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		<title><![CDATA[kalypso media :: forum - All Forums]]></title>
		<link>http://forum.kalypsomedia.com/</link>
		<description><![CDATA[kalypso media :: forum - http://forum.kalypsomedia.com]]></description>
		<pubDate>Thu, 11 Mar 2010 23:25:41 +0100</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[Challange Editor Manual]]></title>
			<link>http://forum.kalypsomedia.com/showthread.php?tid=4141</link>
			<pubDate>Thu, 11 Mar 2010 16:11:36 +0100</pubDate>
			<guid isPermaLink="false">http://forum.kalypsomedia.com/showthread.php?tid=4141</guid>
			<description><![CDATA[I have been playing Tropico for several months now and am thoroughly enjoying both the campaigns and sandbox modes of play.  However I have not yet played with the challenge editor.<br />
<br />
Is there currently any downloadable instructions on how to use the editor that explains all of the functions available and instructions on how to properly use it?<br />
<br />
From what little I have seen on the forum, I understand that there used to be one for Tropico 1.  I was just wondering if there documentation on the Editor used in Tropico 3.<br />
<br />
Thanks for any information you have on this.<br />
<br />
<img src="http://forum.kalypsomedia.com/images/smilies/smile.gif" style="vertical-align: middle;" border="0" alt="Smile" title="Smile" />]]></description>
			<content:encoded><![CDATA[I have been playing Tropico for several months now and am thoroughly enjoying both the campaigns and sandbox modes of play.  However I have not yet played with the challenge editor.<br />
<br />
Is there currently any downloadable instructions on how to use the editor that explains all of the functions available and instructions on how to properly use it?<br />
<br />
From what little I have seen on the forum, I understand that there used to be one for Tropico 1.  I was just wondering if there documentation on the Editor used in Tropico 3.<br />
<br />
Thanks for any information you have on this.<br />
<br />
<img src="http://forum.kalypsomedia.com/images/smilies/smile.gif" style="vertical-align: middle;" border="0" alt="Smile" title="Smile" />]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Comfirm?]]></title>
			<link>http://forum.kalypsomedia.com/showthread.php?tid=4140</link>
			<pubDate>Thu, 11 Mar 2010 11:32:44 +0100</pubDate>
			<guid isPermaLink="false">http://forum.kalypsomedia.com/showthread.php?tid=4140</guid>
			<description><![CDATA[hey guys, im in the uk and we have a release date of 12th march (tomorrow). was wondering if someone could please confirm this for me. thank you <img src="http://forum.kalypsomedia.com/images/smilies/biggrin.gif" style="vertical-align: middle;" border="0" alt="Big Grin" title="Big Grin" /> very excited <img src="http://forum.kalypsomedia.com/images/smilies/biggrin.gif" style="vertical-align: middle;" border="0" alt="Big Grin" title="Big Grin" />]]></description>
			<content:encoded><![CDATA[hey guys, im in the uk and we have a release date of 12th march (tomorrow). was wondering if someone could please confirm this for me. thank you <img src="http://forum.kalypsomedia.com/images/smilies/biggrin.gif" style="vertical-align: middle;" border="0" alt="Big Grin" title="Big Grin" /> very excited <img src="http://forum.kalypsomedia.com/images/smilies/biggrin.gif" style="vertical-align: middle;" border="0" alt="Big Grin" title="Big Grin" />]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Modding Question: variable names]]></title>
			<link>http://forum.kalypsomedia.com/showthread.php?tid=4139</link>
			<pubDate>Thu, 11 Mar 2010 10:24:14 +0100</pubDate>
			<guid isPermaLink="false">http://forum.kalypsomedia.com/showthread.php?tid=4139</guid>
			<description><![CDATA[Im curious if anyone can help? Ill give an example...<br />
<br />
The palace has 4 worker capacity. Is it a variable that controls that? something like "limit_worker" or a global parameter for palace? And thats set to 4. Whats the name of the variable that controls that?]]></description>
			<content:encoded><![CDATA[Im curious if anyone can help? Ill give an example...<br />
<br />
The palace has 4 worker capacity. Is it a variable that controls that? something like "limit_worker" or a global parameter for palace? And thats set to 4. Whats the name of the variable that controls that?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Private Buildings]]></title>
			<link>http://forum.kalypsomedia.com/showthread.php?tid=4138</link>
