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Tropico 4 expansion ideas
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Swixel Offline
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Post: #91
RE: Tropico 4 expansion ideas
(13-11-2011 10:42 AM)Nabby-UK Wrote:  Also what bugs me real bad is the CHEAT PROBLEM , you should not be able to upload a score if a cheat code has been used.

You can't. It's not the codes that are the problem. Neither Haemimont nor Kalypso could do something about it unless they instituted their own version of VAC or used PunkBuster. Even then, they'd need it for offline games, so anyone with a moderate amount of skill could bypass it anyway. The only way to block it would be to put it on a console of your own design and hope nobody has (or can/could) reverse it.

"I am not ashamed to confess I am ignorant of what I do not know" ― Cicero.

"You had to hand it to the Patrician, he admitted grudgingly. If you didn't, he sent men to come and take it away." ― Terry Pratchett (Guards! Guards!)
14-11-2011 12:46 AM
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Nabby-UK Offline
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Post: #92
RE: Tropico 4 expansion ideas
I dont now how many people have the (moderate amount of skill and could bypass it) but anythings gota help.
As it is typing in some codes is childsplay and needs no skill.

I read somewhere in the forum if you use a cheat code it removes your traits & modifiers and/or achievements, I am not sure of the exact details but if this is the case then the game must know cheats have been used.

So why not add a code that can see when cheats have been used, then on the scoreboards put some flashing arrows saying >> CHEAT CODE`s USED << and/or give them there own THE HALL OF SHAME scoreboard to cheat on.

There must be something Haemimont or Kalypso can do about it, I have not played a challenge since I found out about the cheating and I don`t bother uploading any scores anymore, infact ive spent more time in the forum lately than playing the game.
15-11-2011 02:16 AM
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Swixel Offline
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Post: #93
RE: Tropico 4 expansion ideas
To clarify what I said before: When cheat codes are used the score doesn't upload. It's that simple. Again, typing in cheat codes isn't a problem, that disables all sorts of things, including score uploads.

Manipulating network traffic is trivial. Manipulating save game formats (for any game, even the most secure), is trivial. VAC can be bypassed. Punkbuster can even by bypassed. Their strength is that the game requires a multiplayer server. So for them to put in anything "strong", they'd need to run a subscription based server and everything would be run over the internet, adding latency. They've already enabled this through shipping a copy on 'OnLive'. I don't know if their scoreboards are distinct from the main ones (I haven't looked that closely and they may have routing magic, who knows, and mostly I just don't care how they work for upload purposes, or about them in general to be honest).

OnLive is your answer, so either using it, or not, is up to you, but don't complain when anti-cheats are subscription-based and laggy because that's the best solution.

"I am not ashamed to confess I am ignorant of what I do not know" ― Cicero.

"You had to hand it to the Patrician, he admitted grudgingly. If you didn't, he sent men to come and take it away." ― Terry Pratchett (Guards! Guards!)
15-11-2011 02:48 AM
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omnash Offline
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Post: #94
RE: Tropico 4 expansion ideas
I like the ideas I've heard so far, but I would happy with one thing: fingers. Can the people please get some fingers? It would make their lives so much easier.
15-11-2011 06:28 PM
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Feeblezak Offline
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Post: #95
RE: Tropico 4 expansion ideas
I want more cult of personality options, north korean style propaganda murals, propaganda billboards, giant portraits of el presidente, a non-crappy looking golden el-presidente statue, more poses for el presidente statues, ability to ban factions back, i want to be able to create a much more brutal stalinist police state Big Grin

For more ideas, see my list of ideas for the game Smile

http://forum.kalypsomedia.com/showthread.php?tid=10563

hey all, adding some more suggestions, some of the suggestions i will be adding here are suggestions from other users expanded on by myself with my own additions.


Regarding Immigration

currently we have the option "no emmigration" and "Tropico First" i however would like to see either illegal immigrats try to arrive by rafts ect. (who can be dealt with by ideas expanded on in the "military and law and order" section) and on "no emigration" unhappy citizens (with low happiness) or members of persecuted or neglected political factons (a faction with less than 30% satisfaction) will try to escape the island.

Immigration options should also have an effect on liberty, "open doors" should have a moderate increase in liberty, "skilled workers" has a minor negative effect on liberty, "Tropico First" has a moderate negative effect on liberty, "love it or leave it" has an extremely high increase in liberty and "No emmigration" has an extremely negative decrease in liberty.

Military and Law & Order

alot of people have been asking for increased military control and for military to play a stronger part in the game, which makes sense, what dictator is safe without a large amount of loyal goons backing them?

1) Border Control units.

If you have your immigration policy set to "No Emmigration" or "Tropico First" you can build a Border Control Station, this hires 6 sailors (2 for each patrol boat, a maximum of 3 patrol boats per station) and has several options for operating. Upgrades for this building would be "Modern Tech" - increases the speed of Patrol boats. Patrol boats are out of dock for 6 months at a time.

if you have "Tropico First" the options avaliable are:

"send them home!" -with this option patrol boats will intercept rafts and re-direct them back where they came from, no effects.

"Arrest on arrival" - the patrol boats will escort the raft to shore and then the immigrant will be sent through the court system (also to be expanded on).

"Spare none!" - the patrol boats will fire on the rafts and kill the immigrants - significant reduction in liberty.

If you have "No Emmigration" option then the avaliable actions are:

"Bring them back!" - the patrol boats will escort all escaping citizens back to the island without punishment"

"return and arrest" - the patrol boats will escort the escaping citizens back to the island where they will be sent into the court system

"no one leaves here alive!" - the patrol boats will fire upon the escaping citizens, killing them, again, significant reduction in liberty.

