Joined: Feb 2012
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.
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:
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
|26-02-2012 08:50 PM