			<pubDate>Thu, 11 Mar 2010 05:19:24 +0100</pubDate>
			<guid isPermaLink="false">http://forum.kalypsomedia.com/showthread.php?tid=4138</guid>
			<description><![CDATA[If I have private buildings or mines on my island am I getting <span style="text-decoration: underline;">any</span> benefit at all?  No royalties or anything from those exports?  <br />
<br />
And if I'm not getting any benefit whatsoever, is there a down side to demolishing the roads leading up to them?  I'm kinda thinking that if I get nothing then screw them.....they can't use my roads. <img src="http://forum.kalypsomedia.com/images/smilies/biggrin.gif" style="vertical-align: middle;" border="0" alt="Big Grin" title="Big Grin" />]]></description>
			<content:encoded><![CDATA[If I have private buildings or mines on my island am I getting <span style="text-decoration: underline;">any</span> benefit at all?  No royalties or anything from those exports?  <br />
<br />
And if I'm not getting any benefit whatsoever, is there a down side to demolishing the roads leading up to them?  I'm kinda thinking that if I get nothing then screw them.....they can't use my roads. <img src="http://forum.kalypsomedia.com/images/smilies/biggrin.gif" style="vertical-align: middle;" border="0" alt="Big Grin" title="Big Grin" />]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[NVIDIA GeForce 310M GPU]]></title>
			<link>http://forum.kalypsomedia.com/showthread.php?tid=4137</link>
			<pubDate>Thu, 11 Mar 2010 02:32:46 +0100</pubDate>
			<guid isPermaLink="false">http://forum.kalypsomedia.com/showthread.php?tid=4137</guid>
			<description><![CDATA[I am running a NVIDIA GeForce 310M GPU on my laptop and am currently running the demo alright. If I try to run the game on ultra or something visual quality the game freezes up so I assume my graphics card can't handle it right? ( I'm new to computer gaming so this question is pretty nooby. )]]></description>
			<content:encoded><![CDATA[I am running a NVIDIA GeForce 310M GPU on my laptop and am currently running the demo alright. If I try to run the game on ultra or something visual quality the game freezes up so I assume my graphics card can't handle it right? ( I'm new to computer gaming so this question is pretty nooby. )]]></content:encoded>
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		<item>
			<title><![CDATA[Prioritize construction jobs?]]></title>
			<link>http://forum.kalypsomedia.com/showthread.php?tid=4136</link>
			<pubDate>Thu, 11 Mar 2010 01:17:02 +0100</pubDate>
			<guid isPermaLink="false">http://forum.kalypsomedia.com/showthread.php?tid=4136</guid>
			<description><![CDATA[Hello all, Tropico newbie here.  I thought I read someplace that you can prioritize construction jobs.  If this is true, can someone give me a detailed instruction?  By the way this is for the 360.<br />
Thanks in advance.]]></description>
			<content:encoded><![CDATA[Hello all, Tropico newbie here.  I thought I read someplace that you can prioritize construction jobs.  If this is true, can someone give me a detailed instruction?  By the way this is for the 360.<br />
Thanks in advance.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Photos from Tropico?]]></title>
			<link>http://forum.kalypsomedia.com/showthread.php?tid=4135</link>
			<pubDate>Wed, 10 Mar 2010 21:49:35 +0100</pubDate>
			<guid isPermaLink="false">http://forum.kalypsomedia.com/showthread.php?tid=4135</guid>
			<description><![CDATA[I was just about sure that I had arrived at Tropico. But the sign on the ferry terminal didnt stop telling me that this is Devonport, New Zealand. Still it looks awfully like the game. It even has the glow effects <img src="http://forum.kalypsomedia.com/images/smilies/biggrin.gif" style="vertical-align: middle;" border="0" alt="Big Grin" title="Big Grin" /><br />
<br />
First: <a href="http://farm5.static.flickr.com/4040/4400387171_90e4f08bf0_o.jpg" target="_blank">http://farm5.static.flickr.com/4040/4400...8bf0_o.jpg</a><br />
<br />
Second (President`s palast?!): <a href="http://farm3.static.flickr.com/2788/4389527274_f179223ae9_o.jpg" target="_blank">http://farm3.static.flickr.com/2788/4389...3ae9_o.jpg</a>]]></description>
			<content:encoded><![CDATA[I was just about sure that I had arrived at Tropico. But the sign on the ferry terminal didnt stop telling me that this is Devonport, New Zealand. Still it looks awfully like the game. It even has the glow effects <img src="http://forum.kalypsomedia.com/images/smilies/biggrin.gif" style="vertical-align: middle;" border="0" alt="Big Grin" title="Big Grin" /><br />
