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The Discussion of Ideas for Tropico 4
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Inder Offline
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Post: #121
RE: The Discussion of Ideas for Tropico 4
(02-10-2010 02:35 AM)Presidente_Mathias Wrote:  Correct me if I'm wrong, but if the government owns the free market. Then don't they control everything? I'm just trying to clarify the way I think. For from everything I know, Communism and Socialism are the same except in Socialism you elect your dictator.
(01-10-2010 10:57 PM)Dr. Archibald Wrote:  
(01-10-2010 10:51 PM)Presidente_Mathias Wrote:  Table of Contents:
a1-Edicts
a2-Buildings
a3-Factions
b1-Capitalism
b2-Complete Power
b3-War!

New Ideas:
a1-Edicts:
"Suburban Living!"- Raises satisfaction of tenements, apartments, country houses, houses, and bunkhouses by ten. Also, if the front of the building is facing towards a road, they can take a car straight from home. However, this is all makes them use electricity. 3 (mm? watts? whatever the game uses) for tenements and apartments. 1 for houses, country houses, and bunkhouses.

"Declare Capitalism!"- Sells all government-owned businesses to any Tropican who can afford them. All companies will then become privatized. However, this will also make it to where each Tropican citizen will pay an income tax. Liberty rises by 50 points, all rebels (if there are any) come back to society, and relations with the U.S. rise by 30.(All will be explained at b1-Capitalism)

"Declare Communism!"- All privatized buildings immediately become government-owned. Liberty drops by 40 points, 20 random people become rebels, production drops by 30% for 5 years, relations with the U.S.S.R. rise by 40, and no more elections.

"Establish Senate"- All of the faction leaders will form an assembly every 2 years. They will then propose one thing you should do for the people weather it be 'construct another furniture factory' to 'increase healthcare satisfaction by 10 points'. Liberty rises by 20 and 10% of communist drop out and join the capitalist. If you do not fulfill each goal you lose 5 respect with each faction and the U.S., Liberty drops by 10, and overall happiness drops by 10.

"Faction Parade!"- You choose a faction in which to celebrate. Respect with this faction rises by 10 and you see a parade animation. However, crime rises slightly for the year.

"Modern Factories"- Factory Production rises by 100, but all of them will now require electricity. Job satisfaction rises by 20.

"Computers for the People"- Further increases housing in all houses, condominium, and mansions by 10 points. However, they all need 1 more electricity.

"Back to the Basics!"- All power plants, and any other building that uses electricity, schools, and factories shut down. 20% of Capitalist drop out and join the Communist. Riots break out in the street and double upkeep for 1 year.

a2-Buildings

"Supermarket"- Functions just like the market. It employs 3 uneducated people and can serve about 20 people.

"Military H.Q."- Hires 1 college level male, and 3 high school educated(the Generals assistants) and allows you to build a military complex. Any Army Bases within the H.Q.'s AoE (area of effect) will be upgraded. They can house an additional 16 families and employ another 3 generals. Instead of dirt grounds they now get that fancy tile. The Military H.Q. also allows the construction of Naval Docks, Military Garages, Base Borders, Military Checkpoints, and Airbases.

"Naval Dock"- Allows you to construct a fleet. Employs 4-6 high school educated people (they maintain the ships.) And it takes at least 10 soldiers to run a ship (they aren't big. Basically sloops). The 10 soldiers will remain at sea for 5 years. The crew is then switched out.

"Military Garage" Allows you to purchase tanks and trucks for your military. Hires about 3-5 high school educated people. These garages are specifically used for military purposes, therefore if you put one downtown, the people can't use them.

"Base Border"- You build it like you would build a road, however it is a wall. About every 100 feet an outpost will be built. 2 Soldiers are stationed at each station. All buildings withing the complex are unable to be sabotaged. Also, all land within the borders becomes tiled.

"Military Checkpoints"- You place them on roads where they will check cars before they come in. It employs 3 soldiers. Any civilian trying to drive into the military base will immediately have to walk. This will reduce traffic withing your complex.

"Airbase"- Allows the construction of an air force. Employs 5 soldiers and 3 mechanics (High School).

"Smelter"- Turns Iron into steel. Employs 8 workers. Steel is worth more than Iron.

"Weapons Factory"- Employs 8 factory workers. It will turn your Steel into Weapons for your troops. Reducing upkeep by 25%. Any extra will be exported.

"Appliance Factory"- Employs 8 workers. It turns Steel into appliances for the people. Reducing upkeep of all housing by 50%. All extra will be exported.

"Vehicle Factory"- Employs 8 workers. It turns Steel into cars, trucks, and tanks. Reduces upkeep of all garages by 75%.

"Neighborhood"- Creates an area about the size of four tenements. There are 3 types: Suburban, Urban, and Rural.
"Suburban"- Builds about 5 houses. This provides the most happiness and upkeep. Uses 2 Electric units.
"Urban"- half the upkeep and happiness for twice as many houses (they now look like apartment buildings. Uses 3 electric units.
"Rural"- 1/4 of the Suburban upkeep and only 1/4 of the housing. However, functions like a farm that houses people.

"Office Building"- Employs 1 college worker, and 4 high school workers. It increases the production of all buildings in its AoE. Uses 3 electric unit. Also raises respect of the Capitalist. (I got that part from somebody, but I'm too lazy to go back and find out who. Sorry.)

"Telephone Company"- Employs 3 Highschool workers Raises happiness of all housing in its AoE by 10. Uses about 1 electric unit.

"Windmill Power Plant"- produces 1/4 of the electricity of a regular power plant, but needs no workers. Also, only half the upkeep! Requires college though. Environmentalist love these things. It shows you care.

"Retirement Home"- Employs 3 uneducated workers but houses 20 senior citizens. Requires Social Security to be active.

"Dormitory"- Houses 10 students and requires no workers.

Will be finished later.
a3-Factions
b1-Capitalism
b2-Complete Power
b3-War!

I would prefer selective privatization, so that the player can mix and match private vs. state owned industries. On that point i think there should be no inherent penalties for state or private, but that the demands of the different factions as well as the considerations of the population in general change given the overall situation. And of course bad management on the part of the player should hurt state and private industries.

I had this all in mind dude, it will all be explained in section b1-Capitalism. Its just taking some time to type it all up.

When we talk about democracy it simply means that govermental powers are derived from the people. Things such as freedom of speech, freedom of political expression, civil liberties and human rights are also important for a democratic society.
Free market on the other hand is a capitalistic term, and applies to the economic system. Socialism and capitalism as such are not really relevant to democracy, and as long as the people get to vote, express their opinions and have civil rights the economic model does not matter(most countries have a mix of of the two, that includes America). You could just as well have an authoritarian country with a capitalistic economic model.
It's obviousthat that the loyalist( why not just call them the facist faction?) have come to represent the authoritarian idea in Tropico vs. the democratic intellectuals.
I like a lot of your ideas though, keep them coming Smile

The option to privatize tropicos infrastructure step by step would be great, including health care, schools and religion.

