The Official Tropico 3 Expansion "Absolute Power" Suggestion Thread - Printable Version
+- kalypso media :: forum (http://forum.kalypsomedia.com)
+-- Forum: Games (/forumdisplay.php?fid=5)
+--- Forum: Tropico 3 (/forumdisplay.php?fid=24)
+--- Thread: The Official Tropico 3 Expansion "Absolute Power" Suggestion Thread (/showthread.php?tid=4129)
The Official Tropico 3 Expansion "Absolute Power" Suggestion Thread - FritoPatata - 09-03-2010 04:20 PM
Goooooooooooood Morning Tropico!
The sun is shining bright, and it is a perfect day for talking about the latest Tropico 3 expansion "Absolute Power"
This thread is intended to be a large repository for suggestions pertaining to the new expansion based on "what we know so far." This is the place to go to either applaud changes being made in the expansion, suggest additional improvements, or to lament over things that are apparently being left out. According to Timo:
(09-03-2010 02:43 PM)Timo Wrote: It's never too late for expansion suggestions and we have a number of threads on this topic, so please feel free to use them. We're mostly set as far as new buildings and art goes, but balancing issues and minor things are still subject to change.
If for some reason you missed the original post regarding the expansion... it is here:
Tropico 3 "Absolute Power" Announced
So... let the ranting and raving begin!
I will start with my kudos and lamentations from the expansion announcement thread...
(09-03-2010 04:05 PM)FritoPatata Wrote: Alright, time for me to weigh in on what I see regarding the expansion announcement.
Also, I would like to note this interesting reply from Timo:
(09-03-2010 04:11 PM)Timo Wrote:(09-03-2010 04:05 PM)FritoPatata Wrote: What good is having a beautiful island, if you can't make tourists pay out the ass to fly around it and check it out.
This seems to let on that... We might be getting Helipads! Which makes me very happy indeed. It also could just mean that there will be some sort of air tourism provided for tourists who wish to pay for aerial tours of the island. It also could mean new transport for the rich. Still, it seems based on Timo's reply that there will be some form of new air transport, whether for tourism or transportation purposes.
RE: The Official Tropico 3 Expansion "Absolute Power" Suggestion Thread - Mike Langlois - 09-03-2010 07:19 PM
I would like the ability to sell of any surplus power i might create, or even, purposely create with the wind turbines and such.
Seems like something that might add to industry.
I'd also like to re-mention my idea for Fake Edicts, that allow you to lie to your people with a chance of failure/success that benefits you. For example, you can fake a recession and lower your entire islands wages by 25%. They wont mind because they think the rest of the world is like that. The 25% you took off goes into your swiss bank account. However, theres a chance it can be found out and thatll really piss the people off.
Other stuff i said in other threads:
Quote:An edict that allows/forces high school unemployed people to do uneducated jobs if there is need for it.
^^ Could also be used on College people, lowers the respect and happiness of anyone forced into a job, but increases their ability to do the job by 15% (high school) and 25% (college)
Quote:Another few ideas i'v been thinking of. A new set of military buildings.
RE: The Official Tropico 3 Expansion "Absolute Power" Suggestion Thread - Juanito - 09-03-2010 07:25 PM
Great to see a thread devoted to this new expansion pack, but hasn't the game already been developed?
RE: The Official Tropico 3 Expansion "Absolute Power" Suggestion Thread - Mike Langlois - 09-03-2010 07:31 PM
I asked in the announcement thread and they said that there's always a chance to add new stuff, so i think there's still time
RE: The Official Tropico 3 Expansion "Absolute Power" Suggestion Thread - spyfellow - 09-03-2010 07:42 PM
re-posting this here:
couples things i think would be great to add to the game
1. some sort of railroad system for transporting goods/passengers would be awesome.
2. make all professions available for either gender
3. the ability to level ground or remove large areas of trees
4. also make the squares closest to the farms the highest priority to be made into fields, its irritating watching the farmers leave the farm walk over fertile land to get to there fields a couple of squares away. this would allow more condensed farming so you could put more in 1 area
RE: The Official Tropico 3 Expansion "Absolute Power" Suggestion Thread - FritoPatata - 09-03-2010 08:08 PM
(09-03-2010 07:25 PM)Juanito Wrote: Great to see a thread devoted to this new expansion pack, but hasn't the game already been developed?
Timo pointed out that there is still time to make some adjustments prior to release. However, it is unlikely that they would consider adding any more additional buildings, as he noted that they are pretty set from an artistic standpoint.