<br />
First: <a href="http://farm5.static.flickr.com/4040/4400387171_90e4f08bf0_o.jpg" target="_blank">http://farm5.static.flickr.com/4040/4400...8bf0_o.jpg</a><br />
<br />
Second (President`s palast?!): <a href="http://farm3.static.flickr.com/2788/4389527274_f179223ae9_o.jpg" target="_blank">http://farm3.static.flickr.com/2788/4389...3ae9_o.jpg</a>]]></content:encoded>
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		<item>
			<title><![CDATA[Kann man Dawn of Magic 2 irrgentwie im Fenster modus starten?]]></title>
			<link>http://forum.kalypsomedia.com/showthread.php?tid=4134</link>
			<pubDate>Wed, 10 Mar 2010 21:38:40 +0100</pubDate>
			<guid isPermaLink="false">http://forum.kalypsomedia.com/showthread.php?tid=4134</guid>
			<description><![CDATA[Hallo wie der titel schon sag würde ich mich freun wenn einer wissen würde wie man des Game in Fenster Modus (Window Modus) zu starten.<br />
<br />
Danke schon mal]]></description>
			<content:encoded><![CDATA[Hallo wie der titel schon sag würde ich mich freun wenn einer wissen würde wie man des Game in Fenster Modus (Window Modus) zu starten.<br />
<br />
Danke schon mal]]></content:encoded>
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		<item>
			<title><![CDATA[Ceville]]></title>
			<link>http://forum.kalypsomedia.com/showthread.php?tid=4133</link>
			<pubDate>Wed, 10 Mar 2010 16:35:01 +0100</pubDate>
			<guid isPermaLink="false">http://forum.kalypsomedia.com/showthread.php?tid=4133</guid>
			<description><![CDATA[Ceville - Torture Chamber - Clicking on the TV set.<br />
<br />
I see what you did there <img src="http://forum.kalypsomedia.com/images/smilies/tongue.gif" style="vertical-align: middle;" border="0" alt="Tongue" title="Tongue" />]]></description>
			<content:encoded><![CDATA[Ceville - Torture Chamber - Clicking on the TV set.<br />
<br />
I see what you did there <img src="http://forum.kalypsomedia.com/images/smilies/tongue.gif" style="vertical-align: middle;" border="0" alt="Tongue" title="Tongue" />]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[In Defense of Gay Marriage]]></title>
			<link>http://forum.kalypsomedia.com/showthread.php?tid=4132</link>
			<pubDate>Wed, 10 Mar 2010 15:21:18 +0100</pubDate>
			<guid isPermaLink="false">http://forum.kalypsomedia.com/showthread.php?tid=4132</guid>
			<description><![CDATA[There does seem to be one major benefit to the gay marriage ordinance: housing minimization.<br />
<br />
Two married citizens take up half as much housing as two single citizens, so it's to your advantage to create as many opportunities as possible for your citizens to marry each other. In more than one game, I've been cruising along towards the end, and enacted same-sex marriage, and within two years I have empty apartment buildings all over the island because everyone's gone and moved in with a "roommate and very special friend". <img src="http://forum.kalypsomedia.com/images/smilies/wink.gif" style="vertical-align: middle;" border="0" alt="Wink" title="Wink" /><br />
<br />
Incidentally, on the subject, has anyone observed gay couples actually having children? I've seen gay couples <span style="font-style: italic;">with</span> children, but this can easily be explained. (The children might be from one of their former--heterosexual--relationships.) I'm wondering if the game ever creates children for gay couples (in which case they're adopted) or if they can only come from heterosexual marriages.<br />
<br />
I'm pretty sure all Tropicans aren't fully bisexual (again, the phenomenon of my housing emptying out seems to happen quite quickly and suddenly, so it seems like a lot of single Tropicans were waiting for the opportunity to get gay-married to each other), but I'm curious about how others think the game sorts this out.]]></description>
			<content:encoded><![CDATA[There does seem to be one major benefit to the gay marriage ordinance: housing minimization.<br />
<br />
Two married citizens take up half as much housing as two single citizens, so it's to your advantage to create as many opportunities as possible for your citizens to marry each other. In more than one game, I've been cruising along towards the end, and enacted same-sex marriage, and within two years I have empty apartment buildings all over the island because everyone's gone and moved in with a "roommate and very special friend". <img src="http://forum.kalypsomedia.com/images/smilies/wink.gif" style="vertical-align: middle;" border="0" alt="Wink" title="Wink" /><br />