2) Coast Guard

The coast Guard station is similar to the Border Control Station in the way it operates, it hires 6 sailors, 2 for each boat who patrol your waters, however instead of dealing with immigration/emigration it deals with smuggling and trade. it also has several options

"arrest smugglers" - smugglers will attempt to bring goods to your island for organised crime, the ships will intercept the smuggling boats, scuttle them and take the smugglers home to face the court system

"let it burn!" - the patrol boats will destroy the smuggling boats, killing all onbaord and destroying all merchandise, however, given the...illegal nature of the smuggled goods, this option causes damage to fishing quality in the area where the ship was destroyed

"escort duty" - the boats from this station will be sent to escort trade ships of superpowers, gains profit for each boat that returns from a mission.

-however, smugglers will fire back on patrol boats and there is a risk they will be sunk, if they are, then the entire crew will be lost and the smugglers will land on the island, increasing crime. Also patrol boats on "escort duty" may not return due to piracy and war.

3) Admirals office.

The Admirals office is required to build Border Control and Coast Guard Stations, so it is in essence a naval armory. the Admirals office hires 3 Admirals, however, only 1 Border control or Coast Guard Station can be constructed per admiral, and you can only build 1 Admirals Office, so
choose wisely based on the needs of your island!

Regarding Sailors and Admirals

Sailors and Admirals may live in Army Bases as soldiers and Generals do, Sailors and Admirals will also partake in rebel attacks, revolutions and military coups the same way that soldiers and generals do, however Sailors combat efficency is significantly less than that of a soldier, indeed they are not armed with assault rifles and instead with pistols (as the police use in uprisings) and thus do not fare as well in combat as soldiers do. Admirals combat efficency is the same as that of a general.

4), Conscript Base

it always bugged me that conscription simply allowed uneducated people to become professional soldiers, however, this idea will change that. instead of the conscription edict will allow a single "conscript base" to be constructed. this is similar to the Army Base, however it hires only a single general and houses 12 conscripts. Conscripts are 12 citizens, male and female, randomly selected from the workforce and made into conscripts. Conscripts serve a 2-year military tour of duty, after this is over they return to their previous job (or a new job) and new conscripts are selected. Conscripts however have poorer equipment than professional soldiers and thus will fair much worse in combat than regular soldiers, relying on sheer numbers to overcome the enemy. having a conscript base causes a significant reduction in liberty and loses the respect of the intellectuals, however it increases respect with the military and communists.

5, Establish Judicary


Establish Judicary: Establishes a judicary for Tropico, expanding on the crime in Tropico 4, people arrested will be held in the police station before beeing sent to the courthouse for trial.

The Courthouse hires 3 judges and has 3 options for running:

Free and Independent Judicary, the judicary is free from government policy and judges are impartial, judges are taken from the 3 most popular political groups (judges are chosen automatically and not appointed by the president). this option will give the following punishments: Fine, 5 years hard labour and life imprisonment, increases respect with the US, Europe and intellectuals. Occasionally criminals are let out.

People's Legal Tribunal, this option is a communist option . and is a puppet of the government, the judges are assigned from members of the communist party, this option gives the following punishments: Life imprisonment, life in labour camp and execution. increases respect with USSR, China and Communists, anyone from the Nationalist or Capitalist factions will be sentenced for execution without question.

Special Military Tribunal this option is a total puppet of the President, judges are appointed from the Military Faction, this option gives the following punishments:Life in Labour Camp, Execution, significant reduction in liberty, increases respect of Middle East and Military. instead of the judges choosing if the criminal is guilty or not, the president is prompted instead, as well as asked for his recommended punishment.

This is for the criminals arrested for commiting crimes by the police automatically, the President can still issue his regular options for individuals (Execution, Accident, Bribe, Prison) ect.


Military Headquarters

the Military Headquarters is a building that helps you direct the focus of your armed forces, you can also change the name of your army, similar to how the Ministry allows you to select "Council of Ministers" "People's Committee" and "Junta", then names avaliable are as follows:

"National Army of Tropico" - increases nationalist respect

"Tropican People's Army" - increases communist respect

"Tropican Self Defence Force" - increases intellectual respect - option forbids Warsaw Pact or NATO foreign missions

the Headquarters hires 1 Field Marshal, whom is appointed from a selection of experienced Generals by El Presidente and 3 Bureaucrats. Only one Military Headquarters can exist at a time, the HQ has several options for running, which are

"Offensive training" - increases the affectiveness of troops sent on "Search and Destroy" missions (explained later)

"Defensive training" - increases the affectiveness of troops defending tropico from rebel attack.

"NATO Foreign Missions" - requires alliance with U.S., 10% of troops are sent on NATO missions, recieves a fixed sum from US for each troop active, each soldier is gone for a year, there is a chance that a soldier may die on duty, loses respect with nationalists and middle east but increases respect of capitalists and U.S.

"Warsaw Pact Foreign Missions" Requires alliance with USSR, 10% of troops are sent on Warsaw Pact missions, recieves a fixed sum from USSR each soldier active, each soldier is gone for a year, there is a chance that a soldier may die on duty, loses respect with nationalists and China (The USSR and China had fairly bad relations after the Sino-Soviet split). but increases respect of Communists and USSR

"UN peacekeeping Missions" requires unalligned, not avaliable if allied with US or USSR, 10% of troops are sent on UN peacekeeping missions, recieves a fixed sum of money to treasury for each soldier sent , each soldier is on duty for a year, soldier may die on duty. loses respect with Nationalists, US and USSR but improves relations with EU, Mid East, China and intellectuals.


