(19-06-2011 03:35 PM)Feeblezak Wrote: Terminate Faction: like banning a political faction, only this faction orders the deaths of all followers of a political faction, (children become members of a randomly selected different faction).
Are there really that many people here wanting to kill so many (pretend) lives in cold blood?
You can't do it in real life, of course, but that doesn't mean you should do it in pretend, either.
You may know the difference and you won't do it in RL, but what sort of man are you to want to do it AT ALL?
(18-03-2011 05:15 PM)CoconutKid Wrote:
(18-03-2011 04:43 PM)Lenin Cat Wrote: Its a FREAKING GAME! A GAME! I would love it if I could commit genocide.
Psychiatrists have interesting things to say about people who think that way.
ANYWAY... I know it's just a game, but would YOU have the heart to terminate every adult of a faction just because they believe it? I mean, I hate environmentalists and love shooting them and banning them every now and then, but I'd feel real-world guilt if I ordered a genocide. The idea that the kids are all fine with that is not only unrealistic, it's cruel.
ORPHAN: "Meh. My mother was just slaughtered. Hey! LOOK, ENVIRONMENTALIST FACTION! WHEEE! *runs off to join*"
If you were sadistic enough to induce this, then at least there must be balance. Have every child for the next two or three generations turn into a Rebel. OR, you could have every WOULD-BE convert to the genocided faction become Rebels as well.
(As an example, if you slaughtered the Capitalist faction, events that would trigger Capitalist loyalty would immediately create a Rebel instead of a new Capitalist. My reasoning is that this Capitalist-fan would hear what happened to the group and be outraged.)
There's a hard line between a villanious death in the name of entertainment (BWA HA HA! I'm evil MEGA-PRESIDENTE and I'll shoot this stupid hippie! >: P
) and butchering everyone ([i]You like hugging trees so much? Here, I'll tie you to one and burn YOU!). See, one of them can be contorted in most minds- my family's included -as a fictional act of villainy, but if a parent is over your shoulder and watching you hit the "GENOCIDE A FACTION" button... well, need I say more? GTA is for that ilk.
I didn't buy Tropico to run a bloodbath. I bought Tropico to play "ebul Carribean dictator" with (my personal) more benevolent twist. While I'll shoot an Environmentalist every now and then, I just do that for a side of entertainment. I didn't buy Tropico to kill. I bought it because it rang in my mind as "SimCuba Tycoon", and the political and comedic aspects hooked me after that.
(19-06-2011 03:35 PM)Feeblezak Wrote: Forced Labour Camps: like prisons, however these generate $10 per prisoner, have a larger prisoner population, and keep the prisoner in for life, manned by the military. even building one of these causes a significant impact from the intellectuals and a drastic liberty drop.[/u]
Now, THIS I could tolerate, although again, it's very unethical and may be dangerous to the Ratings.
...-but let's assume this is a good idea.
If you want a Slave Camp, you'll need a balance. While it keeps the prisoner for life and generates ten dollars a day, it should also be manned by college-educated generals (to make it harder to get), and creating one should immediatel
convert all Intellectuals into Rebels because of this affront to liberty. As for Liberty, it remains at an endless zero until you destroy the Camp. Slave Camps should also be collosal targets for Rebels to try and destroy, and needless to say, they need a BOATLOAD of Presidente Money to work.
Also, make sure it's not an extermination camp. Tropico Slave Camps should release their prisoners when they're old and can no longer work, and they go back into the populace as an elder. (It's like "retiree" in a "you got lucky" sense.)
...oh, and good luck not getting your rear nuked to high Heaven- ahem, I mean the other place -by the USA, who will automatically drop its relations with you to 1%, or, if below, will trigger those "Big Scary Battleships", unless you're in an alliance.
(11-04-2011 09:50 PM)DJ Juanito Wrote: I don't like being evil just for the sake of being evil (not saying that that's what the OP is getting at, though). What appealed to me in Tropico 1 was that I started out trying to be a good guy, but the economic difficulties (and my own inexperience at the time) forced me to often take draconian "evil" measures to keep the island afloat. And sometimes the nagging of some people make you want to lash out at them. ...
(11-04-2011 09:50 PM)DJ Juanito Wrote: ...this continues in Tropico 3 where I often use martial law just to prevent people from voting me out of office (thus ending the game) when I have trouble keeping them happy. I must take these harsh decisions even when I'm really trying to be as close to a benign/democratic leader as I can be. I like that the game temps me by offering me rewards for immoral behavior and offers the easiest/fastest/cheapest solutions to a problem in repression...
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(20-03-2011 06:02 PM)Kobo Wrote: I would like to see an option to Arm Loyalists, Gaddafi style
Could be implemented when uprising/riot is imminent, and requires a weapons factory (and some stock of weapons).
BRILLIANT. I'd love that, too. Or, I'd just arm my Loyalists BECAUSE I CAN.