<br />
Incidentally, on the subject, has anyone observed gay couples actually having children? I've seen gay couples <span style="font-style: italic;">with</span> children, but this can easily be explained. (The children might be from one of their former--heterosexual--relationships.) I'm wondering if the game ever creates children for gay couples (in which case they're adopted) or if they can only come from heterosexual marriages.<br />
<br />
I'm pretty sure all Tropicans aren't fully bisexual (again, the phenomenon of my housing emptying out seems to happen quite quickly and suddenly, so it seems like a lot of single Tropicans were waiting for the opportunity to get gay-married to each other), but I'm curious about how others think the game sorts this out.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[How to increase population?]]></title>
			<link>http://forum.kalypsomedia.com/showthread.php?tid=4131</link>
			<pubDate>Wed, 10 Mar 2010 03:07:32 +0100</pubDate>
			<guid isPermaLink="false">http://forum.kalypsomedia.com/showthread.php?tid=4131</guid>
			<description><![CDATA[I cant seem to raise my population above 508. I have nearly 2 million dollars, lots of jobs, my uneducated make 40&#36; and it's higher for everyone else. Theres adequate housing and healthcare, food etc. I have activated a contraception ban and changed all of my hospitals to obstentrics to increase birth. <br />
<br />
<br />
How do I get more people? I can't get enough employees and right now it is static at 508 citizens.<hr />
So ive decided that the xbox version must just max out at 508 citizens. I pay every single employee maximum salary, have more housing than people, more jobs than people, have over 2 million &#36;&#36; nos, a tourist rating of 80 and 100 from every group but the nationalists which is 90. <br />
<br />
If there is some other way to raise the population I don't know. Sucks because I can't run my island with this lack of people.]]></description>
			<content:encoded><![CDATA[I cant seem to raise my population above 508. I have nearly 2 million dollars, lots of jobs, my uneducated make 40&#36; and it's higher for everyone else. Theres adequate housing and healthcare, food etc. I have activated a contraception ban and changed all of my hospitals to obstentrics to increase birth. <br />
<br />
<br />
How do I get more people? I can't get enough employees and right now it is static at 508 citizens.<hr />
So ive decided that the xbox version must just max out at 508 citizens. I pay every single employee maximum salary, have more housing than people, more jobs than people, have over 2 million &#36;&#36; nos, a tourist rating of 80 and 100 from every group but the nationalists which is 90. <br />
<br />
If there is some other way to raise the population I don't know. Sucks because I can't run my island with this lack of people.]]></content:encoded>
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			<title><![CDATA[Fragen und Lob]]></title>
			<link>http://forum.kalypsomedia.com/showthread.php?tid=4130</link>
			<pubDate>Tue, 09 Mar 2010 21:37:19 +0100</pubDate>
			<guid isPermaLink="false">http://forum.kalypsomedia.com/showthread.php?tid=4130</guid>
			<description><![CDATA[Hallo zusammen,<br />
<br />
zuerst wollte ich mal sagen das ich mich noch nie für ein Spiel in einem Forum angemeldet habe <img src="http://forum.kalypsomedia.com/images/smilies/wink.gif" style="vertical-align: middle;" border="0" alt="Wink" title="Wink" /> Ich habe nur immer stets aufmerksam gelesen (auch in anderen Foren). Nun bin ich sehr erfreut das sich endlich eine Firma wieder an einer WiSim traut. Ich gehöhre vll schon zu einem "älteren" Schlag der PC-Freunde und spiele aktiv seit meinem XT <img src="http://forum.kalypsomedia.com/images/smilies/wink.gif" style="vertical-align: middle;" border="0" alt="Wink" title="Wink" /> <br />
<br />
Nicht nur ich sondern auch mein gesamter Freundeskreis haben Wochen zusammen verbracht vor Capitalism, Transport Tycoon, MAD TV usw. und nur in ganz wenigen Ausnahmen habe ich ein Betreiber Board gesehn wo die Macher des Spiels sich wirklich den Fragen annehmen. <br />
<br />
Dafür ein <span style="font-weight: bold;">Riesen</span> Lob. Sowas gibt es nur noch  selten und war mir Persönlich nur noch von Ikarion bekannt. <br />
<br />
Nun habe ich aber eine Frage, und zwar wann das Spiel über Steam zu erhalten ist ? Ich Frage ausdem Grund da wir das Spiel Hauptsächlich im Multiplayerspielen wollen und uns alle daher noch kein Laden Spiel gekauft haben. <br />