Police Headquarters

The Police headquarters is like the Military Headquarters, bt is used to direct the focus of your police forces, The Police forces hires 1 Police Chief, appointed by El Presidente from a list of suitable canidates and 3 bureaucrats Only one Police Headquarters can be constructed at a time. The HQ has several options for running, which are

"Public Relations" - the police will address the concerns of the public and act upon them most, police have a less negative effect on liberty (much like the sensitivity training edict)

"Criminal Crackdown" - the police will brutally persue known criminals, with or without evidence to ensure there is zero crime on the streets of Tropico, increases negative effect on liberty, however criminals are arrested or shot on sight (explained later with edict)

"paramilitary force" - the police are trained in weapon and explosive skills, during a rebel attack or a search and destroy mission the police will supplement the military, however their combat effectiveness is significantly reduced compared to that of professional soldiers

"Political Police" - enables "Political repression" edicts (explained later)


Military and Law & Order Edicts

Search and Destroy mission

requires 2 soldiers/conscripts/police (if conscription and "paramilitary force" are active) for each rebel, Military respect of 70%, Military Headquarters. When this edict is issued the number of soldiers will be sent into the woods to engage rebel forces, depending on effectiveness of military will reduce the number of rebels or totally eliminate them, each search and destroy mission takes 5 months so the troops will be unavaliable till the mission is completed, some soldiers may die on the mission.

Zero Tolerance

requires police officers, can not be activated if the "Sensitivty training" edict is active". With this edict active the government gives the police instructions that all criminals are to be eliminated, whatever the costs. instead of arresting criminals, they are shot if found commiting a crime. causes a significant reduction in liberty, loses respect of intellectuals and EU, however significantly increases crime safety and heavily reduces chance of new criminals popping up.


Political Repression Edicts

What are Political Repression Edicts?

Political Repression edicts are an idea of my own, taken from my study of totalitarian police states that existed during the cold war, the ideas are based on the actions of the police in eastern bloc countries, allowing those who turn Tropico into a totalitarian dictatorship (like me Big Grin ) to further their goal towards a total police state. Now, onto the edicts themselves. All Political Repression edicts cause a significant reduction of respect with Europe and the Intellectuals.

To activate all Political Repression edicts the Police Headquarters must be set to "Political Police"

Faction Persecution

-When this edict is activated, you select a political faction you wish to "persecute". instead of banning the political faction like "Ban Faction" does it essentially makes the police bully members of the faction, through threatening letters, beatings in a dark ally, kidnapping of loved ones and so on. The actual effect of this edict is that it causes significantly less people to join this political faction, and members will often leave the faction. the downside however is that members of this faction are much more likely to protest and rebel, causes significant reduction in liberty and reduction of respect with intellectuals (especially if your persecuting the intellectuals Wink )

Public "awareness" program

-Requires TV set to "Propaganda TV" and Radio set to "Presidente, All Day" Launch a public awareness propaganda program against a political faction, warn them of the devious ways of the money-grubbing capitalists, or the classist hate of the communists, while this edict is activated members of the victim faction will become "socially unacceptable" and forbidden from having a high-school education job or college education job (due to being socially unaccpetable). They will also be denied access to most entertainment buildings (only the resturaunt and pub will allow them), oh, and the police might arrest a few them on trumped up charges, after all, they are dangerous dangerous people, and why would the government lie to you?

Stop the Protests!

-When this edict is issued, it effectively outlaws protesting against the regime, however it won't stop it, If a faction is persecuted or unhappy then one will happen almost instantly, that is ofcourse until an actual protest happens. The protesters are in for a rather nasty surprise. The Protest will be treated as a "riot" and police will brutally respond to it, tear gas, beatings and shootings ensure, police and protesters will brawl in the streets. Protesters will be arrested and killed with only a few escaping. causes a significant reduction in liberty, significantly reduces the chance of future protests (which will be dealt with the same way) surviving protesters will have a significant chance of rebelling.

Entertainment and Brainwashing

1) Library

I've always found it odd that there is no library in Tropico, i myself often enjoy reading a good book as opposed to watching some over-budget holywood special effects demonstration called a "film". The Library in Tropico is free to use, however it can be used for political purposes and has the following options to run, depending on the running option, certain benefits will befall your Island

The Communist Manifesto: The Works of Marx and Engels have finally been brought to the Tropican People, teaching the rights of the proletariat and the oppression of the bourgeois, improves relations with the Communist Faction, may convert visitors to communists and improves overall production in farms/lumbermills.


The Wealth of Nations: The Magnum Opus of Adam Smith, delivered to the Tropican elite, teaches the importance of firm management and the need of a wealthy class. improves relations with Capitalists, may convert visitors to the capitalist faction and improves service quality of service buildings (resturaunts ect.)

The Art of War: The Time-Honoured works of Histories greatest military commander and strategist, Sun Tzu, teaches the importance of strong strategy and the importance of information to Tropicans, improves relations with Militarists, may convert visitors to the military faction, improves effectiveness of soldiers in battle

Mystery Novels: Mind-Boggling Epics crammed full of unexpected twists and plot changes, even the most open of minds will have some difficulty guessing "who did it", improves relations with intellectuals, may make visitors into intellectuals, improves radius of media buildings.

Bible Group: Study the word of God together in one big group and discuss inteperetations of the holy scriptutre as well as how God wants a Tropican to lead his/her life, improves relations with religious, may convert visitors to religious faction, improves service quality of religious buildings.

The Tropican Struggle: The ramblings of Tropico's resident Nationalists, containing they're thoughts on the greatness of Tropico and how Tropicans should be filled with national pride. improves relations with Nationalists, may convery visitors to the nationalist faction, decreases overall immigration.

With the Century By El Presidente: How did you come to power? tell the people through this dictated autobiography, tell them of your struggles against the capitalists forces, or how you built your vast wealth, teach them how God led you on the path to greatness, or how you reject the lies of faith, improves relations with Loyalists, may convert some members to the loyalist faction, adds 10 dollars to the swiss account with each visit.