Communist (++)
Capitalist (++)
Intellectual (+++)
Religious (---)
Environmentalist (+)
Loyalist (--)
Nationalist (--)
Militarist (-)
(This post was last modified: 05-10-2010 02:23 PM by Inder.)
02-10-2010 03:07 PM
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RedNovember1917 Offline
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Post: #122
RE: The Discussion of Ideas for Tropico 4
On what the terms "Communism" and "Socialism" are actually supposed to mean:

President_Mathias Wrote:For from everything I know, Communism and Socialism are the same except in Socialism you elect your dictator.

That's not correct.

The term "Communism" is supposed to describe a system that would have the following characteristics:
  • Both important properties (e.g., land) and the means of production (e.g., industry, farms and services) are owned by the entire population as opposed to either the government or private individuals;
  • Commonly-owned property and means of production are both administered by the entire population through the mechanism of actual workers' Self-management, which is a mechanism that is, basically-speaking, defined by the people that are responsible for the majority of the activity in both of these dimensions being entirely in charge of their functioning. The physical forms of this mechanism can take the shape of Workers' councils or a revolutionary industrial union that unites all industrial, agricultural and service trades into a unified but "horizontal" framework;
  • And, due to the two previous factors, the need for currency usage would cease to exist, as these factors (together with an adequate supply of the necessary raw materials) would create the conditions that would give rise to an abundance of consumer goods and everything that is a consumer good would become available to the public free of charge. The first version of this game demonstrated this to a degree with the availability of food to the entire population free of charge.

The term "Socialism" generally refers to the transitory period that would exist between Capitalism and Communism. This transitory period would have the following characteristics:
  • The government would, for the most part, own both important properties and the means of production on a temporary basis as opposed to a permanent basis;
  • The government would allow the mechanism of actual workers' Self-management to serve as the form of administration in regard to both important property and the means of production;
  • And the usage of currency would continue for the most part, because there is either a temporary lack of the supplies of the necessary raw materials or because the means of production are not yet developed enough to make consumer goods free of charge.

RedNovember1917

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02-10-2010 10:07 PM
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RedNovember1917 Offline
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Post: #123
RE: The Discussion of Ideas for Tropico 4
And, as to what my suggestions to the developers are:

Part I: General Suggestions

1.) The developers must make so that at least half of all the products that would be manufactured and processed in the factories that would exist on the island that will be in this game would to be directed toward the shopping mall and the other places of relevance that will exist in this game by way of teamster deliveries and that they must be sold to the citizens of this island according to a pricing system that can be set by the players, and, in the cases in which these manufactured and processed goods are not actually consumer goods, must be given to the other places of relevance, again, that is, by way of teamster deliveries. The reason why I believe that the implementation of this suggestion by the developers would be good for the game is precisely because it would make the trade system that will exist fully functional, as the funds that would be generated from this would better help the players to pay for the imports that they would opt to obtain from countries that are friendly to them. It would also help to make the island that will be in this game more viable in a general financial sense;

2.) The developers must make it so that the island that will exist in the upcoming version of this game would be bigger than it currently is in this version. Now, by "bigger", I'm not suggesting to the developers that the island should be made the size of Cuba or some other island that is close to it in that sense. Rather, I am suggesting to the developers that the island should be made to be a size that is about two and a half times the size that it currently is. And, as to the reason why I believe that the implementation of this suggestion by the developers would be good for the game is because this should make for a more flexible foundation for the players to develop their islands on;

3.) The developers must make it so that the island that will exist in the upcoming version of this game would be divided into provinces that would have the option of being "renamable". The reason why I believe that the implementation of this suggestion by the developers would be good for the game is because this would allow for an additional level of complexity and playability;

4.) The developers must make it so that the cities that would exist on the island in the upcoming version of this game would have the option of being named by their players. The reason why I believe that the implementation of this suggestion by the developers would be good for the game is because this would add something that was present in the first version of this game back into the upcoming version and this would make it easier for players to differentiate between the various urban areas that would exist.

5.) The developers must make it so that a way to realistically perpetuate the government of "El Presidente" in the "sandbox" mode (e.g., allow him or her to find a wife or husband and produce a successor that would take his or her place every fifty or so years) would exist in the upcoming version of this game. The reason why I believe that the implementation of this suggestion by the developers would be good for the game is because, let's be honest here, no "El Presidente", no matter how "magnificent" he or she is, cannot live forever;

6.) The developers must make it so that other natural resources would be available in the upcoming version of this game and that these natural resources must be the following:
  • coal;
  • graphite;
  • limestone.
The reason why I believe that the implementation of this suggestion by the developers would be good for the game is because I believe it answers some questions of logic (e.g., how does a coal-fired power plant get the coal that they use to generate power? How do the workers at the weapons factory produce the weapons that they use to cause controversy? how do Tropican students at school get the pencils that they use? or, how does the construction office get the cement that its workers use to construct houses, apartment complexes, tenements and so forth?). It would also give players the option to survive for a prolonged period of time without a substantial amount of imports;

7.) The developers must make it so that cotton becomes available as another crop to plant in the upcoming version of this game. The reason why I believe that the implementation of this suggestion by the developers would be good for the game is because it would further allow those players to further develop the great potential that an island of this type would possess by expanding into a field that is, for all intents and purposes, quite natural to it;

8.) The developers must make it so that the final population size limit on the island should be at around 3,000 people. The reason why I believe that the implementation of this suggestion by the developers would be good for the game is because a larger population limit would enable those players that are obsessed with large populations to achieve a population growth potential that could hit such a limit;

9.) The developers must make it so that the amount of megawatts generated by an Electric Power Plant would rise from a "maximum" of 110 to a "maximum" of 2,500. The reason why I believe that the implementation of this suggestion by the developers would be good for the game has to do with the fact that an Electric Power Plant that is only capable generating a "maximum" of 110 megawatts would not be able to adequately satisfy, that is, in a realistic manner, the electrical demands of a small Caribbean country that would increasingly become industrialized (economically-speaking) over time;

10.) The developers must make it so that an option to extend mining operations underground after the uppermost recoverable resources have been exhausted on the island that would exist in this game. The reason why I believe that the implementation of this suggestion by the developers would be a good thing form the game, is because, realistically-speaking, that's an important part of the process of ore mining;

11.) The developers must make it so that citizens that emigrate from that island that would be in this game would have the option of returning to it when general circumstances improve significantly. The reason why I believe that the implementation of this suggestion by the developers would be good for the game is because this type of phenomenon is one that happens to occur on a fairly often basis.

Part II: Industrial Facilities

*TO BE WRITTEN*

Part III: Existing Industrial Facility Suggestions
*TO BE WRITTEN*
Part IV: Existing Building Options

In the case of the Bank, there should be a savings option available to the general population of the island that would be in this game. This savings option should be characterised by a savings allowance of twenty-five pesos per person and an interest rate of about five pesos out of those twenty-five pesos. This would help to further generate additional funds to increase general economic activity by allowing the government to obtain much needed Capital by way of that interest rate and by allowing the general population to save up to purchase what would be considered to be "big ticket" items such as electrical household appliances and televisions.