<br />
Habt ihr dort schon geneu Infos ?`Wurde schon alles umgesetzt für einen Steam start ?<br />
<br />
Dann würde ich gerne wissen ob es sich um einen reinen LAN Modus handelt, sprich, können wir das Spiel auch auf einer LAN (ja sowas gibt es noch bei uns <img src="http://forum.kalypsomedia.com/images/smilies/wink.gif" style="vertical-align: middle;" border="0" alt="Wink" title="Wink" /> )  spielen ohne mit eurem Server verbunden zu sein ?<br />
<br />
Natürlich sind heutzutage alles Spiele von ihren Verkaufszahlen abhängig. Auch wenn ihr wohl keine genauen nennen werdet, wurde das Soll in der erste Woche erreich ? Das würd ich nur rein Informativ wissen wollen<br />
<br />
Ansonsten weiter machen <img src="http://forum.kalypsomedia.com/images/smilies/wink.gif" style="vertical-align: middle;" border="0" alt="Wink" title="Wink" /><br />
<br />
MfG<br />
Michael 'pit']]></description>
			<content:encoded><![CDATA[Hallo zusammen,<br />
<br />
zuerst wollte ich mal sagen das ich mich noch nie für ein Spiel in einem Forum angemeldet habe <img src="http://forum.kalypsomedia.com/images/smilies/wink.gif" style="vertical-align: middle;" border="0" alt="Wink" title="Wink" /> Ich habe nur immer stets aufmerksam gelesen (auch in anderen Foren). Nun bin ich sehr erfreut das sich endlich eine Firma wieder an einer WiSim traut. Ich gehöhre vll schon zu einem "älteren" Schlag der PC-Freunde und spiele aktiv seit meinem XT <img src="http://forum.kalypsomedia.com/images/smilies/wink.gif" style="vertical-align: middle;" border="0" alt="Wink" title="Wink" /> <br />
<br />
Nicht nur ich sondern auch mein gesamter Freundeskreis haben Wochen zusammen verbracht vor Capitalism, Transport Tycoon, MAD TV usw. und nur in ganz wenigen Ausnahmen habe ich ein Betreiber Board gesehn wo die Macher des Spiels sich wirklich den Fragen annehmen. <br />
<br />
Dafür ein <span style="font-weight: bold;">Riesen</span> Lob. Sowas gibt es nur noch  selten und war mir Persönlich nur noch von Ikarion bekannt. <br />
<br />
Nun habe ich aber eine Frage, und zwar wann das Spiel über Steam zu erhalten ist ? Ich Frage ausdem Grund da wir das Spiel Hauptsächlich im Multiplayerspielen wollen und uns alle daher noch kein Laden Spiel gekauft haben. <br />
<br />
Habt ihr dort schon geneu Infos ?`Wurde schon alles umgesetzt für einen Steam start ?<br />
<br />
Dann würde ich gerne wissen ob es sich um einen reinen LAN Modus handelt, sprich, können wir das Spiel auch auf einer LAN (ja sowas gibt es noch bei uns <img src="http://forum.kalypsomedia.com/images/smilies/wink.gif" style="vertical-align: middle;" border="0" alt="Wink" title="Wink" /> )  spielen ohne mit eurem Server verbunden zu sein ?<br />
<br />
Natürlich sind heutzutage alles Spiele von ihren Verkaufszahlen abhängig. Auch wenn ihr wohl keine genauen nennen werdet, wurde das Soll in der erste Woche erreich ? Das würd ich nur rein Informativ wissen wollen<br />
<br />
Ansonsten weiter machen <img src="http://forum.kalypsomedia.com/images/smilies/wink.gif" style="vertical-align: middle;" border="0" alt="Wink" title="Wink" /><br />
<br />
MfG<br />
Michael 'pit']]></content:encoded>
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			<title><![CDATA[The Official Tropico 3 Expansion "Absolute Power" Suggestion Thread]]></title>
			<link>http://forum.kalypsomedia.com/showthread.php?tid=4129</link>
			<pubDate>Tue, 09 Mar 2010 16:20:37 +0100</pubDate>
			<guid isPermaLink="false">http://forum.kalypsomedia.com/showthread.php?tid=4129</guid>
			<description><![CDATA[Goooooooooooood Morning Tropico!<br />
<br />
The sun is shining bright, and it is a perfect day for talking about the latest Tropico 3 expansion "Absolute Power"<br />
<br />
This thread is intended to be a large repository for suggestions pertaining to the new expansion based on "what we know so far." This is the place to go to either applaud changes being made in the expansion, suggest additional improvements, or to lament over things that are apparently being left out. According to Timo:<br />
<br />
<blockquote><cite><span> (09-03-2010 02:43 PM)</span>Timo Wrote: <a href="http://forum.kalypsomedia.com/showthread.php?pid=37476#pid37476" class="quick_jump">&nbsp;</a></cite>It's never too late for expansion suggestions and we have a number of threads on this topic, so please feel free to use them. We're mostly set as far as new buildings and art goes, but balancing issues and minor things are still subject to change.</blockquote>