Ecodefence! why the enviroment needs us: Teaches the Tropican people of the importance of clean air, recycling and protecting the enviroment, and how if we don't change our polluting ways we will carve our own destruction. improves relations with enviromentalists, may convert some visitors to enviromentalist faction, decreases pollution of industrial buildings.

Bestselling novels: give the bestselling novels from history to the Tropican People, generates 10 dollars for each visitor (note, the library is always free to use, this option works much like the "let it flow" option for the Stadium).


More to come, gonna leave it at this for now....Let me know your thoughts on my ideas

Political Views

Communism (+++)
Militarism (+++)
Intellectual (++)
Loyalists (++)
Enviromentalists (+)
Capitalists (---)
Religious (---)
Nationalists (--)
(This post was last modified: 16-11-2011 11:21 PM by Feeblezak.)
16-11-2011 10:50 PM
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Che Guevara Offline
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Post: #96
RE: Tropico 4 expansion ideas
Oh I got an idea. I would like to see a brothel or a BDSM club in next expansion.

Employs: 5 college workers

Default service fee : 500$ per visitor



And a kindergarten:

Employs: 3 high school workers

Max capacity : 15 children

You would often see priests or bishops wandering around it. Hell maybe even The Pope.
18-11-2011 08:59 PM
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Praetyre Offline
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Post: #97
RE: Tropico 4 expansion ideas
Aren't those already covered by the Cabaret and Grade School buildings? And why would you need university education to become a prostitute?
20-11-2011 08:18 AM
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Che Guevara Offline
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RE: Tropico 4 expansion ideas
A TROPICAN prostitute
20-11-2011 11:49 AM
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genfinity Offline
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Post: #99
RE: Tropico 4 expansion ideas
My ideas for an expansion pack for a T5 revolves around going after the Sim City orphans in an effort to secure that market. People who played SC1 not only have kids now, but they are beginning to have grandchildren to. Grandchildren who will be likely gamers in 10 years or less.

So these are my ideas keeping in mind they probably don't want to morph it into a Sim City game.

When the game starts, you get a clean slate. Early on, you don't even have ancient buildings. The more you play, the more experience you gain. As you gain experience, you will be able to start a island with 1, then 2, then 3 ancient buildings. And the more you play, the more plentiful the resources will become. When you start, you will build a construction camp (smaller then a construction building; anyone can build it). When the camp is complete, you'll be able to build farms, ranches, low level housing (not apartments of any kind), and a construction building. When you complete the construction building, you can build the palace. Until you build the palace, you won't be able to make money because you won't have a government or a military. So you'll need to work hard to get to the point were you can build a palace.

Businesses-To increase the service level of businesses, you can hire a qualified supervisor and manager. Both expect to be paid accordingly. When you have at least three of the same business (three pubs, three casinos, ect.), you can also hire one executive for every three buildings in that catagory. When you have 3-4 executives, you can hire a CEO. Also, when you fill all your cabinet positions, you can hire a Vice President. Finally, you can always click on a position and view 0-3 people that would be interested in that position. Or you can promote somebody from within the company if they are qualified. Executives and CEOs require a high salary so you'll have to decide if it's worth it.

Roads-Expand the road options to being able to choose between 2 lane dirt roads and two lane paved roads. Expand to to also include 4 lane highways and 6 lane freeways. Each upgrade would be a little faster then the road before. And also a little wider so you would have to build smart. Like buildings, roads would be closed while they are under construction which may effect buildings for a short time. I can think of lots of other road ideas but let's start small.

Homes-In addition to what is already available, you should be able to build a homeless camp (a very short term solution usually due to an emergency while you are cash strapped; the homeless live outside in tents and this way of living is by no means "camping", extremely high crime), homeless shelter (they live indoors but it's not much better, very high crime), then a shack that you can build, then the shanty, ect. In this mix, you can also build townhomes (a row of 4 homes, not as nice as a house), luxury home (not as nice as a mansion), and a super mansion. Even at 50%, the mansion and super mansion are better then anything below a luxury home. It would also be nice to have one or two buildings inbetween apartments and condos. People in higher end housing want to live around their own kind. When you build a number of higher end homes WITHOUT lower end homes near them, you get a quality bonus for the entire neighborhood.

Swiss bank account-you should be able to move funds out of your swiss bank account into your island. You can also move funds from the island into your swiss bank account but that won't go over very well!

Schools-Children under 1 stay at home with their mothers. Children 1-5 go to preschool. 6-10 goes to elementary. 11-13 goes to middle school. 14-17 goes to high school. 18 and up goes to college. 18 and up can also go to adult school if they skipped grades when they were younger. The more schools they don't graduate from, the less successful they will be and the more likely they will become criminals or rebels. Preschools cover a very small area; two will usually feed into one elementary. Elementary covers a slightly larger area. Two will usually feed into one. Middle school covers a slightly larger area. High school covers a larger area. A high school graduate can qualify for a supervisor position if they are a good worker. College covers the largest area. It takes four years to graduate college. After four years of college, a good supervisor gets promoted to a manager. You can also upgrade your college to have a two year masters program. A masters will create executives and nurses. Finally, you can upgrade your college to offer doctorates after two more years. A doctorate creates CEOs, doctors, and scientists. Completing junior high would be the new "uneducated" worker. Adults who want to go back to school would need at least one year of elementary (unless they already have it), one year of junior high (unless they already have it) and four years of high school (minus how many years of high school they already completed).

Garages-There seems to be an issue were your island only has a few hundred people but multiple garages are over loaded with THOUSANDS of cars. How about an option to build parking lots and when the parking lot becomes full, you have the option of upgrading it to a multi level garage. You really shouldn't need multiple garages in the same area unless they are by the stadium or airport.

