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Shack hide-&-go-seek
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CaptainPatch Offline
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Post: #1
Shack hide-&-go-seek
Inevitably, you WILL be tasked to eliminate all of the Shacks on the island. However, I've noticed that even if you build Free Housing right next to a bunch of Shacks, some/many/most of the Shack residents still won't move into the Free Housing. So it becomes necessary to Demolish the Shacks to get the Shack residents to move into the better housing. HOWEVER, many Shack builders like to build their Shacks in wooded areas, which makes them often difficult to spot. For instance, I've just spent 20+ minutes just looking for and demolishing shacks. But once I am certain I have blown all of them away, the program insists that there are _still_ 8 more out there... somewhere.

It would be VERY helpful if there was a Find feature for each kind of structure. Open one or Search for a given structure type -- like, say, Shacks and it zooms in on one. Then if there's a "Next" button to teleport the camera to the next nearest Shack, it would make Life sooooo much easier than an endless game of hide-and-go-seek.

"Until you know what is worth dying for, Life isn't worth living."

"Choose wisely."
(This post was last modified: 13-10-2011 01:06 AM by CaptainPatch.)
13-10-2011 01:05 AM
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Tropi'je Offline
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Post: #2
RE: Shack hide-&-go-seek
New building.. (only one allowed per island)

Hillbilly finder... up to 8 workers men or women.. (alternative construction office)

sole task in life is to knock down shacks..


I wonder could you code this? with stealing code from a few other buildings

worker drives to site, or as close too.. (builder code)

gets to shack site, starts protest to shut down the building.. (aka sorker strike code)

Increase shack polution for 6 months..

Building gets destoryed after 6 months and worker goes home.. (is it a bad idea to code a worker to stay on the job for 6 whole months? Perhaps they can work on different cycles? work half as many shifts?


cause yes.. shack hide and go seak can suck!! i swear i looked for 20-30 mins during one mission.. I finally found it.. it was the professors house, hiding behind the converted fort, and a giant mountain.. It was polution that helped me finally find it..
13-10-2011 01:35 AM
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Bueno Offline
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Posts: 15
Joined: Oct 2010
Post: #3
RE: Shack hide-&-go-seek
The occupancy overlay works for me... makes all the shacks glow neon green.
13-10-2011 02:00 AM
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Lord Offline
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Posts: 108
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Post: #4
RE: Shack hide-&-go-seek
Go to the Almanac->Lists->Housing

Click on any citizen who is located under the "Shack" tab.

Click on any citizen, go to his "Job and House" tab and click on his current housing, which should be a shack. Now it will point you directly to the shack where this citizen lives.

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13-10-2011 02:44 AM
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Tropi'je Offline
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Post: #5
RE: Shack hide-&-go-seek
great idea! I never realized there was a tab listing for shacks..
13-10-2011 07:17 AM
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IronFist Offline
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Post: #6
RE: Shack hide-&-go-seek
If their workplace is a ways away from the available homes, they may choose to live in a nearby shack rather than commute.

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14-10-2011 06:58 PM
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whybuybeta Offline
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Posts: 131
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Post: #7
RE: Shack hide-&-go-seek
yep the housing section in the almanac has a listing for every type, just go there to find residents for whatever building you're looking for.

also a nice trick I learned from the original tropico that would be useful here - when you have a well populated island with lots of residents who have to travel far, normal eviction and ai does not help much to shift them around closer to their jobs, or get shack dwellers to move in if the vacancies aren't close to work. so what you can do is pause the game, max out all the rent settings in your buildings, then let it play for a few seconds until all your housing is empty (this happens all at once).

then pause again and put the rent back to normal, when you continue the game there will be a land rush where workers will take housing as close to work as possible, only thing you have to be careful of here is not to let the game go too long during the eviction phase. hit pause as soon as you see the vacancy icons appear, otherwise some people will make shacks and miss out on the move-in, and possibly affect your housing rating.

this can give you a huge boost in production and cut down on traffic when your island gets crowded, since when everyone is closer to work they will of course spend less time traveling, and more time in your farms/sweat shops.
16-10-2011 04:48 AM
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LeaT Offline
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Post: #8
RE: Shack hide-&-go-seek
Alternatively, you can use the housing overlay to spot the rough spots of those remaining shacks. That, or pray that a disaster occurs as they always automatically destroy all shacks in its vincinity. I found disasters to be quite nifty that way, as they significantly lower both crime and pollution levels XD
18-10-2011 09:51 PM
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laccy Offline
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Post: #9
RE: Shack hide-&-go-seek
whybuybeta-great tip, i read it before, i tested many times, really useful

actually they need garages in the zone, garage has a distance, around 2 times of his size each direction, maybe put a tenement near and the urban road lenght size, dunno exactly, but when something is out of range, they will build a shack

best favoured housing is most close to any garage, if one is 1 pixel away, then they wont move in

married couples put shacks between their job positions

putting blocks near workplace its useless unless have no garage around it
put houses instead, if you know they will use it
they pay 1/3rd of their salary, so try to build houses, they are expensive but married couples will choose it, you gain back the price, more kids and bad pay makes usually protesr them, so make some good house before this happens
16-01-2012 01:35 AM
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