Part V: Other buildings

*TO BE WRITTEN*

{Updated on 17 October 2010.}

RedNovember1917

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Militarist (+++)
Nationalist (-)
Loyalist (-)
Environmentalist (--)
Religious (---)
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(This post was last modified: 17-10-2010 11:00 AM by RedNovember1917.)
02-10-2010 11:21 PM
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Presidente_Mathias Offline
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Post: #124
RE: The Discussion of Ideas for Tropico 4
I moved everything up to my most current post to save space.

"I will bring a new age of Democracy and Capitalism! The Age of Communism and oppression is over, my fellow Tropicans! For today, we will build a nation worthy of God almighty! Liberte!"
-El Presidente 1949

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(This post was last modified: 14-10-2010 04:35 AM by Presidente_Mathias.)
04-10-2010 06:32 PM
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Tropi'je Offline
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Post: #125
RE: The Discussion of Ideas for Tropico 4
you know this is semi off topic, but seeing you all are talking about communisim vs capitalism.. It really is interesting how many people equate communisum with backwards thinking and social control, and loss of freedom.

really it has nothing to do with that. all it means is the people have power over the ecomnomics vrs a few people.


the main difference, is you wouldnt have someone like bill gates with 600 billion dollars.. You would have that 600 billion spread out to help the masses, or the other workers, Sharing taht 600 B with all the people in the company that helped make the money in the first place, Not just one man collecting all the profits


communisim isnt about being backwards, or controling, or repressing, Its about the wealth of the country helping all, not just a select few that rise to the top and then get to step on all the little people. Capitalism is almost like indentured servitude on some lvls, with a take it or leave it attitude for the lowest paid workers, while the few upper lvls make all the money.

even a capitalist tropico is more communist than capitalist, free education, health care, and food for all, IMO these should all be editics that cost money, not always free. All the buildings should be self maintaining, which they arnt. entertainment is a big one, some restaurnts rarely get any business, yet they have no problem paying the bills. Granted there would have to be some updated AI, and it would make it more complicated for sure, but in the end that would be true capitialism.


(02-10-2010 11:21 PM)RedNovember1917 Wrote:  9.) The developers must make it so that the amount of megawatts generated by an Electric Power Plant would rise from a "maximum" of 110 to a "maximum" of 2,500. The reason why I believe that the implementation of this suggestion by the developers would be good for the game has to do with the fact that an Electric Power Plant that is only capable generating a "maximum" of 110 megawatts would not be able to adequately satisfy, that is, in a realistic manner, the electrical demands of a small Caribbean country that would increasingly become industrialized (economically-speaking) over time.


accually with higher skill lvls the mega watts go up, around 350 for a well running plant. that said, i think there should be add ons to make the power plant produce more power, perhaps up to 1000 mega watts for a well running plant, sence higher populations have been introduced
(This post was last modified: 08-10-2010 11:38 AM by Tropi'je.)
05-10-2010 12:44 AM
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Mobster989 Offline
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Post: #126
RE: The Discussion of Ideas for Tropico 4
How about letting me see where farmers will plant their crops, or letting me choose where the fields will be? It's really hit or miss right now. I put a farm down and hope the farmers pick the good quality area right next to the farm instead of the low quality area across the road.
05-10-2010 10:21 PM
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midnightflash Offline
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Post: #127
RE: The Discussion of Ideas for Tropico 4
(05-10-2010 10:21 PM)Mobster989 Wrote:  How about letting me see where farmers will plant their crops, or letting me choose where the fields will be? It's really hit or miss right now. I put a farm down and hope the farmers pick the good quality area right next to the farm instead of the low quality area across the road.
Yea... NO!
This is a humorous dictatorship-simulation.
For a farmers-simulation you should try... SimFarm or?
It's very much that Tropico is not (and shouldn't ever be) that profound about micromanagement than many other sims.

It's about megalomania!!!! "Muhahahaaaaar"
05-10-2010 10:48 PM
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Tropi'je Offline
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Post: #128
RE: The Discussion of Ideas for Tropico 4
(05-10-2010 10:21 PM)Mobster989 Wrote:  How about letting me see where farmers will plant their crops, or letting me choose where the fields will be? It's really hit or miss right now. I put a farm down and hope the farmers pick the good quality area right next to the farm instead of the low quality area across the road.


Yea i totall agree.. tagging farm plots would be wonderfull, But honestly, many times i HOpe they plant acros the road. One work around ive used often is place structures in the stops i dont want them to plant, then stop the building, cancel after all the farms are planeted.





A few other things i been thinking about..

Grass growing, ever notice once an area goes brown it never goes back greeen? Like if you place a building and that stop turns to gravel, it never goes back. how about grass growing? give it a year or 2 and the spot turns green again.


Another thing i would love would be global money changes. Up all salleries, all entertainment, all housing. Its really hard to micro all this stuff up for cost of living changes. AKA if you like to keep up with carribean averages. Even if you do salleries all the same for uneducated, educated, collage.. you still have tons of houses and enterainment things to adjust. it would make it tons easier if you had 3 groups as well. You may need to adjust things further but it would definatly make things much easier.
More info on death.. I really wish they would leave the happiness info, and familiy info up on death. id really like to know was the person happy, or who was in his familly, job history, ext..
(This post was last modified: 08-10-2010 03:01 AM by Tropi'je.)
08-10-2010 02:49 AM
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Tropi'je Offline
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Post: #129
RE: The Discussion of Ideas for Tropico 4
another thing i was sorta thinking about.. Military and rebels.

How about the rebels not just hidding in the woods always, but interacting with the normal tropicans? like seeking out entertainment or sneaking into a market, perhaps some quick hit and runs to steal money or supplies. Making your army and gaurdtower placement more important. Basically areas that arnt covered by gaurd towers would see more rebel activity, or even rebels just mingling in the streats outright. Even if a small gaurd patrol was in the area, a small scale shootout could happen., Not an all out attack, basically letting rebels pick off gaurds, or causing more unrest.

on the other side of the coin, more towers spread out all over the island would cause lack of liberty on unstable islands, perhaps leading to more protests and in the end more rebels.
08-10-2010 11:44 AM
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Ghost Bear Offline
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Post: #130
RE: The Discussion of Ideas for Tropico 4
One thing that i would love: Integration with Steam, including achievements.
09-10-2010 10:52 PM
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Tropi'je Offline
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Post: #131
RE: The Discussion of Ideas for Tropico 4
Dunno if its been said.. How about a new entertainment buildings geared for the thrill seeker..

heli-copter tours. rich or eco tourists tour the island in a heli..


What about middle class entertainment.. Sky diving? would be kinda cool watching people skydive in..

How about low budget, hangliding, Or para sailing?
10-10-2010 12:57 PM
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Sakyamuni Offline
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RE: The Discussion of Ideas for Tropico 4
(10-10-2010 12:57 PM)Tropije Wrote:  Dunno if its been said.. How about a new entertainment buildings geared for the thrill seeker..

heli-copter tours. rich or eco tourists tour the island in a heli..