<br />
If for some reason you missed the original post regarding the expansion... it is here:<br />
<br />
<a href="http://forum.kalypsomedia.com/showthread.php?tid=4043&amp;page=1" target="_blank">Tropico 3 "Absolute Power" Announced</a><br />
<br />
So... let the ranting and raving begin!<hr />
I will start with my kudos and lamentations from the expansion announcement thread...<br />
<br />
<blockquote><cite><span> (09-03-2010 04:05 PM)</span>FritoPatata Wrote: <a href="http://forum.kalypsomedia.com/showthread.php?pid=37485#pid37485" class="quick_jump">&nbsp;</a></cite>Alright, time for me to weigh in on what I see regarding the expansion announcement.<br />
<br />
<span style="text-decoration: underline;"><span style="font-weight: bold;"><span style="font-size: x-large;">Things I Like:</span></span></span><br />
<ol type="1">
<li>I like the Wind Turbines I saw in one of the screen shots. It is nice to see that we will be provided a "greener" option for power plants. Also, these wind turbines I'm sure will have a smaller footprint, allowing for easier placement on islands. Right now on large islands with limited space, finding a place to put a big hulking power plant is a problem. Glad to see it addressed.</li>
<li>I like that it seems entertainment options are being expanded, perhaps we will be able to set something as being intended for tourists vs. tropicans? That would be REALLY nice to see, so that our populations do not do so much mingling.</li>
<li>Landmarks. Awesome. This is something that has been missing, something to add a unique flavor to an island.</li>
<li>I am excited at the prospects of what looks like expansion to the military side of the game... I see in the screenshots large Satellite dishes, which i am assuming are there as military satellite receivers? Also, that missile silo intrigues me.</li>
<li>I applaud the addition of a second road type to add some variety and give something more appropriate for the rural areas of the island.<br />
</li></ol>
<br />
<span style="text-decoration: underline;"><span style="font-weight: bold;"><span style="font-size: x-large;">Things I DON'T Like:</span></span></span><br />
Most of this list will deal with things that I feel are missing from this expansion that should have been added (or just have not been revealed yet)<br />
<ol type="1">
<li>In the expansion, you are including a lower capacity gravel road, as well as smaller garages (which I assume will also have lower capacity). What about higher capacity roads? We really could use some more expensive but higher capacity options to help with the gridlock current players are facing on their larger islands. Avenues would have been nice. They could take up more space, but have 2 travel lanes on each side, as well as maybe a turning lane in the middle. I feel this is a huge oversight.</li>
<li>Helipads. Something that should have been added a long time ago. Either for tourism purposes, or for the rich to get around. What good is having a beautiful island, if you can't make tourists pay out the ass to fly around it and check it out.</li>
<li>Adding a faction to sandbox modes as "prevalent" is nice. But how about the ability to make one a "minority"? It would certainly make for more interesting scenario options if say we could lead a capitalist island where communism has little to no pull. Also, it isn't clear if we will be able to select the prevalent faction or if it is randomly assigned.<br />
</li></ol>
<br />
<br />
Just my two cents.</blockquote>
<br />
Also, I would like to note this interesting reply from Timo:<br />
<br />
<blockquote><cite><span> (09-03-2010 04:11 PM)</span>Timo Wrote: <a href="http://forum.kalypsomedia.com/showthread.php?pid=37486#pid37486" class="quick_jump">&nbsp;</a></cite><blockquote><cite><span> (09-03-2010 04:05 PM)</span>FritoPatata Wrote: <a href="http://forum.kalypsomedia.com/showthread.php?pid=37485#pid37485" class="quick_jump">&nbsp;</a></cite>What good is having a beautiful island, if you can't make tourists pay out the ass to fly around it and check it out.</blockquote>
<br />
Please note that there are still things we haven't reveiled about "Absolute Power". Also note how I quoted this particular paragraph. ^^</blockquote>
<br />
This seems to let on that... We might be getting Helipads! Which makes me very happy indeed. It also could just mean that there will be some sort of air tourism provided for tourists who wish to pay for aerial tours of the island. It also could mean new transport for the rich. Still, it seems based on Timo's reply that there will be some form of new air transport, whether for tourism or transportation purposes.]]></description>
