it...?



Oh, of course it would go for the tenements.



IT ACTUALLY CAME BACK TO DESTROY A SECOND ONE.

Losing houses from disasters loving suuuuuucks, it isn't unheard of to get a building destroyed and have a portion of the now homeless citizens decide to run off to the jungle and become rebels.



Indeed, the best tourist hotspot! Come visit and watch tornadoes throw the locals around! Its either that or laughing at suicide victims in the forest.



Did I age my let's play just now? Anyways hey, Penultimo is useful for something after all! Maybe I should get my dad to twit about me. Oh drat there I go again...



So on this island the max height will only get us 30MW off wind turbines, and the high ground is very far away from our buildings so I decided it is time to make a power plant. The US aid edict cuts the price of those and the airport in half. It pays for itself after a single purchase of either.

It has 2 work modes, one for using coal and one for using gas. Gas increases maintenance but decreases pollution.




klsfjghklfdklghfdskjgfhdskg :byodood:



That extra money :saddowns: Also hey the earthquake took out those useless bungalows!



Thats the story, got it? Tell those yankees they just got foreclosed!



Well we got this one done almost instantly, the tourist just LOVE our spas and beaches (and strippers)((it was a rating of 70))



Reverend Esteban: Rejoice Tropico! The new house of the Lord has opened its doors for all faithful followers.

Sunny Flowers: Father Esteban, its a pub not a church!

Reverend Esteban: I know, silly girl. We must be progressive and take every opportunity to praise His name.

You know what Esteban? You're all right, you come talk to me if you ever need anything.



Built up a customs office and set it to tax tourists. You know, I could of set it to stimulate exports and it would negate the export tax....



And here she is, our power plant! Under Infrastructure for 17k (8.5k with our edict!) it generates power dependent on how many people work there and their skill. It also has a huge power radius innately, from the docks it almost covers the town.



At this point we'll need to ramp up education. With the Social Security edict our students (and elderly) get 2/3rd of the average wage, at that pay they can't afford our tenements. These are bunkhouses, they provide housing for 3 families for 25 housing quality. They run $500 each and have a very low upkeep, just 1 person renting at 1 peso a month will cover the costs. They're useful in throwing cheap housing in tight spaces cause of their size, but beyond that I can see why no one would want to bother with them as tenements fits more citizens in a more compact area, and costs less with a higher housing quality.



Hey now, that is true. Ever noticed people who make twit videos of them just flashing money around get a lot of followers? I've seen this one of a kid holding up a whole 17 USD! Now THAT, my friends, is balling.



New attraction, the Marina. Found under luxury attractions for 9k a pop they got a tourist spending of 50. They got 3 work modes:

Boat Tour is the normal mode, attracting eco tourists

Charter Fishing has the tourists go out and fish. This attracts spring break tourists and increases profits by 50% (so you could earn 75 off this building!)

VIP Club only lets the wealthy tourists in and gives a 20% increase to service quality

Arguably spring breakers can be better at earning profits then wealthy tourists with the right stuff built.



Huh, why does an entire nation need a loan from a pedunk island in the Caribbean? So hey, lets talk politics!



Namely foreign politics. There are 5 factions, 2 major and 3 minor.

The US wants a high relationship with the capitalist, high liberty and good democracy morals (not cheating or refusing elections). Besides the opposite of those things, they also dislike having a debt and witholding oil exports. High relations gives a bonus to financial aid every year and you get more tourists. The representative is NOT Nick Richards but Ambassador Crane.

The US typically wants to import oil, coffee (canned and frozen as well), tobacco, cigars, chemicals and electronics (something we wont see until Modern Times) We can import corn, gold and pineapples from them.

The USSR wants a high relationship with communists, which effectively means ensuring everyone has jobs and housing. Besides bad communist relationships the only other thing they actively dislike is having debt. High relations gives more foreign aid every year and possibly effects the prices of uranium imports? The USSR representative is Agent Sasha.

The USSR asks for all ores and salt, fish, sugar and of course rum. We can import bauxite and iron, logs, lumber and uranium from them.

The above two will obviously dislike it if you have a pro policy in your foreign embassy for the other party. If they dislike you enough they can embargo imports for you and even invade to oust you. We can ally with one which prevents the other from invading, obviously the opposite will like us much after that.

The minor factions aren't as big as the major ones, they cannot invade you but they can still embargo you. You can appeal to all of them in the foreign embassy by having neutral policies.

The EU likes having a high relationship with both environmentalists and the intellectuals. They also like the island to have low pollution and high beauty. They essentially dislike the opposite. High relationship with them increases our relief funds and reduces the costs of hiring workers. Their representative is Lord Chuffney.

The EU asks for non corn food crops, logs, lumber and jewelry. The only thing we can import from them are workers :v:

The Middle East likes it when we don't EXPORT crude oil, and instead IMPORT crude. And funnily enough, after 1960 they like it if we have a bad relationship with the USSR :v: What they dislike is having more churches then necessary and being allies to the US. High relationship gives us better prices on exporting refined oil and randomly getting a gift of 30k. The leader is Sheik Sallim.