Being somewhat familiar with the software release process, I would figure there are some things that they simply cannot afford to go back and address at this point. However there are some simpler things that they can.
I just figured I would post this thread before we have a hundred other threads aiming to do the exact same thing.
RE: The Official Tropico 3 Expansion "Absolute Power" Suggestion Thread - el_malo - 10-03-2010 12:21 AM
There should be no need for a special building to act as a military "garage."
Anyone that has spent, even a short time in the military, knows that military bases have a little something called a "motor pool."
The Army Base and Armory should be coded to act as a garage for ALL military transportation needs.
RE: The Official Tropico 3 Expansion "Absolute Power" Suggestion Thread - slserpent - 10-03-2010 04:20 AM
Here's my list of small changes / fixes I'd love to see done in a patch or expansion.
I'm sure I'll come up with some more soon. I'm pretty psyched about the small garages in the expansion, though. They'll be great for connecting remote mines and farms with the main city.
RE: The Official Tropico 3 Expansion "Absolute Power" Suggestion Thread - azander12 - 10-03-2010 05:02 AM
Man, i'd like to see an elementary school. It would keep the kids busy all day, increase the sppen at which they go through high school, and you could set it to indoctrinate the kids so you can change the faction balance on your island.
RE: The Official Tropico 3 Expansion "Absolute Power" Suggestion Thread - Tibor - 10-03-2010 06:18 AM
would be nice to see the jails more utilized. more reason to use them.... and also more reason to use cops. maybe stronger development around the jails, cops and crime.
RE: The Official Tropico 3 Expansion "Absolute Power" Suggestion Thread - Praetyre - 10-03-2010 06:49 AM
Reposting, compiling and refining some of my earlier suggestions:
Abolish Arbitrary Gender Barriers: With the exception of a few professions (priests, bishops, soldiers and generals), all professions should be unisex. It makes absolutely no sense that only women can work in diplomatic ministries or become engineers, or that only men can be beach attendants. And before you call historical inaccuracy, remember that this is a game where you can have open homosexuality in the 1950's. I understand the balance decisions behind this, but I think the value of women is better reflected by their capacity to produce future Tropicans. You could even make things harsher by having more China style situations under militarist/theocratic Presidente's, thus giving even more value to women as the bulwark between Tropico and depopulation.
Have Managerial Positions: This would require tweaks to the engine, but I think it would add an additional element of challenge in building your industries. Require all factories to be staffed by one College-educated Manager, and all Police Stations and Prisons by one College-educated Lieutenant. I doubt all the factories on Tropico run on an anarcho-syndicalist model.
Allow buildings to be set exclusively for Tropican or Tourist usage: That would definitely help avoid things like tourists walking across the map to visit a local Restaurant instead of the lovely Souvenir Shop right next to their hotel room.
Allow players to set prices for medical care and education: It's a real pain when that Clinic you've built for your Generals and Bankers to patronize ends up being hogged by Retirees, Mothers and Unemployed. Allowing us to set prices would add realism (and hopefully, there'd also be a penalty with the Communist faction and a bonus with the Capitalist faction for doing it) and enable some additional degree of social engineering in-game. Also, setting prices for education (coupled with the Social Security edict, obviously) would allow players to recoup some of the Social Security money while reducing school maintenance prices and still acquiring the additional respect.
New Crime Mechanics: Some citizens, below a certain level of happiness, will commit criminal acts. These acts include vandalism (which reduces the beauty of a structure), arson (which destroys buildings), murder (exactly what it says on the tin), theft (which steals some of the income of a building), embezzlement (where employees pocket some of the money their building makes), bombings (exactly what it says on the tin) and assault (reduces happiness and health scores of citizens). Policemen will automatically round up and incarcerate criminals, who must be kept in Prisons, thus giving a practical and realistic function for prisons outside of political internment. Issuing the Arrest edict on criminals has a quarter of the effect on family respect and no effect on bystanders.
Greater Factional Indoctrination and Pleasure Capacity: Why can’t I make my high schoolers died in the wool communists using a good dose of Marx and Engels, or hand out copies of Human Action at my university to achieve a capitalist alumni? Or, for that matter, make them worship El Presidente as Loyalists, teach them Tropico First in their educational programs and make them Nationalists or even send them down the path of Environmentalism with The Population Bomb?