What about middle class entertainment.. Sky diving? would be kinda cool watching people skydive in..

How about low budget, hangliding, Or para sailing?

One word - Rollercoaster!

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10-10-2010 01:25 PM
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Alphonse Simms Offline
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Post: #133
RE: The Discussion of Ideas for Tropico 4
Some great ideas here...

To really make use of some of the above suggestions.
After awhile just controlling one island is a bit redundant.
I'd like to have access to a group of islands in one game (mission or sandbox).
e.g. the hawaiian islands
the republic of the fiji islands
the soloman islands
the vanuatu islands
the philippine islands

Or maybe even a HongKong like country....a peninsula but yet with numerous islands.
Bridges which was suggested before would be useful.
Maybe I could add ferries to that suggestion list.
Each ferry station could have various number/type of ferries.(passenger only and vehicle transports)
e.g. (star ferry@hongkong being one of my favorites Big Grin)

Also I'd like to suggest Tunnels thru mountains which would be costly and time consuming to construct....a toll fee on bridges and tunnels may help with certain aspects.

The possibility of starting with one island then building up a navy/air force/ to invade/conquer and control new neighboring islands is tempting. If your the dictator who likes to expand the empire.

Marrying taking a wife/produce an heir: a great suggestion already mentioned....if i may add choosing a women from a certain faction to gain respect from that faction....
You could possibly start a game in the 18th century and keep the family in power expanding your empire till who knows.

Just my 2 cents.
10-10-2010 06:37 PM
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jedi2k1 Offline
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Post: #134
RE: The Discussion of Ideas for Tropico 4
Just my ideas since I've played Tropico alot.

More intuitive AI citizens. Similar to Anno 1404 where the upgrade their houses and so on. The better off they are financially the better items they should have(houses, car etc).

Car Production - Employ college and would produce cards which tropicans can buy or export.

OAP retirement home - A place where El Presidente can put OAP's.

Stadiums - Host sports events, national sports teams and so on.

Shopping malls - All the AI civs to buy items that improve their living conditions.

Give housing items such as furnitiure, water, food which are then used as a rating on when a person chooses to move or upgrade. So if they need 50% water and 50% food to move from shack to a tenement it would let the player know what to build(again similar to Anno 1404).


Other things:

Different looking graphics for teamsters. If there transporting bananas then have trucks with bananas on the back and so on, mainly so players can see the resources moving around the island.

Larger isands or even multiple island maps to allow trading between states.

Just a few ideas.
12-10-2010 06:10 PM
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Andrej_LJ Offline
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RE: The Discussion of Ideas for Tropico 4
As a person who lived in communist Yugoslavia, I think I am familiar with the difficulties, problems and priorities every communist system faced. So I believe the game should include these issues in itself. I think the changes should take place in few directions: island and state organization, local and world policy/economy interaction, more complicated economy system, megalomaniac megaprojects and mass transit.

1) Island and state organization: I think it will be of great significance if at the beginning of the game there is one big island and few smaller ones. On the big island, the capital of the state will be located, but it will also be divided in few provinces, each of them having its own smaller town. Different provinces/islands will have their own unique resources, offering different potential for social and economic development (different type of industries directly influences the number of people wanting to move into this region). This types of potential can be:

-natural beauty-increases the chance of successful tourist industry present on that island/province, meaning wealthier population but also more crime. Not all islands can have this potential, so that you are guided to create your own tourist Mecca.
-iron and other types of ore (iron-steel, coal for electricity and factories, silica for glass, aluminum, gold..).
-plains and fertile lands that make the construction of a food-producing center easier and more efficient.

As I said before, at the beginning of the game, the towns development and potentials will be greatly influenced by these criteria. Each of them will hold some number of citizens and you can choose which industry/province/town to develop more, according to your vision about the country.

2) Local and global political and economical interactions: Besides Tropico being a country with 5-10 provinces/towns, there should be also neighboring countries, which affect us in economical, political, scientific, militaristic ways. They are all by the influence of the great powers, competing to export more, develop faster by means of greater state wealth and scientific advance, military numbers and weapons… Besides the US and USSR, it will be nice to have other powers and options, such as maybe China, Germany and Great Britain. Also maybe option to enter neither the NATO/US or The Warsaw Pact/USSR, but the Non-aligned countries pact, which is in the middle of the previously stated blocks, trade and have friendly relationship with both.

3) Economic system: All trade should be visible in the Almanac in terms of export-import of different products, changing trade policies and numbers, choosing the source of import/export, global supply/demand pricelist. I believe it would be nice if there was an option that every 5 years you set the export/import quantities in terms of satisfying the needs of the citizens. For example, if you still don’t produce cars/buses you could import them from Ford or Lada. The quantities of import for a product not produced by Tropico will be set by a scroll that will have 25%, 50%, 75% or 100% satisfying the needs of our population, which will have effect on living standard and overall happiness. Same goes for the home produced goods, you can set this number and the rest goes for export. There should be also a wider number of industries available for development, each depended on the other. Industry will be divided into branches or chains, from the raw materials, to semi-finished products and finished products. These industries should be similar to the types of industries communist countries (tried to) develop and influenced by the natural resources each island/province has. Types of industry chains:
-Iron/metal industry: mines (raw material), steel producing plants (semi-finished product) and car parts, consumer goods, weapon factories (finished goods).
-wood, rubber and silica Industry: wood cutter camps, rubber farms, silica mines (raw materials), furniture, paper, tire, glass factories (semi-finished goods) and car factories, printing houses (for books and newspapers) , consumer goods factories (for finished goods).
-farms and food industry: first of all there should be a wider range of farms, as well as farms should be developing in a standard patterns o boxes/spaces, not randomly as it is in T3. It looks very inurbane if farms are developing in between houses and other buildings. All of this can later be processed in food factories, to meet national and international demand. Interesting and challenging problems might occur in this way, such as food-shortages, coupon system leading to general revolt, strikes and revolutions. Also there should be a option of building greater farms (like the famous KOLKHOZ in the USSR, maybe as big as 5 regular farms), which will produce more than regular farms, needing more workers as well as tractors , resulting in increased effectives of production and worker satisfaction.
-heavy industry: this is a big field for new options. Car, buses, trains and tractor factories, chemical and pharmaceutical plants, ships, heavy machines needed for constructing additional modern plants as well as computer research facilities, nuclear power plants , pre-fabricated parts for constructing communist blocks easier, cheaper and faster (also lower living quality), various types of military industry (tanks, ships, guns, airplanes)… Products can be gradually upgraded (this can be demanded by the people and result in greater overall happiness) by clicking at the National University. Than a team of scientists can work for some time on a completely new product (like computers) or upgrade already existing one (like a new, better model of car or bus). This can especially be interesting on the military part. By upgrading the existing tanks, producing new weapon types you as a country actively take part in the armament race and your domination and influence in the region grows.
-consumer goods industry: can be very dependend on farming products or raw materials, but can produce food, alcohol, clothing, furniture, radios and TVs (also needed for propaganda purposes)…

4) (Public) transport: this is an area, where great changes are needed, so that Tropico 4 is more realistic and better covers the needs of a bigger nation, made out of up to 10000 citizens, situated in different regions and growing industry and complexity of economy. Public transport was a priority number 2 (after the military) of every communist country, so Tropico 4 should make no mistake. I think that at the beginning of the game (if that is 1950), there should be very few cars (let’s say covering about 10% of the populations needs) and no public transport in the country. So El Presidente should focus on making transport within and in between regions more efficient, easy and diversified. Starting your own car industry (cars, buses and tractors are produced there), or importing from other countries, which probably on long term will be costly and inefficient. Other types of factories, covering the transport sector can be shipyards for producing passenger/freight ferries, which will connect the islands in between the Republic of Tropico, as well as country with the other countries. Train factory can produce trains, trams and underground trains for the future metro system of the capital.