Farms-You should be able to designate the size of each farm (with a minimum and maximum size per farm). As an upgrade, you could build a farm house making the farm produce faster. As another upgrade, you could build a farmhouse near the farm which would also increase production.

Edicts-Load these up. Set laws for the minimum drinking age and draft age. Laws to enforce parking fines and create red light cameras. Edicts to promote school volunteers. Laws to change the tax rates for different classes.

When you build a number of adult buildings in one area (casino, pub, caberate, cheap hotel, ect.), a red light district is formed. Intelectuals and religious people will boycott the area as will minors. But as a red light district, all business will see an increase in profit as the other classes of people will flock to it. Crime is higher in a red light district. People who boycott a red light district will not even drive down the street so be sure to make a street that goes around the area so they are not cut off from the rest of the island.

When you build a number of military buildings close together, you form Area 49. Area 49 is not as nice as Area 51 in the US but you still have top secret stuff going on there. In addition to the police force and the army, you should be able to build a navy, air force and maybe a marine corp. While they will be no match against the US or USSR, they will help you deal with your pesky neighbor, Tropica.

You should have added neighbors to deal with. Cuba would be introduced and they would play the same role is Europe, China, and the middle east. Tropica would be introduced and they would play a role below the super powers and above the other Europe, China, and the middle east. Tropica would have the ability to declare war on you and vice versa. Other areas to add would be the Caribbean Islands (of which you would be a part of), Africa, Mexico, central America, and South America. These new areas would play a smaller role but would pop up from time to time.

As you play the game more, you would have an option of setting up a small country in central America, then Africa, then south America, and finally the middle east. you would keep the ability to set your island in the Carribean and also creating a remote island. In each area, your presented with different issues confined to that area.

As you upgrade buildings and roads, they will expand slightly in size. You'll have to keep this in mind as you build. If you don't, you won't have the space available to upgrade.

The President should have the ability to get married and have children. As he gets older, he can select the most qualified child to take over for him.

As people die, you should have to build cemetarys. Nobody wants to see dead bodies laying around all over the island. As it fills up, you'll have to build another. To give your church a boost in quality, try to build the cemetary near the church.

Buses are needed badly. Also school buses are needed but they will only drive a certain distance from the school. Preschool, the shortest. High school, the furtherest. You have to drive yourself to college.

An in game terrain editor would be great!

China should be upgraded to a full blown military super power complete with a Chinese military base on your island. You can also build a military base for the middle east to train terrorists. This will give you unique options to attack your enemies but the rest of the world will frown on it. You can even attack super powers but don't expect to get away with it for very long.

In addition to the nuclear program, you should be able to build missles to fire at Tropica, ships, and airplanes. This would be possible after you build all your bases (army, navy, ect.). Then you can build a nuclear missle (at least one super power won't like it). Then you can build a space program, working with one of the super powers.

To increase the quality of your nicer homes, you can add on to the back yard as an upgrade.

You should be able to build a plumbing system for your people so they can enjoy running water. Also a water treatment plant, water towers, and a much needed desaltation plant. Also, you can build telephone towers, cellular towers later on, and access to the internet. You could also build cable/satillite television. After building all of that, you could build "the next best thing" which your island will love. You can't build the next best thing until the year on your island surpasses the actual year you are living in.

Instead of starting in 1900's, you island starts in 1800. You won't have alot of technology until the 1900's, not even cars. People will travel by foot, horse, or horse and carriage. Until the 1900's you won't even have paved roads. You'll need an academy of science loaded with expensive scientists to invent such wonderful things.

The more cities you build, the more trading partners you will have access to. You will be able to trade with other cities you are building when both cities build the world trade center.

The game is a hit in my house. What would make it a bigger hit is if we could purcahse a 2 or 3 user license per copy at a discounted rate. All copies would use the same IP address to access the internet. They would simply use different computers. What do you say?

I surrender all legal rights to these ideas however, if you decide to use any of them, I'd love to help you beta test it! Smile

I'm sure I can think of more ideas as well.
22-11-2011 07:59 PM
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Bushface Offline
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Post: #100
RE: Tropico 4 expansion ideas
The additions I would like to see are :-
1. A levelling tool, at reasonable cost.
2. Roundabouts, and the ability to set roads as one-way.
3. Light Industry, to employ Grade School educated people. Or even uneducated. And is High School education absolutely necessary for a shopkeeper ?
4. Managers for factories etc.
5. High-capacity housing of decent quality (not just one family per floor of a 6-floor apartment block).
6. Above all, a cure for the horribly frequent freezes that ruin my fun.

And what I'd like to see removed :-
1. The wide zone surrounding every rock, upon which you cannot build. I mean, really ! Try to shift a building by even one step and at present it changes from "OK" to "Can't be flattened".
2. Gender discrimination. There are female builders: why not male engineers?
23-11-2011 12:50 AM
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astondb9 Offline
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Post: #101
RE: Tropico 4 expansion ideas
How about a new industry, Sheep Ranch/Farm > Fabric > Clothing production - with 3 settings:
Tropican Fashion - Normal setting
American Fashion - Generates more profit but decreases respect of Communists; also export prices may flactuate if the fashion is not got right!
Communist Fashion - Makes less money but increases respect of Communists

& Phone masts, increases liberty but requires Shopping Mall & electricity

and I still want some street furniture, the paved roads with markings but not a single sign, lamppost, tree, trashcan, bench etc is almost spooky.
23-11-2011 04:59 PM
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genfinity Offline
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Post: #102
RE: Tropico 4 expansion ideas
(23-11-2011 04:59 PM)astondb9 Wrote:  How about a new industry, Sheep Ranch/Farm > Fabric > Clothing production - with 3 settings:
Tropican Fashion - Normal setting
American Fashion - Generates more profit but decreases respect of Communists; also export prices may flactuate if the fashion is not got right!
Communist Fashion - Makes less money but increases respect of Communists

& Phone masts, increases liberty but requires Shopping Mall & electricity

and I still want some street furniture, the paved roads with markings but not a single sign, lamppost, tree, trashcan, bench etc is almost spooky.