For that matter, I’d like to see greater theatre options. Show eco-documentaries and Una Inconvenient Truth to please eco tourists and Environmentalists, give the high class tourists and Intellectuals French arthouse schlock and the Spring Break tourists some American Pie and Porky’s. The possibilities are endless.
Military Tourism: A foreign military base could spawn 10 American/USSR Soldiers and 3 American/USSR Officers (each with different avatars, of course). These would function as middle and upper class tourists respectively, bringing money into your economy and helping when things like random events might render your military base unprofitable by itself. That would cause some rather interesting strategies to spring up, such as setting up small entertainment districts near the base or positioning the base near the main entertainment district itself. Also, Soviet players would find a small tourist niche of their own in the USSR base's soldiers.
Rebels can throw Molotov cocktails, soldiers can throw grenades. The effectiveness of soldiers weapons and vehicles is increased with the Military Modernization edict.
Allow the Palace, Churches and Cathedrals To Become Tourist Attractions
Allow the Palace to open itself up to tourism (using an edict, perhaps?) and employ up to 2 Attendants (for churches) or 4 Attendants and 2 Professors (Cathedrals) to guide people around El Presidente's magnificient home. The new upgrades would help boost the entertainment value of the Palace, and having El Presidente himself give a guided tour would boost it immensely.
Churches and Cathedrals could be declared historical sites, stopping their normal religious function but opening them up to 4 Attendants to guide tourists around them. You could have Cathedrals exhibiting relics, increasing maintenance costs but boosting tourism and ratings and giving a boost to both the Religious and Intellectuals. You could even host pilgrims looking to see some of the holy sites of Tropico, like eco tourism but with a holy twist. They would flock to a morally upright Tropico and add a nice source of additional tourism income for Presidente's who cannot stand the sight of Yanqui "rock and roll" or "El Diablo's drink". And they'd flow like milk and honey if you had the O Cristo Redendor on your island or brought His Holiness over for a visit.
Bring Back The Coin-Based Interface
Sliders are just confusing, and harder to navigate around. At the very least, allow us to choose this option in the graphics settings.
Bring Back The Old Almanac
Same as above. The new one is far too small for most modern computers and makes the annoying and counterintuitive switch (for veterans like me, at least) between a vertical and horizontal tabbing interface.
Changing Generals into Officers
A purely cosmetic change. Nothing but the in-game text would actually be changed.
New avatar options:
Lou Bega style moustache
Female versions of the General and Generalissimo outfits and hats (For female militarist Presidente's)
Idi Amin-style uniform and hat
KGB/Soviet style uniform with hat (think this)
Business suit that is essentially the Traditional costume minus the sash
White Mafia-style suit (for tourista and/or booze baron Presidente's)
Long black "widowers" gown (to go with the Lady hat, which could fit a female theocratic Presidente quite well)
Greatcoats for both genders
Fur coats for female Presidente's (think Cruella de Ville)
Cowboy outfit with bolo and hat (for those more oil-oriented Presidente's)
Overalls (for working class Presidente's)
Russian style dresses (for more religious or Soviet aligned female Presidente's)
Sparkly, glittery outfit with hat (think this)
Henry Kissinger glasses
The option to combine a cigar/pipe with glasses
Cars Improving With Wealth
This one would probably be difficult to program, but if it could be done, it would add a nice visual touch. At 1-10, people would drive around in things not unlike the Junker car from the Sims. At 11-20, people would drive second hand Japanese-style cars. At 21-30, people would drive around in family cars. At 31-40, they'd drive around in sports cars. At 41-50, they'd drive around in limousines.
Make Generals Drive in Jeeps, Not Trucks
Exactly what it says on the tin. It makes more sense both to differentiate between them gameplay wise and to add realism, as most real military officer's scoot around in jeeps and armoured cars, not in trucks.
Add The Option To Choose Between Latin American and Pacific Names
While this might sound like a big change, it would only require a seperate name database for Tropican-born avatars selected by the player at startup. The change would be purely cosmetic, but it would be nice for those of us who like to roleplay the Pacific island nations.
Black Market: Could fall under the Government tab, I suppose. Would be a big, one of a kind building that looked rather like a South African shanty town crossed with an Arabian market, though with a Carribean flair. It would cost $10,000, provide $1000 a year in revenue and greatly reduce beauty and government control while greatly increasing crime and employing no one. It would have 3 settings:
Neutral (default): Reduces relations with both the US and USSR by 30.
Arsenal of Democracy: Removes the relations penalty with the US (changing it to increase by 15) but increases the relations penalty with the USSR to 50.