The ME will requets beef, weapons and refined oil. We can import coffee and oil from them.

China likes it when we have an open door immigration policy, low liberty and low relations with the USSR. They also like it if we import luxury goods from them. They dislike allies of the USSR and for some reason a no emigration policy at your immigration office. High relations increases the price of canned goods, and decreases the price of importing luxury goods. The representative is Yu- Li.

China will ask for canned goods, goat cheese and llama wool, cement and cars (Modern Times). They sell us fish, salt, sugar, tobacco and luxury goods.



I feel the update is running long, so we'll call it here with showing off the college. Under Education they run 12k and let us get some native college citizens. Both colleges and high schools have work modes that either turn graduates into militarists or religious faction supporters in exchange for pissing off the intellectuals and having a 15% slower learning period. I never bother with those, there are better ways to convert citizens then to slow down education.

Leal fucked around with this message at 22:58 on Jan 12, 2018

Leal
Oct 2, 2009
While I get the other half typed up, lets have a vote for the next mission!

Mission 4 is based on importing goods to make in factories. Here are the choices:

Choice A



This build will give the biggest boost to factory production, if the products are going to be *made in Tropico, we should have a strong Nationalist presence. However Presidente does get in the way of the factory workers and seems to... find things that he takes to the local pawn shop

*with materials imported from out of the country



This build gives some factory production bonuses as well as a slight increase to our export prices. The ladies will love us! ..... If they don't know what exactly Presidente means when talks about Lil' Presidente



This build gives straight price reductions on buildings. We wont have much for uneducated jobs in this map, so cheaper apartments is good to house all our high school workers. Sadly while we got the brains to lessen the costs of buildings, we don't quite have the looks to impress the locals. Well, at least Sheik Sallim seems to like us....


Please bold option A B or C, this vote will go on till Sunday 7 am pacific.

E:

:siren: Crap forgot another thing! :siren:

Early on in the mission there will be a branching choice. Instead of hitting it almost immediately and stopping the playthrough, lets get a vote on that too! We'll need to deal with some big strikers, there are two ways to do this:

A: We can be benevolent, and listen to their demands of building certain buildings

B: We can be a despot and intimidate them.

So again, bold, and choose either benevolence or despot

Leal fucked around with this message at 23:07 on Jan 12, 2018

Poil
Mar 17, 2007

The 20% penalty is so insignificant just running basic exports like farms is still more profitable than tourism until it gets quite big. :v:

I usually go for all types of tourists, except slobs, so I've never noticed any wrong kind.

Siegkrow
Oct 11, 2013

Arguing about Lore for 5 years and counting



I vote B and A.

Poil
Mar 17, 2007

A and B this time.

Unoriginal One
Aug 5, 2008
Wind turbines have generally gotten worse in every game since 3.

In 3, you could, with a bit of poking around, stick them basically anywhere, including on those steep hills and mountains you can't otherwise build on, meaning getting the 40 MW max is fairly trivial if you don't mind making your construction workers trudge all the way over there and back again.

In 4 they fixed that, so you have a much harder time getting an appreciable output out of them; and this is on top of them having to compete with two newly added sources of clean energy(one of them being a Modern Times building, and I think you can guess what that means).

In 5, most of the scenario maps just straight up don't have any high ground, so you're lucky to get even 20 MW out of them.


I will say that they do have a couple of small things in their favor, however, as they have the smallest initial outlay cost, and needing no employees or outside resources means that their power generation won't take a sudden hit if, say, one of the engineers decides to hare off to go work in that newly built TV station instead, or if your teamsters can't make their deliveries due to traffic or not having enough teamsters because you overexpanded and your uneducated labor pool has dried up.

Lynneth
Sep 13, 2011
B, A

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Poil
Mar 17, 2007

Unoriginal One posted:

Wind turbines have generally gotten worse in every game since 3.

In 3, you could, with a bit of poking around, stick them basically anywhere, including on those steep hills and mountains you can't otherwise build on, meaning getting the 40 MW max is fairly trivial if you don't mind making your construction workers trudge all the way over there and back again.

In 4 they fixed that, so you have a much harder time getting an appreciable output out of them; and this is on top of them having to compete with two newly added sources of clean energy(one of them being a Modern Times building, and I think you can guess what that means).

In 5, most of the scenario maps just straight up don't have any high ground, so you're lucky to get even 20 MW out of them.


I will say that they do have a couple of small things in their favor, however, as they have the smallest initial outlay cost, and needing no employees or outside resources means that their power generation won't take a sudden hit if, say, one of the engineers decides to hare off to go work in that newly built TV station instead, or if your teamsters can't make their deliveries due to traffic or not having enough teamsters because you overexpanded and your uneducated labor pool has dried up.
It's fairly easy to transfer power in 4, especially since the electricity is global on the island so your windturbines don't actually need to be connected if you have one near the city with substations.

In 5 you just want geothermal and maybe tidal generators on full budget anyway in the modern age. Also I'm pretty sure teamsters are bugged somehow because after a certain point it doesn't matter how many you build and that they are on full budget all the farms and industries just get clogged by output.

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