All of these are GREAT ideas!
23-11-2011 07:08 PM
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Bushface Offline
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Post: #103
RE: Tropico 4 expansion ideas
Another thought: I hate having to put a Garbage Dump in the middle of my city. Have a much smaller building, less polluting and a bit better looking, as a collection centre in the city, and put the dump itself somewhere distant. There'd be a regular flow of special trucks commuting between centre and dump, of course - at least when there are workers present. One dump could perhaps serve several collection centres.

More. I'd like to be able to see what individual goods are lying at the Docks, not just overall lumps of imports and waiting exports. The program must already know these figures. It would help to have markers over trucks carrying goods to, and from, the docks.

@astondb9 - sheep in the Caribbean? They'd cook in their fleeces! Anyway, you can already produce the more exotic llama wool; just add textile factories.
23-11-2011 10:37 PM
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CoconutKid Offline
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Post: #104
Toungue RE: Tropico 4 expansion ideas
(23-11-2011 10:37 PM)Bushface Wrote:  ... @astondb9 - sheep in the Caribbean? They'd cook in their fleeces! Anyway, you can already produce the more exotic llama wool; just add textile factories.

Llamas also barbeque on the hoof in the heat and humidity of Caribbean islands. They are native to the high mountains of the mainland where they thrive in a cool to cold climate. They are not the camels of the Western Hemisphere. The Tropican llama ranches have refrigerated barns.

Big GrinBig Grin

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24-11-2011 04:18 PM
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Bushface Offline
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Post: #105
RE: Tropico 4 expansion ideas
Tropico's domestic animals are highly-specialised subspecies. The llamas there grow wool which conducts heat only in one direction, away from the animal, thus providing a large area for heat dissipation and, when carefully sheared, useful in the manufacture of clothing for polar exploration. That manufacture unfortunately is beyond Tropican technology.
As for the goats, the milk they produce for use in the production of the renowned "queso apestoso" is drawn from their ears. A close-up reveals that they have no udders.
25-11-2011 04:51 AM
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edfgbn123 Offline
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Post: #106
RE: Tropico 4 expansion ideas
Media Issues
I know you can get these sort of things with challeges, but what about along with agendas for factions there are general "issues" that appear in society that el presidente can respond to and base eddicts on. At the monment there isnt really that much point in eddicts except for changing aspects of the game only for the benifit of el presedente and his overall suport and even though the communist may disrespect you a bit for not having the free houses edict, they arnt going to protest about it and no other factions going to have a opinion on it minus a small disrespect earned from the capitalists- only if you enact it. there is no push from anywhere to have it passed and citizens dont have any active opinions. THis is unrealistic cos even if el presedente is a dictator there are still political movments in society. SO there could be political movments activly propsed by factions and protests from these factions about a particular issue. THese social movments would be somewhat random but also influince by respect levals and varous happiness in society but instead of just coming up as suggestions in post ups by various people it would come up as an issue with the different factions having different opinions on it. If there are media outlets on the island elpresedente can reply to the issue and influence respect an ddirection on the isssue and fraction opinions. THis would add actual politicing to the game and make it more intresting
02-12-2011 08:30 AM
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acb11 Offline
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Post: #107
RE: Tropico 4 expansion ideas
I'd just like to see the expansion packs released on xbox live in Australia for once.

That is all.
07-12-2011 06:42 AM
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Marcuseightyseven Offline
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Post: #108
Religious market
I would like to see a more diversified religious market in the expansion. In addition to Catholic churches and cathedrals would be nice to build Protestant churches and Vodou temples (being Protestantism and Vodou the other two religions spread in the Caribbean), and see the different religious factions competing in percentage and influence over the government.
As someone else has already pointed out also more shops (for everyday items), and more colours and patterns for buildings.
Also, I think the catastrophes are too little powerful. In Tropico Paradise Island twisters could rase entire cities and most of the trees. Tropico 4 has volcanoes, tornadoes, earthquakes, tsunamis, but actually they are little threats for the island society and economy. I'd like to see more destruction! Smile
(This post was last modified: 13-12-2011 12:30 AM by Marcuseightyseven.)
13-12-2011 12:07 AM
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tropicoer Offline
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Post: #109
RE: Tropico 4 expansion ideas
An edict called Commercials and ads requires a tv station, newspaper or a radio station. Gives 2000 $ each month.The bad thing is that the upkeep and electricity consumption by 50%. Also the nationalists get mad.
13-12-2011 02:48 AM
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gyrobot Offline
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Post: #110
RE: Religious market
(13-12-2011 12:07 AM)Marcuseightyseven Wrote:  I would like to see a more diversified religious market in the expansion. In addition to Catholic churches and cathedrals would be nice to build Protestant churches and Vodou temples (being Protestantism and Vodou the other two religions spread in the Caribbean), and see the different religious factions competing in percentage and influence over the government.
As someone else has already pointed out also more shops (for everyday items), and more colours and patterns for buildings.
Also, I think the catastrophes are too little powerful. In Tropico Paradise Island twisters could rase entire cities and most of the trees. Tropico 4 has volcanoes, tornadoes, earthquakes, tsunamis, but actually they are little threats for the island society and economy. I'd like to see more destruction! Smile

Well the Tropicans probably don't have schisms of faith like their european counterparts. Religion is free in Tropico after all, no donations or alms required. The government donates to the poor box as part of the upkeep.