Red Armory: Does the same thing as Arsenal of Democracy, except with the superpowers reversed.
Infrastructural Office: Another one of a kind building coming in at $20,000, which would employ up to 2 Bureaucrats. In addition to reducing the price of roads by 75%, it would offer two options:
Maintenance Drive: Reduces maintenance costs of every building by up to 15%.
Expansionary Drive: Increases productivity of Construction Workers by up to 10%.
Smelting Facility: Costs $12,000 and employs up to 8 Factory Workers. Converts Iron into a new resource, Steel ($15,000 per cart). Same options as usual. Comes with 2 upgrades:
Asbestos Treatment: Costs $5000 and reduces maintenance costs by 50%, but reduces the health of workers by 25% and increases pollution by 20%.
Blast Furnace: Costs $10,000 and takes up 8 MW of energy, but increases production per worker by 30%.
War Factory: Costs $20,000 and employs up to 6 Factory Workers. Converts Steel into Arms ($40,000 per cart). Same option as usual. Comes with 3 upgrades:
Automated Assembly Lines: Costs $15,000 and 10 MW, but increases production speed and worker happiness by 50%.
Depleted Uranium: Costs $20,000 and doubles pollution pollution while reducing worker health and happiness by 20%, but allows the production of Depleted Uranium Arms ($50,000 per cart)
Radiation Proofing (requires Depleted Uranium upgrade): Costs $30,000 and increases maintenance costs by 25%, but negates the effects of Depleted Uranium on worker health and happiness.
Retirement Home: Costs $10,000, provides free housing (base quality 50) for the retirees and employs 2 Maids, each enabling 3 retiree couples to live there. Same options for Normal Maintenance and Roach Patrol would apply.
Drug Store: Costs $5000, employs up to 3 Shopkeepers. Offers a base healthcare quality of 30, allowing players to set up a cheap and early healthcare facility for the first decade or two. Could be set to two options:
Sugar Pills: Cuts quality down by 2/3rds, but reduces maintenance costs by 50%.
Generic Brand: Default setting.
Foreign Imports: Increases maintenance by 30%, but raises quality by 10% (same as Linen Tablecloths).
Elementary School: Costs $3000 and employs up to 4 Teachers, each of which can support 3 Children. Increases the "Child" skill and thus indirectly makes children more skilled at their future professions. Also makes the intellectual faction happy and increases the respect of student's families. Can be set to one of five options:
Normal Curricula (default): No special effects
Indoctrination: Increases respect of all students by 10%, but slows down learning by 5%
Crash Courses: Increases student learning speed by 50% but lowers student happiness by 25%
Military Education: Turns students into militarists, but lowers learning speed by 15%.
Parochial Education: Turns students into religionists, but lowers learning speed by 15%.
Theatre: Costs $30,000, requires 30 MW of electricity and employs up to 8 College educated Actors (a new class) and 10 Factory Workers. Provides, by default, 50 Entertainment. Can be set to one of two settings:
Standard Programme (default): Increases Entertainment value by 10.
The Life Of El Presidente: Increases overall respect of all visitors by 10% and increases Loyalist respect by 10.
The Cry Of Mother Tropico: Increases Environmentalist respect by 10.
The Glorious Tropican Army: Increases Militarist respect by 10.
Broadway Shows: Increases USA and Capitalist respect by 10.
Biblical Blockbusters: Increases respect from the Religious by 10.
Soviet Epics: Increases USSR and Communist respect by 10.
Tropican Tales: Increases respect from the Nationalists by 10.
High Class Operas: Doubles entertainment value, but restricts the buildings clientele to College educated Tropicans and high class tourists. Increases Intellectual respect by 10.
Office: Costs $50,000, requires 30 MW of electricity and employment varies based upon setting. The options are thus:
How May We Direct Your Call? (default): Employs up to 18 High School educated Cheap Office Workers (a new class) and 3 Managers. Makes a certain amount of money per month, per worker, depending on economy settings and the skill and number of workers.
The Tropican Dream: Employs up to 18 College educated Office Workers (a new class). Makes a certain amount of money per month, per worker, depending on economy settings and the skill and number of workers. Makes a higher amount per worker than How May We Direct Your Call.
Foreign Executives Welcome: Displeases the Nationalists (to the tune of -5 per Office with this setting) but allows up to 8 high class tourists to rent out the building, providing them with a place of work and allowing them more permanent residence on your island (and thus, for you to bleed their wallets even more, El Presidente).
