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Trade mission outcomes
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Dicktator Offline
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Posts: 166
Joined: Feb 2012
Post: #1
Trade mission outcomes
Ola fellow Tropicans!

As you may have noticed I'm new here so I apologize in advance if this has been discussed already.

Before everything else, I suppose a little introduction is in order:
As already mentioned I'm a newbie to the forums, but certainly not to the game but then again I don't consider myself pro either. I played the original Tropico since soon after it was released more than a decade ago until Tropico 3 came out, unfortunately I never got around to playing T3, as well as T2. Late last year I got T4 and was delighted to find out that it feels just like a greatly improved T1 (food imports thank goodness ... and cars on actual roads hallelujah)

My typical playstyle as with many of you is the mercantilist "EXPORT ALL TEH THINGS!" strategy: economy is top priority, everything else is just a means to an end. I especially love the romantic notion of transforming a hopeless backwater island into a roaring Caribbean Tiger, a Singapore/RoK of the West Indies, deserving of international respect and worthy of the first generations' laborious sacrifice.

</intro>

Moving on, about my original question - does everyone here have some sort of list of all possible trade mission outcomes, and the full specifics on the factors that influence which outcome you get? All I know is that relations with the so-called "superpowers" determine whether you get anything in the first place, other than that it's some random benefit which I know for a fact, one which I've often abused as such:
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  {
  
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savegame()
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    {
    
reload(savegame)
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  while (
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Admittedly this could probably be categorized as an "exploit," but nonetheless I do this to try and get all the export premiums to max prices for industrial goods as early as possible. My problem is I can't seem to get export premiums for more than two types of goods - also wanted to know whether they removed the "construction subsidy" benefit or I, by some remarkable streak of bad luck haven't gotten it, ever.

Good day, and thanks for your responses Smile
26-02-2012 08:50 PM
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Tropi'je Offline
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Posts: 1,807
Joined: Nov 2009
Post: #2
RE: Trade mission outcomes
i know you can get a free tenement from russia, US and USSR have different things to boost. I don't know exactly how many as it is something i rarely do, mainly for the fact i just don't think of it.


there is also the stock exchange now, which gives you options to add things. Sometimes they help, others not so much. But being a free building your not losing much if it fails.. But it may perhaps dent your bottom line in the long run depending on what the building is.
27-02-2012 05:23 AM
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BHunterSEAL Offline
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Posts: 123
Joined: Nov 2009
Post: #3
RE: Trade mission outcomes
(26-02-2012 08:50 PM)Dicktator Wrote:  My problem is I can't seem to get export premiums for more than two types of goods - also wanted to know whether they removed the "construction subsidy" benefit or I, by some remarkable streak of bad luck haven't gotten it, ever.

Good day, and thanks for your responses Smile

I'm not sure what you mean by subsidy. There's an edict (separate from Trade Mission) called Development Aid that grants a permanent/stackable 50% discount to tenements & apartments (USSR) or power plants & airports (US). The power plant discount only applies to the regular coal/natural gas plant; both edicts require a Ministry and a Foreign Affairs Secretary. The discount stacks with banks and character traits so you can wide up getting tenements at 10% of base price ($400 instead of $4,000 is usually what I'm paying mid-game for cheap housing). Neutral or better relations with the applicable superpower required at time-of-issue but discount stays active even if they go hostile/embargo.

On the other hand, some of the Trade Mission outcomes are free buildings that vary by nation, if that's what you are referring to.
28-02-2012 02:55 AM
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Dicktator Offline
Going somewhere...
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Posts: 166
Joined: Feb 2012
Post: #4
RE: Trade mission outcomes
I was referring to the trade missions from the original Tropico, where you could occasionally get construction subsidies/discounts for all future construction (up to 15%) from the superpowers based on your relations with them. But I can now see why they would remove it since as you've said banks and dev't aid are more than sufficient.
28-02-2012 07:28 AM
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