And a disaster slider will be interesting, not a "how often does disasters occur" but how much damage it will do. At max which is "Nature's Wrath", the smallest screw up you do to the environment will result in ecological karma.
18-12-2011 11:17 PM
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zenmate Offline
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Post: #111
RE: Tropico 4 expansion ideas
I'd quite like the goods transport system to be a bit more visually followable. At present teamsters and construction workers travel in the same vehicle. You could at least change the colour of the thing so one can see what the teamsters are doing. ALso it would be ace if you could see the goods in the back of the vehicle too so you can follow them from factory to docks, etc.
(This post was last modified: 20-12-2011 05:05 PM by zenmate.)
20-12-2011 05:05 PM
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Paul Dax Offline
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Post: #112
RE: Tropico 4 expansion ideas
I think Stock Exchange building should unlock more features. In my opinion, it should be possible to be in debt with one superpower. It would work like another task with one of these three options:

-Pay now (Gives money back)
-Pay later (Exit the window).
- Who do those guys think they're talking to??!! (Decide not to pay).

Debt would be, obviously, guaranteed with any building, so, if you don't pay, one building in your island becomes private. If you decide not to pay, respect with that superpower is set to 0, and, if that superpower is USA or USSR, they would invade you.
(This post was last modified: 20-12-2011 05:45 PM by Paul Dax.)
20-12-2011 05:45 PM
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gyrobot Offline
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Post: #113
RE: Tropico 4 expansion ideas
City Hall

Building Description: Improves efficiency in the area...and may increase the liberty of the area.

Occupation Requirements: 5 bureaucrats (Both Genders, College)

Politicians Exclusive Thoughts

When Hired: "I think I want to help el presidente do his paperwork"
"Argo, Barthos, Castro...wait it was Carlos."
"So much paperwork to shift out."

Description: We all know the Palace is where our great leader decides everything. But why should you do the paperwork? Let the local town hall run the affairs for you. Everything in it's immediate radius will be easily handled by your team of yes men and women. Go on and pass the paperwork to them, they need a ton of red team and a red stamp.

Abilities

Free Speech Zone: Create a place for people to vent out their displeasure and occupy the lawn when times are bad, improves the liberty in the area and protests will have a reduced effect on approval ratings
Financial Processing: Improves the Revenue of nearby workplaces while reducing upkeep of nearby government and infrastructure buildings.

Also Penultimo will stop telling the people to send their complains to the guards and instead to the local town hall where it will be stashed away and forgotten.
(This post was last modified: 21-12-2011 11:16 PM by gyrobot.)
21-12-2011 11:15 PM
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Polycrates Offline
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Post: #114
RE: Tropico 4 expansion ideas
By far the #1 thing I want from the game is an actual in-game reason for actually using all those instruments of state repression that you're given. Because as it currently stands, you'll get some rebels in the first couple of years while you sort out the basics, but once everyone is living in tenements with marketplace/clinic/church/pub access there is never even the slightest worry from then on (even with Rebel Yell and the hardest political instability setting). Now maybe this all needs to be in an optional "hard" setting that can apply to all the maps (including campaign) - since it's really just tougher versions of already existing mechanics, and I'm sure there's plenty of people who enjoy the default difficulty setting. But I really want to be forced to either seriously improve the lives of my people or seriously crack some heads in order to stay in power!

I would like:
High-school and especially college-educated people having significantly higher requirements for satisfaction of all their living standards. So that as your population becomes better-educated and more wealthy, you have to start building better housing, diversifying your food, better entertainment and especially pleasing the factions more. Generals would then become particularly dangerous if you didn't bend over backwards for them. Higher chance of better-educated people joining the intellectuals as well.

Much harder elections. I don't think I've ever even come close to losing an election, even when I've kept my people only just above absolute poverty. And every subsequent election should become harder and harder unless you've really raised the happiness significantly

Factions having more requirements and being much harder to please, especially as the game goes on. Absolute Power introduced all these additional faction demands as time went on, and while I always thought they weren't enough, Tropico 4 seems not to even have nearly as many as that. I'd like to see more of these, and I'd like to see more faction demands that are mutually exclusive, so that you can't please all the people all the time (except if you do a whole bunch of faction quests or do a really good job of bribing/intimidating faction leaders).
Some examples of additional stuff (a few may be already in the game, but if they are the effects are too small to notice):

Too many imports annoys the nationalists, too much imported food annoys them even further.
Too many soldiers, too much religious stuff, too many megalomaniacal structures annoys the intellectuals (these guys should be massively hard to please and a general pain in the bum; in real life, any dictator worth his salt rounds up the intellectuals first).
Too much pro-environment stuff annoys the capitalists.
Capitalists demand shopping malls, but they annoy nationalists with all their foreign goods.
Capitalists demand wealthy tourists/high end attractions, but this annoys communists.
Capitalists demand low wages for unskilled labour and high wages for the elite, communists demand low income inequality.
Intellectuals/religious/militarists demand general/parochial/military education for all schools and colleges and get annoyed if you pick the wrong one.
Loyalists...probably shouldn't be so demanding so soon, they seem like they should be much easier to please than the others but they're often harder since they're angry about no mausoleum and no childhood museum right from the start. Maybe Christo Redentor should annoy them since it's so much bigger than your own statue.
Mansions annoy communists
Golden statue annoys religious
Militarists demand a superpower alliance, Nationalists hate it
Intellectuals/communists/militarists favour the appropriate setting for the ministry, get annoyed by the other ones
High numbers of: Wealthy tourists annoy communists, spring break tourists annoy religious, eco tourists annoy militarists, slob tourists annoy enviro and intellectuals


Other stuff:
More palace options. I think it's a little disappointing that your palace never really changes (beyond a couple of really minor upgrades). I'd love to see the palace begin far more modest and then become more grand as the game progresses - either by buying more upgrades to the palace building itself or via the swelling of the swiss bank account. The other thing that would be nice is the ability to rebuild the palace elsewhere (for an exorbitant fee, of course) - sometimes you really want to make a really nice main square or whatever but the palace location is not really accomodating.