Internet Exchange Point: Costs $100,000, requires 100 MW of electricity and costs a vast sum of money in maintenance each year (around $10,000). However, employs 12 College educated Office Workers, provides up to 80 Entertainment and 15% faster learning to every single Apartment, House, Condominium or Luxury House dwelling citizen on the island. Can be set to one of two options:
Free Access (default): Increases liberty by 30%, but reduces productivity by 10%.
Restricted Access: Reduces learning bonus by 10% and Entertainment bonus by 30%, but increases overall, Loyalist and Religious respect by up to 20%.
At $10,000 for initial activation and $5000 a year, and requiring 80 or better relations with the Religious faction and a Cathedral, trained Priests and Bishops will automatically be sent to fill in any empty slots you might have in your religious buildings.
Exactly what it says on the tin. Costs an $8000 one time sum, and seriously pisses off the religious faction (to the tune of a loss of 30 points) but slightly increases your respect with all women (to the tune of 5 points)
Electronic Banking: Requires $50,000 and 10 MW of electricity. Doubles rate at which money is sent to the Swiss Bank Account with Presidential Slush Fund and doubles income from accounts in Tourists Offshore Banking.
Foreign Advertising: Costs $5,000, but brings in $100 of income every month.
High Definition Film: Costs $20,000 and increases maintenance cost by 15%, but increases Entertainment value by 20.
RE: The Official Tropico 3 Expansion "Absolute Power" Suggestion Thread - Mike Langlois - 10-03-2010 11:59 AM
(10-03-2010 06:18 AM)Tibor Wrote: would be nice to see the jails more utilized. more reason to use them.... and also more reason to use cops. maybe stronger development around the jails, cops and crime.
Iv never understood why people dont get automatically jailed if you have a prison/jail? Maybe an edict to jail anyone that protests, or include that in the martial law edict?
And also, why do jails only hold like 8 people? Should be atleast 20 imo, since you get about 500 irl lol
RE: The Official Tropico 3 Expansion "Absolute Power" Suggestion Thread - FritoPatata - 10-03-2010 03:46 PM
(10-03-2010 04:20 AM)slserpent Wrote: I'm sure I'll come up with some more soon. I'm pretty psyched about the small garages in the expansion, though. They'll be great for connecting remote mines and farms with the main city.
I hope you are not putting garages out by your mines. Mines have built in garages, so as long as your workers live close to a garage, they will automatically drive home from the mine's built in garage. Farms however do require a garage, and this small garage option sounds perfect.
(10-03-2010 05:02 AM)azander12 Wrote: Man, i'd like to see an elementary school. It would keep the kids busy all day, increase the sppen at which they go through high school, and you could set it to indoctrinate the kids so you can change the faction balance on your island.
An elementary school is a great idea. It should not be necessarily "required" to go to high school, but if an elementary school is attended as a child, then the person should be able to graduate from both high school and college more quickly. As noted, it would give a purpose to kids, and maybe it should fill some sort of education "need" in them.
RE: The Official Tropico 3 Expansion "Absolute Power" Suggestion Thread - Snuggles - 10-03-2010 04:43 PM
Well, maybe the elementary school could be part of a broader "ideology-shaping package". To wit:
- Children who attend elementary schools are more likely to become Intellectuals. Elementary schools also increase the respect of childrens' parents and Tropicans who attended elementary schools are always "literate", meaning you save a little money when using the Literacy Program ordinance.
- Children who attend Tropico Forest Rangers sleep-away camps are more likely to become Environmentalists, while beautifying the rural areas of the island.
- Children who attend the Army Cadets are more likely to become Militarists and their volunteering on the military base raises housing quality as well.
- Children who attend a Church Youth Group are more likely to become Religious, and their participation in services raises the service quality of the churches and cathedrals they visit.
And so on, and so on. Each organization would have a headquarters or a facility (so the Forest Rangers might have a campground, the Army Cadets would have a legion hall, etc.), and--if you really want to take this up to 11--you could create uniforms and useful "walks" for each organization as well. A child who goes around in a Forest Rangers uniform might clear litter as they walk, slightly reducing pollution.
RE: The Official Tropico 3 Expansion "Absolute Power" Suggestion Thread - slserpent - 11-03-2010 02:33 AM
I thought of some more:
RE: The Official Tropico 3 Expansion "Absolute Power" Suggestion Thread - Sonereal - 11-03-2010 03:20 AM
A few things I would like to see are Prison Labor, Loyalists and the Inquisition edict working a bit different, and Forced Labor.