-City transport can include cars, buses, trams and even possibly underground/subway networks. The player will have the opportunity to place stations as well as plan the lines of the public transport, connecting the residential areas with the industrial zones, touristic parts of the city and the port. Public transport should be prioritized over the use of cars, making the transit from A to B more efficient, fast and clean.
-Intercity transport can be provided by cars, trains and ships. The islands/regions will be connected via passenger and freight routes.

Types of transport available:
-Cars, produced in automobile factories, will be pretty hard to produce, but heavily demanded by the citizens. Will require steel, tires and glass, as well as significant number of workers and electricity. By the same factories buses and tractors can be produced on the same method. Automobile plants can even be specialized in building only cars, buses or tractors, to better meet the national and international demand, as well as El Presidentes vision for the development of the republic.

-Trains, trams and subway trains will be produced by locomotive factories (which again can be specialized), but will require greater quantities of steel, workers and electricity, making the time needed for producing longer, which is reflected by the products higher price and demand. Trains will have the primary role of connecting the regions, transferring people and goods and connecting the national biggest factories with the ports. Trams will have higher capacity for city public transport than buses, but also will be longer and heavier to construct. Even subway system can be taken in consideration for the capital of the republic, if the traffic id very heavy or the regions relief makes impossible the construction of other means of transit.

-Ships and ferries will carry passengers and goods in between the islands as well as in between the different nations. Will require huge amounts of raw materials, workers and energy, but will be very demanded good from the international market. Shipyards can also produce military ships, for the needs of the Navy of Tropico, guarding the territorial waters of the country.

-Airports can be constructed for passenger purpose (in large towns and touristic centers) or as cargo terminals, serving the needs of the industry, exporting goods. The idea of domestic air traffic sounds very cool to me, as well as a tropican national air carrier (for example Tropicanna). Also factories for producing planes (passenger, cargo and military) can be incorporated very good in the national economy, pride as well as the world market (both US/Boing or USSR/Sukhoi will be very mad if you start exporting planes or military equipment to other nations).

I think roads should be constricted gradually as every other building in Tropico, not as it is now, just by laying the road. Other types of roads should be available: streets, avenues, roads and maybe even highways, to connect the most important centers of the country. Building the railway lines should follow the same rules. This will not only cost money, but also materials (cement, wood and iron). Overpasses, tunnels and bridges I think are a very easy thing to introduce, but improve the effectives in heavy-congested places greatly.

5) Megaprojects: every communist country had its massive megaprojects, which greatly improved the national and international reputation as well as bring better life, or lead to another big breakthrough. By this I have in mind the following: construction of a whole branch of industry, which is very hard, long and money-consuming process, but leads to great economical effects (airplane industry, computer industry, pharmaceutical industry, new weapon type industry such as rocket systems). This will require serious research work done by the scientists at the University, big budget and construction effort and long construction process. Building of large power plants (water or thermo) can bring a whole new kick for the whole country, as the soaring problem of adequate power production is solved. Building dams or cooling towers can be both challenging and interesting. Developing our own peaceful nuclear program, ending by constructing a NPP brings loss of international reputation by the superpowers, but again is a huge plus for the national economy, prestige and living standard. Constructing big infrastructural projects (long bridges and tunnels, highways and railroads on heavy terrain) is as equally heavy task to complete but the benefits in terms of efficiency of the industry and increasing the export capacity of a nation are colossal.
All these projects are in a way bordered by many factors: long completion periods (5-10 years), big money and scientific investments, local or international disagreement with the project, makes this task even more challenging and interesting for the dictator of the country!

I don’t want to sound as I want to change Tropico into a communist game, but I think it will be of great benefit if these possibilities are included in the new Tropico 4, which really needs to be ritually different than the previous one, because the expectations of the fans and customers are as high as ever and the possibilities for improvement are boundless.
13-10-2010 02:48 AM
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Juanito Offline
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Post: #136
RE: The Discussion of Ideas for Tropico 4
Great ideas everyone, keep them coming.

"Be England what she will. With all her faults, she is my country still."
Charles Churchill
13-10-2010 07:47 PM
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Presidente_Mathias Offline
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RE: The Discussion of Ideas for Tropico 4
Table of Contents:
a1-Edicts
a2-Buildings
a3-Factions
b1-Capitalism
b2-Complete Power
b3-War!

New Ideas:
a1-Edicts:
"Suburban Living!"- Raises satisfaction of tenements, apartments, country houses, houses, and bunkhouses by ten. Also, if the front of the building is facing towards a road, they can take a car straight from home. However, this is all makes them use electricity. 3 (mm? watts? whatever the game uses) for tenements and apartments. 1 for houses, country houses, and bunkhouses.

"Declare Capitalism!"- Sells all government-owned businesses to any Tropican who can afford them. All companies will then become privatized. However, this will also make it to where each Tropican citizen will pay an income tax. Liberty rises by 50 points, all rebels (if there are any) come back to society, and relations with the U.S. rise by 30.(All will be explained at b1-Capitalism)

"Declare Communism!"- All privatized buildings immediately become government-owned. Liberty drops by 40 points, 20 random people become rebels, production drops by 30% for 5 years, relations with the U.S.S.R. rise by 40, and no more elections.

"Establish Senate"- All of the faction leaders will form an assembly every 2 years. They will then propose one thing you should do for the people weather it be 'construct another furniture factory' to 'increase healthcare satisfaction by 10 points'. Liberty rises by 20 and 10% of communist drop out and join the capitalist. If you do not fulfill each goal you lose 5 respect with each faction and the U.S., Liberty drops by 10, and overall happiness drops by 10.

"Faction Parade!"- You choose a faction in which to celebrate. Respect with this faction rises by 10 and you see a parade animation. However, crime rises slightly for the year.

"Modern Factories"- Factory Production rises by 100, but all of them will now require electricity. Job satisfaction rises by 20.

"Computers for the People"- Further increases housing in all houses, condominium, and mansions by 10 points. However, they all need 1 more electricity.

"Back to the Basics!"- All power plants, and any other building that uses electricity, schools, and factories shut down. 20% of Capitalist drop out and join the Communist. Riots break out in the street and double upkeep for 1 year.

a2-Buildings

"Supermarket"- Functions just like the market. It employs 3 uneducated people and can serve about 20 people.