An import/export price differential. I'd set it as imports costing 33-50% more than exports, to favour developing industries based on home-grown produce with imports covering up the gaps rather than just industry buildings run entirely on imports. I'd especially increase the relative cost of importing food even higher, to favour growing your own crops.
Additionally, it would be nice if import and export prices were more closely tied to your relationship with the power in question, and if the relationship is too low they embargo buying your goods as well as selling them.

Grade schools hold 2x more teacher and 4x more students, and an increased birth rate - the current birth rate is waaaay too low, even with the contraceptive ban and obstetrics. To make growing an island possible without mass immigration.

More missions with established islands. My favourite mission so far is the one where you start out with some existing stuff - the eternal flame and the art museum and so on. It becomes very repetitive when every mission starts you out with nothing and you go through the same starting routine every game; I'd love to have to occasionally deal with some already existing development.

I love the aforementioned idea of cotton farms and a textile industry.

I also love the aforementioned idea of Presidente billboards and military parades

Some sort of public transport option. I think a basic bus system could work very well. And roundabouts!

Tourists can get taxis from garages (or tourist buses). They will happily drive to your pyramid (or inner-city attraction) but then they will walk the entire way back, which makes tourism even more of an underperformer than it already is.

Something a bit more involved for the whole media/liberty thing. I'm not sure 24/7 broadcasts of Presidente's face ought really to provide so much "liberty" to everyone.
28-12-2011 09:59 PM
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gyrobot Offline
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Post: #115
RE: Tropico 4 expansion ideas
The TV station still can at least provide pirate channels. The Tropicans are resourceful, they could watch cheap entertainment tv from overseas. May cost them a pretty peso and it is not always on but at least they got more variety.

And that's the "beauty" of tropico, to be forced to kiss one faction's butt while angering two more.
29-12-2011 03:48 AM
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slayerisvader Offline
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Post: #116
RE: Tropico 4 expansion ideas
I would like to see more buildings such as:

-Pig farm
-Poultry Farm
-Diamond Mine
-The Pearl harvest bulding isn't a bad idea
-Toll Booths
-Conservation Headquarters

I think the Police Officers at the Prison should be titled Correction Officers instead of Police Officers.

New Laws would be nice

An actual army invasion would be awesome to where troops from another island or country come and attack your island. Not talking about rebels but actual troops and your army has to fight them off.

Police or military helicopters would also be nice, lower crime and fast troop deployment when rebels attack.

Also, immigrants should be able to come to your island via plane not just by ship.

Finally seeing some wild animals on the island would be kool.
31-12-2011 04:35 PM
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biomekanic Offline
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Post: #117
RE: Tropico 4 expansion ideas
Some additional ideas:

Previously mentioned was a soccer field, don't forget that baseball is also huge. (Castro didn't make it into the major leagues, which is why he went back to Cuba).

Cable TV: like AC for tenements/apartments; it costs money but expands the range of TV/radio stations

I really like the idea of the garbage trucks delivering to a remote dump as well.

Edict: Community College: lowers the requirements to get into college, but it also lowers the graduates skills.
09-01-2012 02:25 AM
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Timo Offline
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Post: #118
RE: Tropico 4 expansion ideas
(31-12-2011 04:35 PM)slayerisvader Wrote:  Finally seeing some wild animals on the island would be kool.

There are a lot of wild animals already.

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09-01-2012 01:18 PM
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bjfgoose Offline
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Post: #119
RE: Tropico 4 expansion ideas
I agree with most of the posts here...

Need a transportation System - i.e. buses.

I like the idea of boarder control & illegal imagrants.

I also think a new industry, I.e Cotton, and a textile mill, or electronics mil.

Maybe another resource - Silver?

Maybe a Grape Plantation and Farm, Then a vineyard, and wine production plant?

Also I like the idea about more interaction with the foreign powers...

I would love to see the cars, truck, airplanes, boats, etc... update over time... Go from classic cars to modern day cars, etc...

I think the cruise ship should be changed... into a Cruise ship port, where foreign ships can come with tourists and visit, etc... the better your tourist item the more you make from port dues? or something like that. Having just a cruise ship that sits that is lame.

I would love to see some big planes land in tropico. 757, 777 etc...

I think that getting rid of the tornado disaster and putting a different one in, there are almost never tornado's on islands. maybe forest fire, Riots, Ship sinking, floods.

Maybe have a bit more control over the military, be able to send them to find the rebels, attack there base in the forest, or come to peaceful solutions.

A larger Building for housing... not a 100 people but an apartment complex or retirement resort? something that can hold more people say 30-40?

Coast guard/navy is a cool idea.

That's what I can think of off the top of my head.
12-01-2012 07:46 PM
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Karry9001 Offline
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Post: #120
RE: Tropico 4 expansion ideas
Replace the nuclear program with a missile program, which only costs $30,000. There are three unlockable work modes, Nuclear Warhead, Chemical Warhead, and Satellite Program.

To unlock nuclear warhead, have nuclear power plant set to enrich uranium. This, like the current nuclear program, will stop invasions. It will also lower relations with China, the Middle East, and Europe.

To unlock chemical warhead, have a chemical plant. This will prevent rebel attacks, as you are able to gas the jungle until the rocks asphyxiate. This lowers relations with the US and USSR.

To unlock satellite program, have an academy of science. Tropico will handle the world's communications. Each month $10,000 is made charging for this communication. Relations with the intellectuals is greatly increased.
14-01-2012 02:43 AM
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