Prison Labor would be sorta like how it is now in game but with the ability to order prisoners to work on construction projects for no pay. An idea just popped into my head about expanding the "Spy on Neighbor" or "Inquisition" edict. Basically, the Loyalists would report on "unsavory" comments and a rating would be given on how insulting the comment was to your rule. The name of the person giving the comment would also be given so from there.
The Forced Labor edict would basically round up all the jobless people and force them to work in construction projects (at 1/4th the pay of actual construction workers).
As an addon, I would like edicts that automatically ordered protesters to be dealt in a certain way. One edict would order the automatic arrest of that person and another edict would allow the automatic arrest of that person and any person in a high-school required job or higher to be arrested. The other two edicts would like the last but instead of arrests, accident deaths are arranged.
RE: The Official Tropico 3 Expansion "Absolute Power" Suggestion Thread - Praetyre - 11-03-2010 05:12 AM
(11-03-2010 02:33 AM)slserpent Wrote: make it so Tropicans don't pick an entertainment source based purely on the service quality but rather on a random individual preference, which may be somewhat based on their faction support, sex, age, and education. it seems you can build an island full of gourmet restaurants and your citizens are fine, but they should demand more variety.
I'm not entirely certain, but I believe it was posted a while back that Tropicans each have their own individual, hidden entertainment preferences. Profession probably has some part to play in it, since the military loves cabarets (though I've not seen it work the other way around. Priests will still patronize them in spite of their getting-crap-past-the-radar-ness).
RE: The Official Tropico 3 Expansion "Absolute Power" Suggestion Thread - Tibor - 11-03-2010 06:09 AM
- I can have choice of which buildings available at start and their positions on the map
- change soil fertility, such as location and fertility of sugar on the island
RE: The Official Tropico 3 Expansion "Absolute Power" Suggestion Thread - Bob the Lethargic - 11-03-2010 03:56 PM
“You wanted to see me, El Jefe?”
Juanito, my loyal amigo, come in, sit down and have a cigar. It is time for your annual performance review.
While your performance overall is very good, there are a few opportunities for improvement that I think we can work on. I would like to discuss those areas with you.
First, you have quickly executed my Industry and Tourist Ad Campaigns when I decided to implement them. That is a plus. But when they expire you fail to notify me. I usually find this out by noticing the decline in my export income. I then have to take away some of my valuable time at the cabaret to reissue it. I would like you to work on notifying me when they do expire by either an office memo or a public radio announcement. It would be even nicer to have an option for a continuing Industry or Tourism Ad campaign that would eliminate the need to constantly reissue the edicts. My time at the club with Yolanda is very important to my happiness.
I am very happy with your compilation of the yearly Almanac. However there are some missing pieces of useful information that would help me govern my little island paradise better. Would it be possible to include the following data?
1. The number of emigrants leaving the island each year. While immigration numbers are important, I am also concerned with those traitors, I meant to say unhappy fellow Tropicans, who are leaving my little island paradise.
2. The number of job openings available that need workers. It is currently difficult to determine that number when there is under-employment on the island. We must keep up production and I need to know when to change to an open-door policy. The nationalists will just have to learn to live with that fact of life.
3. A breakdown of the yearly costs of the edicts that currently in effect would also be nice. I would like to analyze those costs to see if certain edicts need to be cancelled. After all, social security is not guaranteed in the Tropican Constitution.
Can you work on these two areas before your next review? I have the utmost faith in your abilities but if you need my help on any of these matters simply call me at the club before 9 pm.
“I will certainly try, oh Great One. By the way, what kind of little extra can I expect to see in my pay envelope this year?”
How about no pink slip? Now get back to work.
RE: The Official Tropico 3 Expansion "Absolute Power" Suggestion Thread - FritoPatata - 11-03-2010 04:40 PM
(11-03-2010 03:56 PM)Bob the Lethargic Wrote: “You wanted to see me, El Jefe?”
I just wanted to say that I LOVE how you went about giving your suggestions. +1 rep for you.
On your second point, you can view "underemployment" outside of the Almanac using the overlays. Just open your overlays and tick the option for employment. Any building that is not bright green has positions available. If there are a lot of buildings with positions available, you will want to open your doors to immigration, or encourage more birth on your little paradise.