			<content:encoded><![CDATA[Goooooooooooood Morning Tropico!<br />
<br />
The sun is shining bright, and it is a perfect day for talking about the latest Tropico 3 expansion "Absolute Power"<br />
<br />
This thread is intended to be a large repository for suggestions pertaining to the new expansion based on "what we know so far." This is the place to go to either applaud changes being made in the expansion, suggest additional improvements, or to lament over things that are apparently being left out. According to Timo:<br />
<br />
<blockquote><cite><span> (09-03-2010 02:43 PM)</span>Timo Wrote: <a href="http://forum.kalypsomedia.com/showthread.php?pid=37476#pid37476" class="quick_jump">&nbsp;</a></cite>It's never too late for expansion suggestions and we have a number of threads on this topic, so please feel free to use them. We're mostly set as far as new buildings and art goes, but balancing issues and minor things are still subject to change.</blockquote>
<br />
If for some reason you missed the original post regarding the expansion... it is here:<br />
<br />
<a href="http://forum.kalypsomedia.com/showthread.php?tid=4043&amp;page=1" target="_blank">Tropico 3 "Absolute Power" Announced</a><br />
<br />
So... let the ranting and raving begin!<hr />
I will start with my kudos and lamentations from the expansion announcement thread...<br />
<br />
<blockquote><cite><span> (09-03-2010 04:05 PM)</span>FritoPatata Wrote: <a href="http://forum.kalypsomedia.com/showthread.php?pid=37485#pid37485" class="quick_jump">&nbsp;</a></cite>Alright, time for me to weigh in on what I see regarding the expansion announcement.<br />
<br />
<span style="text-decoration: underline;"><span style="font-weight: bold;"><span style="font-size: x-large;">Things I Like:</span></span></span><br />
<ol type="1">
<li>I like the Wind Turbines I saw in one of the screen shots. It is nice to see that we will be provided a "greener" option for power plants. Also, these wind turbines I'm sure will have a smaller footprint, allowing for easier placement on islands. Right now on large islands with limited space, finding a place to put a big hulking power plant is a problem. Glad to see it addressed.</li>
<li>I like that it seems entertainment options are being expanded, perhaps we will be able to set something as being intended for tourists vs. tropicans? That would be REALLY nice to see, so that our populations do not do so much mingling.</li>
<li>Landmarks. Awesome. This is something that has been missing, something to add a unique flavor to an island.</li>
<li>I am excited at the prospects of what looks like expansion to the military side of the game... I see in the screenshots large Satellite dishes, which i am assuming are there as military satellite receivers? Also, that missile silo intrigues me.</li>
<li>I applaud the addition of a second road type to add some variety and give something more appropriate for the rural areas of the island.<br />
</li></ol>
<br />
<span style="text-decoration: underline;"><span style="font-weight: bold;"><span style="font-size: x-large;">Things I DON'T Like:</span></span></span><br />
Most of this list will deal with things that I feel are missing from this expansion that should have been added (or just have not been revealed yet)<br />
<ol type="1">
<li>In the expansion, you are including a lower capacity gravel road, as well as smaller garages (which I assume will also have lower capacity). What about higher capacity roads? We really could use some more expensive but higher capacity options to help with the gridlock current players are facing on their larger islands. Avenues would have been nice. They could take up more space, but have 2 travel lanes on each side, as well as maybe a turning lane in the middle. I feel this is a huge oversight.</li>
<li>Helipads. Something that should have been added a long time ago. Either for tourism purposes, or for the rich to get around. What good is having a beautiful island, if you can't make tourists pay out the ass to fly around it and check it out.</li>
<li>Adding a faction to sandbox modes as "prevalent" is nice. But how about the ability to make one a "minority"? It would certainly make for more interesting scenario options if say we could lead a capitalist island where communism has little to no pull. Also, it isn't clear if we will be able to select the prevalent faction or if it is randomly assigned.<br />