"Military H.Q."- Hires 1 college level male, and 3 high school educated(the Generals assistants) and allows you to build a military complex. Any Army Bases within the H.Q.'s AoE (area of effect) will be upgraded. They can house an additional 16 families and employ another 3 generals. Instead of dirt grounds they now get that fancy tile. The Military H.Q. also allows the construction of Naval Docks, Military Garages, Base Borders, Military Checkpoints, and Airbases.

"Naval Dock"- Allows you to construct a fleet. Employs 4-6 high school educated people (they maintain the ships.) And it takes at least 10 soldiers to run a ship (they aren't big. Basically sloops). The 10 soldiers will remain at sea for 5 years. The crew is then switched out.

"Military Garage" Allows you to purchase tanks and trucks for your military. Hires about 3-5 high school educated people. These garages are specifically used for military purposes, therefore if you put one downtown, the people can't use them.

"Base Border"- You build it like you would build a road, however it is a wall. About every 100 feet an outpost will be built. 2 Soldiers are stationed at each station. All buildings withing the complex are unable to be sabotaged. Also, all land within the borders becomes tiled.

"Military Checkpoints"- You place them on roads where they will check cars before they come in. It employs 3 soldiers. Any civilian trying to drive into the military base will immediately have to walk. This will reduce traffic withing your complex.

"Airbase"- Allows the construction of an air force. Employs 5 soldiers and 3 mechanics (High School).

"Smelter"- Turns Iron into steel. Employs 8 workers. Steel is worth more than Iron.

"Weapons Factory"- Employs 8 factory workers. It will turn your Steel into Weapons for your troops. Reducing upkeep by 25%. Any extra will be exported.

"Appliance Factory"- Employs 8 workers. It turns Steel into appliances for the people. Reducing upkeep of all housing by 50%. All extra will be exported.

"Vehicle Factory"- Employs 8 workers. It turns Steel into cars, trucks, and tanks. Reduces upkeep of all garages by 75%.

"Neighborhood"- Creates an area about the size of four tenements. There are 3 types: Suburban, Urban, and Rural.
"Suburban"- Builds about 5 houses. This provides the most happiness and upkeep. Uses 2 Electric units.
"Urban"- half the upkeep and happiness for twice as many houses (they now look like apartment buildings. Uses 3 electric units.
"Rural"- 1/4 of the Suburban upkeep and only 1/4 of the housing. However, functions like a farm that houses people.

"Office Building"- Employs 1 college worker, and 4 high school workers. It increases the production of all buildings in its AoE. Uses 3 electric unit. Also raises respect of the Capitalist. (I got that part from somebody, but I'm too lazy to go back and find out who. Sorry.)

"Telephone Company"- Employs 3 Highschool workers Raises happiness of all housing in its AoE by 10. Uses about 1 electric unit.

"Windmill Power Plant"- produces 1/4 of the electricity of a regular power plant, but needs no workers. Also, only half the upkeep! Requires college though. Environmentalist love these things. It shows you care.

"Retirement Home"- Employs 3 uneducated workers but houses 20 senior citizens. Requires Social Security to be active.

"Dormitory"- Houses 10 students and requires no workers.

a3-Factions
I think there should be a more natural opposites. Like the Capitalist vs the Communist. Currently it is too easy to make everyone happy once your wealthy. That is why I propose either new or modified factions.

"Atheist/Modify Intellectuals"- These people hate it when you build churches and cathedrals. They believe that you are 'hypnotizing the populace into submissiveness. To please them you need to build schools and libraries.

"Hippies/Modify Environmentalist"- They believe that your military is a statement against peace. They preach the destruction of all military forces.

"Immigrants"- Natural opposite of the Nationalist (of course). If you close down the borders they get upset. Or if you don't have at least a minor tourist industry.

b1-Capitalism

In this idea you can set up 'sectors' such as: on this square of the island the people can only build housing, in this area only mineral industry, etc. I also agree with the let people upgrade their own homes thing. This, plus what I have stated above, should make it to where the people can have good housing even with only a country house.

The government, however, can still own businesses and housing. Such as, if the economy is in the pits and several home-owners no longer have the cash to pay mortgages, you can repo it. This will make it to where you don't have to micromanage as much on very large islands. Face it, you don't want to worry about weather or not a certain job is getting done.

Also, this allows the usage of taxes. So that now, no longer are you a banana republic, you are a full-fledged nation. You can support yourself without exports. (But your people can't Tongue)

To be written.

b2-Complete Power
b3-War!

"I will bring a new age of Democracy and Capitalism! The Age of Communism and oppression is over, my fellow Tropicans! For today, we will build a nation worthy of God almighty! Liberte!"
-El Presidente 1949

Capitalist [+++] Leader
14-10-2010 04:34 AM
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Drachenfire Offline
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Post: #138
RE: The Discussion of Ideas for Tropico 4
(27-09-2010 05:44 PM)Dario Wrote:  
(20-09-2010 05:47 AM)Drachenfire Wrote:  2. Proclaim Monarchy Edict: Basically, the option transforms your dictatorship from a republic to a constitutional monarchy with your family as its head. Once this edict is proclaimed, you have to encourage enough loyalists in Congress or else the republicans could win the elections and your reign ends. This would also allow for an “endless” scenario past 100 years… so long as loyalist keep getting elected. When your ruler is assonated or dies, his heir becomes Prince or Princess of the island (the El Principe rather then El Presidente. I prefer the title Prince, akin to Monaco or Liechtenstein. But Haitie proclaimed an Emperorship under Faustin I). The heir would always have the traits "favored son" or "chosen heir" or something. But all the other traits would be generated randomly, as would the gender and name of the character. Also, prehaps a Western leaning prince would be supported by other Western nations with monarchies, like England, Canada, the Netherlands, and Spain?

dont you mean a absolute monarchy Big GrinTongue

haha, well.... maybe we can have both? I just like the idea of monarchy, with 'el principe'.



But you know what else I would like? Maybe have an online multiplayer option... have several of us on a super map with us on various islands, we build armies, engage in inter-island deplomacy, engage in war ect. And have the ability to save and return to the multiplayer.


Also:

You know what may be interesting too, is prehaps an online “Tropico World” MMOLG?

Would there be anyone interested in playing in this kind of set up? Where your Tropico nation is within a sustained online world. You could set up certain parameters for your nation to behave as while you are not online?
(This post was last modified: 15-10-2010 11:36 AM by Drachenfire.)
15-10-2010 11:16 AM
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Presidente Vaniatzo Offline
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Post: #139
RE: The Discussion of Ideas for Tropico 4
Haven't been on the forum a lot, but as a fan of Tropico I'll give my ideas anyways. Feel free to comment on them or to ask questions ;].

1. Player's Profile
National Flag - At the avatar selection, make an option to choose your national colors and symbol (as flag). These can be hung outside the palace with an upgrade and with the edict "Propaganda" (see 2) they will be hung outside the housing buildings.