RE: The Official Tropico 3 Expansion "Absolute Power" Suggestion Thread - Bob the Lethargic - 12-03-2010 05:59 PM
A Night in Tropico
Buenos Dias senors Lansky and Luciano. Please have a seat and have one of our fine Tropican Cigars while Juanito gets you nice spiced rum Cubalibra. I have asked you here today to discuss some problems that have cropped up in our tourist business here on the island. I am hoping that working together we can come up with plan to solve the problems.
Currently when I visit our hotels they are packed with tourists visiting our island. Hotel income is how you would say flush. However when I check on the revenues of our casinos, nightclubs, pubs, souvenir shops, enclaves and beaches, these facilities are not as you would say packing in the touristas. This saddens me deeply since so many pesos are not being fleeced, I mean contributed by, these otherwise generous gringos. Even my girlfriend Yolanda is not having much success in bringing in more tourists to her nightclub. This in turn saddens me when I have to listen to her whine about it. And whine about it. And whine about it.
I heard you have done well to increase the income in my favorite vacation spot Las Vegas. My neighboring friend Batista tells me he has already talked with about helping his island. I was wondering if you might be able to help my poor island to increase the profitability of my tourist attractions. I would be very grateful to you if you could. I mean very grateful. What would you suggest my Americano companeros?
“Well El Presidente, you could possible issue an edict that would allow us to run the hotels, casinos and other tourist attractions on your island. For a small fee of say $10,000 and a 50% cut of the profits we would be willing to take over the handling of all these areas for you. We would guarantee you a larger increase in your tourist revenues. The downside might be an increase in crime and loss of respect by some of the factions like the religious and nationalists. The USSR and USA might not like it either. I don’t think the rebels would ever be a problem, but I may be wrong about that. But if it’s profits you want, we are the guys that can get them for you.”
Thank you for your input gentlemen. I will think about it and get back with you. In the meantime enjoy your stay on beautiful Tropico. Let me have my limo driver drop you off at the Club Tropicano. Just tell Juanita that I sent you. She will take very good care of you. Via con Dios.
Ten minutes later Juanito rushes in and says, “El Jefe, the limo driver overheard the two gentlemen as they were leaving say they could really clean up in this place. Are they the new garbage collectors for the island?”
P.S. Thank Your FritoPatata for your kind words. And my compliments to you on your well done transportation guide. Even Yolanda liked it.
RE: The Official Tropico 3 Expansion "Absolute Power" Suggestion Thread - MUAHAA THE FRENCH - 12-03-2010 10:36 PM
building idea : Economic Ministry
employs : either bureaucrats or bankers.
Presidente, where would you be without skilled workers to keep track of all those confusing numbers which make life so hard on your island?
Marxist Economics : All enterprise is state-owned and profits are redistributed through government spending. -10% operating costs, -15% efficiency, +15% income of the working class, +10 USSR. Farming and mining are immune to efficiency costs. +25 communists.
Keynesian Economics : Developmental economics where the state has a guiding hand. +10% income of the middle class. -10% government building cost and maintenance.
Neoliberal Economics : Laissez's faire economics - it's a dog-eat-dog world out there, Presidente, and the island's wealthy deserve every bite they have earned. +15% income of the rich, -25% income of the working class, +10 US. Factories are 20% more efficient but easy-does-it is disabled for all jobs. +25 capitalists.
also, loved every single one of Praetyre 's suggestions.
RE: The Official Tropico 3 Expansion "Absolute Power" Suggestion Thread - Farkov - 13-03-2010 01:53 AM
Building Idea: Banking options.
Why can't banks serve local tropicans instead of doing slush funds, development or offshore bankings?
Savings plan option should allow tropicans to save 1/10 of their income and let it grow so they won't become homeless once they lost their jobs or in between jobs. Yes, it is a serious issue for those less educated tropicans who cannot plan beyond a month's pay when spending their money on booze, only to blame the govt. when they lost their jobs and live in shacks.
The benefit to govt. should be obvious. When someone dies without leaving a relative, all the savings goes into the govt. coffers to be spent to the betterment of the island. Everybody wins!
RE: The Official Tropico 3 Expansion "Absolute Power" Suggestion Thread - xflashx - 13-03-2010 01:26 PM
Hey Frito, nice topic and some nice suggestions. I didn't read the whole thread but was interested in your idea of higher capacity roads. Just wanted to theorize that it may be difficult to add another lane.. because they may have to rework the whole car traveling system.
Another option that would really help (probably as much work on second thought) would be intersections (traffic lights)... or turning lanes. I bet a simple turning lane would help grid lock immensely.
I am kind of exited about lower capacity garages.... that will be so useful for those way out farms... and gravel roads will just look more appropriate.. hopefully their footprint is smaller too.
RE: The Official Tropico 3 Expansion "Absolute Power" Suggestion Thread - Bob the Lethargic - 13-03-2010 10:45 PM
I would like to talk to you El Jefe if you have a moment.
My name is John Semilla de Manzana. I am but a humble horticulturalist who emigrated to Tropico from the United States. I moved here after hearing of your island’s beautiful rainforests. At first it was like heaven for me to live here studying all the plant life. But as years have gone by, the clear-cut foresting of the lumber industry has left the island all but naked of the beautiful trees that were once here. And the once fertile land has been depleted by aggressive farming. This saddens me deeply.
While decorative trees may look nice, they cannot duplicate the beauty of a real rainforest ecosystem. In an effort to restore the former beauty and fertility of the island, I would like to propose a new building for Tropico; a Horticulture Research Station that could help restore the forests and fertile land that once dominated the island.
For a small fee of say $2500, one could build a station on the island. The mission of this station would be to replant the vegetation on denuded tracts of land. Over a growing period of time, say four to five years, the rainforest or land fertility surrounding a selected area could be restored. I believe that only two or three college educated horticultural engineers would be needed to run it. After the growing period is done, a new location could be selected for reseeding and growing. The selection of the area to replant could be done using a flag designator like the tour office does. Of course it would require its own garage so the workers could drive to the replanting area. The mission of the station could be selected as an option such as solely reforestation, solely land fertilization, or a choice of doing both over a longer period of time.
I realize that this would be an additional expense for the island. But I believe that the benefits such a building could have on our island would even exceed those of a botanical garden. I am quite sure it would be a big hit with the environmentalists. What do you think, oh Great One?
“Let me talk to my people and get back with you Johnny.”
RE: The Official Tropico 3 Expansion "Absolute Power" Suggestion Thread - Cammunition - 15-03-2010 01:21 AM
Send children to school, indoctrinate them with ideologies, reduce the costs of the literacy program edict, increases their intelligence rating (so they gain skills faster).
RE: The Official Tropico 3 Expansion "Absolute Power" Suggestion Thread - Skirmishman - 15-03-2010 08:59 PM
How about a Mobster Organization feature that is working on the island?
RE: The Official Tropico 3 Expansion "Absolute Power" Suggestion Thread - FritoPatata - 15-03-2010 09:38 PM
(15-03-2010 08:59 PM)Skirmishman Wrote: How about a Mobster Organization feature that is working on the island?
This is a good suggestion, and it has a lot of historical merit. Cuba used to be a haven for American Gangsters prior to the communist rebellion by Fidel Castro. They would bring their dirty money to Havana and build hotels and casinos in order to launder it. The most famous example is the Hotel Habana Riviera shown here:
I believe that hotel is now actually public housing. Castro saw the hotel as a symbol of the capitalist greed and illicit gangster operations that had corrupted the island (which was totally true, at least the gangster part) and nationalized it to send a message that change had come to Cuba. The most famous gangster involved in these casino operations was Meyer Lansky, an associate to "Bugsy" Seigel and partner Charles "Lucky" Luciano.
A very detailed wikipedia article is here.
This all happened in the time period that this game is set in. I would love to see some of this included, because it certainly contributed to some of the lore associated with the Caribbean in the mid to late 1900s.
RE: The Official Tropico 3 Expansion "Absolute Power" Suggestion Thread - milton - 17-03-2010 12:32 AM
If the expansion pack contains these 2 things, I'd buy it:
-4 lane roads and big garages. Seriously, why add small ones and slower roads? Who uses them anyway when the problem is that existing roads get crowded too easily?
-Bigger apartments and tenements. There are already 2 styles of each, a small one and a big one. You can make the small style be the original, smaller capacity and the big style have double capacity to the original.
But otherwise, the first post had the nail on the head.
RE: The Official Tropico 3 Expansion "Absolute Power" Suggestion Thread - Disclaimer - 17-03-2010 10:01 PM
Most important thing IMHO: More difficult game at highest difficulty level. Best achieved through rising population demand as time goes by, which forces the player to continually upgrade infrastructure and thus use the more advanced buildings. Otherwise, what use are all the shining new building and stuff when they are only eye candy and not necessary for success?