2. Edicts
“Propaganda” – Housing buildings are equipped with national flags. Costs will be a certain amount per building. Gain respect of nationalists and people are more likely to become a nationalist. Decreases liberty.

“Parade” – Holds a parade dedicated to the military. Increases respect from the militarists and nationalists, but decreases liberty. Also, people are less inclined to become a rebel and the rebels are less inclined to attack.

"US Experimentation" - Needs a prison. Gives you a big ammount of cash per year. The US will be allowed to experiment on your prisoners (with deadly results). Decreases respect of all factions by 10 except for the militarists and decreases liberty and some of your citizens become rebels. Increases the respect of the US.

3. Buildings and Infrastructure

A. Buildings
Library – Citizens gain 20% faster education and you will gain respect from the intellectuals.

Guard base – Bigger than a guard station, but it's very expensive. Needs high schooled workers as admirals. Maximum of 6 admirals and it's equipped with 2 jeeps with a machine gun.

Cannabis Farm – The farm grows cannabis and is very profitable. Loses respect from US and USSR drastically.

Coffee Shop – Makes the use of drug able for the citizens. Increases liberty, but increases crime and decreases the respect of the US and USSR.

B. Infrastructure
Public Transportation - Public transportation is a must. Not only for traffic jams, but to make it realistic and to make it able to travel from one island to another.

Bridges/Tunnels - It's very frustrating not to be able to go straight through a mountain or make a road over another one to prevent jams. These bridges/tunnels are of course very expensive.

4. Map Improvement
Multiple Islands - Your palace will be placed on the biggest island, and with the use of bridges and public transportation (like busses, airplanes, boats) you can expand on the surrounding islands. These surrounding islands could be provided with recourses as gold and iron, or just very fertile land or a nice beach for tourists.

I'm really looking forward to be playing with the new farm in Tropico 4 :].
17-10-2010 05:50 PM
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Sakyamuni Offline
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Post: #140
RE: The Discussion of Ideas for Tropico 4
Another little idea from Dr Sakyamuni's World of Sports.

As we know have a Marina thanks to AP how about an Edict that would allow a regular race. Sailing races are quite common and big pulls for the upper middle class here on the Eastern side of the Atlantic (I can't speak for the America's but I suspect that is also true) An edict could be modeled on the Mardi Gras with the event taking place every 3 yrs and giving a significant boost to Sports Tourists.

"Nothing in life is to be feared, it is only to be understood. Now is the time to understand more, so that we may fear less."
Marie Curie
17-10-2010 09:54 PM
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Tropi'je Offline
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Post: #141
RE: The Discussion of Ideas for Tropico 4
something i havent seen much on.. How about media? one thing that bugs the heck outta me is the way the media works, tv station, radio, and newspapper. Why is this stuff only a tiny area? Its not like its a giant country, its a little island.

Shouldnt there at least be upgrades to them to let them cover the entire island?

blance could be a slight reduced income, or not as effective on liberty. A single radiostation should make liberty perfect and give you crazzy income.. But at the same time, i have a hard time reasoning why it doesnt effect the whole island.

I think part of it, if you lowered the effect of liberty greatly, or perhaps make it only effective for a certain amount of people.. say 100 per building, and then it would drop off in effectivness. say an island of 500 people, you need 3-4 to make it effective, or 1000 need 6-7. now obviously this would change depending on how much military you have, and your other choices you make. Someone that has a very liberal island build may only need 3 for a giant island of over 1000, someone thats very represive could have 10 and still the people are feeling repressed.


to me media should be a viable way to make capilitist money, and as it is now, it just isnt.
18-10-2010 02:40 PM
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Tropi'je Offline
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Post: #142
RE: The Discussion of Ideas for Tropico 4
couple of editics i thought of..


Get to work ! gets kids working, 12-14 are much more likely to get to work, lower liberty, lowers intelecual, raises religious


Educate the masses. 13 year olds all goto highschool, +intelecual (no one over 20 will attend school) (learning time is doubled)


Higher learning, All highschool grades goto collage. Increase intelecual (learning time is doubled)



Birth control, Must have a clinic, + liberty, + intelecual, decreases birth rates by 50%
21-10-2010 04:23 PM
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JimBoCol Offline
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Post: #143
RE: The Discussion of Ideas for Tropico 4
Hi,

In playing I have come across a few things that would come in very handy.

Instead of having to call up a menu and find demolish, how about when you click A, and bring up the object's information/edit box, put an option in there to demolish it. Leave the current demolish where it is, that can be used for roads.

If you place a building in the wrong spot by mistake, or later in the game, you find that something needs to be moved, a way to highlight it and move it would be great. As it s now, you have to demolish it and rebuild it thereby wasting money. It is a fact that buildings are moved every day.

More types of buildings such as a supermarket, Bistro, Gym, Skyscraper office buildings, skyscraper apartment buildings, Laundromats, Liquor Stores, Fast Food Restaurants, Ice Cream parlors, Strip Malls, Gas Stations,

Misc small pieces of Park or playground equipment such as swing sets sliding boards, carousel, monkey bars, park benches, Fountains,

Misc large items such as Street lights, Telephone poles, parking lots, Stop Lights, Billboards,

When Building an apartment block or tenement, have the option to select which style building you want, the shorter one, or the taller one. As it is now, you have to keep creating and canceling to get the one you want if it does not come up right away.

A way to clear trees would be very helpful.

Bridges would be very helpful for spanning difficult terrain.

Being able to cut through rocks would be a great help as well when trying to build roads in those tight passes.

How about trains for the larger islands.

when a farm or factory is not producing, when you click on it, why not give a reason. for example, when a farm is not producing, chances are it's because they just harvested, and are waiting for the new crop to grow. When a factory stop producing, there is no way to tell why.

For the canneries, why not be able to define weather it's pineapple, corn, coffee, or Fish.

An option to allow students only, or solders only in an apartment block would be helpful. That way you can construct one next to the college or Army Base, and set the rent to 0 so students don't have to construct shacks when they are in school, and Solders and their families, can have very nice apartments to live in for free and that option will keep everyone else from moving in.

A retirement home for the elderly would be a great addition. You can just add yet another option to the apartment block to be a retirement home only. That way they are not all over the place, and again you can set the rent to 0, so they will always have a home.

A surgical hospital with specialists would be a valuable additioin.

Thanks,
Jim.
22-10-2010 08:18 AM
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Mikeeboy Offline
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Post: #144
RE: The Discussion of Ideas for Tropico 4
All of the suggestions I've read so far seem to be game refinements or ideas for an expansion pack. For a full price upgrade there needs to be a game changer, something that's changes the gameplay. Despite not playing 1 and 2, it was clear to me that in 3 it was the introduction of roads and garages that set it apart. If we don't have a game changer, you'll boot up Tropico 4 and start playing in the same way as before, there'll be no learning curve and the game will be too familair.

I don't know what it is myself but there needs to be a gameplay changer for Tropico 4. We need to start thinking outside the box. (probably a bit too far down the development cycle now though)
22-10-2010 10:41 AM
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CoconutKid Offline
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MyBB RE: The Discussion of Ideas for Tropico 4
(22-10-2010 08:18 AM)JimBoCol Wrote:  Hi,

In playing I have come across a few things that would come in very handy.

...

An option to allow students only, or solders only in an apartment block would be helpful. That way you can construct one next to the college or Army Base, and set the rent to 0 so students don't have to construct shacks when they are in school, and Solders and their families, can have very nice apartments to live in for free and that option will keep everyone else from moving in.

A retirement home for the elderly would be a great addition. You can just add yet another option to the apartment block to be a retirement home only. That way they are not all over the place, and again you can set the rent to 0, so they will always have a home.

...

Thanks, Jim.

IRONIC NEWS FLASH

Cafe Tropico February 21, 2002, 11:19:27 --
Junta Joe says,
Housing filters for job types has been a much discussed and desired feature here.

http://www.the-nextlevel.com/tropico/caf...opic=664.0

BUY TROPICO RELOADED
22-10-2010 02:21 PM
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JimBoCol Offline
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RE: The Discussion of Ideas for Tropico 4
Hello all,

Something else that I forgot to post in my prior message is when you build something, that instruction box opens up and is right in the way of where you are trying to place the bailing. you have to keep moving the camera angle to get a look at the space you are trying to place the object, and when you move the camera, the object moves too, making it very difficult to place things in an ordered row. Could that not be just a sort of strip menu at the top of the screen out of the way, and tansparent so it does not block your view?

To reiterate about bridges, I had to laugh last night, I was working on a tourist dock that I had on one of those little islands just off the beach, and I saw a line of tourists walking across the bay to the beach. I think being able to put foot bridges to those small islands would be useful.

Any idea if or when Tropico 4 Will be available for the XBox 360?
I'll strive to be first in line when it is.

Thanks,
Jim.
23-10-2010 04:18 PM
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RGT94 Offline
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Post: #147
RE: The Discussion of Ideas for Tropico 4
One thing i would love to happen is online play. So that you could import and export products to friends. So if you have one friend who has loads of iron, but not much food then you could import their iron and then export your food and then pay for the differnce so you could help each others people and economy. I don't mean to be able to visit each other (although that would be awesome, its probably asking too much) but just to be able to trade, help and compete would be great.

What does everybody else think?
23-10-2010 10:06 PM
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raggy4 Offline
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Post: #148
RE: The Discussion of Ideas for Tropico 4
Hope I'm not too late with this idea....
I would like to see a building, foriegn construction camp. At a large cost 20 fully trained builders move into the camp for 2 years. They are faster at builing than tropicans. could have 3 options US crew, experts in building inustry and tourism buildings, USSR housing and government buildings, european crew agriculture and infra structure (power plants ect). building would require Diplomatic ministry and a pub. Workers from the camp would start work at the same time travel to the build site in a bus each day, when they finish work they would head for the nearest pub or nightclub. effects - 10 nationalists and increased crime due to drunkeness.
Some of these are repeats from other posts...
More ways to deal with poloution, such as waste disposal and city beautifaction. a time based edict for catalictic converters on cars.

I love the idea of a map editor sugested so many times, please kalypso.

I would also like to see more almanac info. meals eaten this year should be followed by estimated meals needed next year, and estimated meals produced. i hate to see my people starve.

another building idea is boat trips for tourists.. whale and dolphin watching, sea fishing and diving.

I would also like to see some positive random events. a movie star spotted on the beach to increase tourism. Rare species found in the jungle to bring money from wild life groups if logging is banned in the area.

would love to hear what you guys think of these ideas
(This post was last modified: 24-10-2010 04:03 AM by raggy4.)
24-10-2010 03:34 AM
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JimBoCol Offline
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Post: #149
RE: The Discussion of Ideas for Tropico 4
I have a few ideas. I hope you find these as interesting as I do.

Add Sheep, and Cashmere Goats to the list of ranches.

create Textile factories, looms, sheering sheds, clothing boutiques, and department stores.

Add Diamonds, and silver to the available mines.

On the gold, silver, and diamond mines, make it so that you can define the percentage to export and the balance will be refined and sent to the jewelry factory.

Create Gold and Silver Refineries, or have it as an add-on for the mine.

Create jewelry stores.

Create imports for Silk, and other textiles that you can not produce.

Create Clothing Factories. People especially rich tourists love to buy clothing.

Create taxi stands that can be placed at the Airport, tourist Docs, and hotels.

Different types and sizes of houses.

Ability to defoliate, and flatten a building site.

Ability to create tunnels for roads.

Create layouts with two or more islands that can be linked via bridges, and or tunnels. That would make for some very interesting layouts.

Create naval yards so you can have warships of your own to discourage invasions.

Create military, and a military airport.

Just some thoughts...

Jim.
24-10-2010 05:12 AM
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funjet Offline
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Post: #150
RE: The Discussion of Ideas for Tropico 4
Here are a few ideas for Tropico 4.

Map editor
Be able to download customary buildings, everyday objects created by other users or add on pack for Tropico 4

More scenery objects - different variety to reflect the area of the city, i.e. light on telegraph pole for rural areas, metal everyday one for suburban areas & inner city and posh ones for parks and for rich areas such as the palace and avenues with condos, mansions, etc. More different types of trees, plants, flower beds, plazas.

More choice of housing (apartment sky scrappers, mansions with swimming pools, terraced housing).

Office buildings (2 storey to 15 storey buildings rented to both tropico & international companies)

Government buildings (Customs, building, Agriculture, Military, Tourism &
social welfare)

A parliament/congress building (you can fire people, make allies and even enemies, but this would only be available if free elections were permitted).

More industries (uranium mines, diamond mines, more choice in vegetable farms and farms for meat, pigs, lamb. Textile factories, electronic factories & computer factories).

Other buildings:
1) Cafes
2) Telephone exchange
3) Shopping malls
4) luxury shops for the rich, every day shops for everyone else.
5) bus station
6) Nuclear power station - fuelled by the uranium mine and uranium processing plant (would have negative as well as positive impact on the island)
7) courts (prosecutions and new law edicts would be available).
8)

Other ideas:
1) Use Child labour edict (would have negative impact globally on your island exports).
2) UN sanctions (would be placed on your island if you exported processed weapon grade uranium to other countries other than America or Russia). 3) Allow Trade unions edict (positive effect on job satisfaction, but negative on production - best to keep the unions happy pay off's, etc)
4) Avenue roads
5) Tunnels (allow to tunnel underground as well as through mountains)
6) Bridges (to cross gorges, water, other roads)
7) Cell phone towers (money made from rent to local cell phone company and global ones.
8) Airport expansion so you can land jet airliners bringing tourists from further afield.
9) Tourist dock expansion, which allows cruise liners to dock.
10) Supermarkets
11) Car factories.
12) Wealth built up would allow you to buy new lavish things such as a presidential holiday home, presidential plane, yacht, library and upgrade of palace & new cars and clothes (these would be annual cost edicts).
24-10-2010 06:00 PM
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