</li></ol>
<br />
<br />
Just my two cents.</blockquote>
<br />
Also, I would like to note this interesting reply from Timo:<br />
<br />
<blockquote><cite><span> (09-03-2010 04:11 PM)</span>Timo Wrote: <a href="http://forum.kalypsomedia.com/showthread.php?pid=37486#pid37486" class="quick_jump">&nbsp;</a></cite><blockquote><cite><span> (09-03-2010 04:05 PM)</span>FritoPatata Wrote: <a href="http://forum.kalypsomedia.com/showthread.php?pid=37485#pid37485" class="quick_jump">&nbsp;</a></cite>What good is having a beautiful island, if you can't make tourists pay out the ass to fly around it and check it out.</blockquote>
<br />
Please note that there are still things we haven't reveiled about "Absolute Power". Also note how I quoted this particular paragraph. ^^</blockquote>
<br />
This seems to let on that... We might be getting Helipads! Which makes me very happy indeed. It also could just mean that there will be some sort of air tourism provided for tourists who wish to pay for aerial tours of the island. It also could mean new transport for the rich. Still, it seems based on Timo's reply that there will be some form of new air transport, whether for tourism or transportation purposes.]]></content:encoded>
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		<item>
			<title><![CDATA[grand ages of rome and DX 11]]></title>
			<link>http://forum.kalypsomedia.com/showthread.php?tid=4128</link>
			<pubDate>Tue, 09 Mar 2010 15:55:55 +0100</pubDate>
			<guid isPermaLink="false">http://forum.kalypsomedia.com/showthread.php?tid=4128</guid>
			<description><![CDATA[i'm getting a error when i try to start Grand Ages Of Rome on my PC it says i need a DX 9 compatable video card and i currently am running windows vista and DX 11 is there any way to fix this issue?]]></description>
			<content:encoded><![CDATA[i'm getting a error when i try to start Grand Ages Of Rome on my PC it says i need a DX 9 compatable video card and i currently am running windows vista and DX 11 is there any way to fix this issue?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Pirate Cove]]></title>
			<link>http://forum.kalypsomedia.com/showthread.php?tid=4127</link>
			<pubDate>Tue, 09 Mar 2010 15:13:53 +0100</pubDate>
			<guid isPermaLink="false">http://forum.kalypsomedia.com/showthread.php?tid=4127</guid>
			<description><![CDATA[I only have 4 challenges under my belt, and obviously each have been getting a bit harder for me to get through. However, the pirate cove challange is killing me. I feel like things are going good and then WHAM, US invades is typically how it ends. I've tried this one at least6 or7 times now. Here's my basic strategy for Pirate Cove. (objective is to hide away as much into Swiss Bank Account as possible and remain in power for 25yrs).<br />
<br />
I start by imposing the building permit edict. I start out by leaving the corn farm next to the hill, but demo the other farm and build another on the hill right away. Next I build 2 mines, each specific to the huge Iron &amp; Bauxite deposites to get some &#36;&#36; coming in. Next I build a Garage next to the teamster office. Next I create a road loop to the mines and around the huge tobacco area to the right of the palace, then put up 2 tobacco farms. Next I add a couple pubs, one near the palace and one near the mines and finally a tenament near the mines. And finally build a market and immigration office near the palace. By this time, I'm probably 5-8K in the hole, so I wait a while for the &#36;&#36; to start coming in. While I'm waiting, I bump up all the pay for the non-skilled workers to &#36;10 and also bump up the rent in the tenaments to &#36;3.<br />
<br />
After I get the economy back to a positive, I build a church and try to increase the housing a little bit. By this time, I usually have enough &#36;&#36; to build a cigar factory. After that is built I start working on clinics, highschool and other things.<br />
<br />
My last couple run throughs, I've build a bank early using the slush fund option and to help reduce building costs. One thing I am having a lot of trouble with is keeping my skilled workers. After shutting the game off last night I started to wonder if it was because I only had low rent tenaments and if I should build a better, higher rent apartment complex for the skilled workers? Will that help me to keep my skilled workers happy so they don't leave?<br />
<br />
Any suggestions to my strategy here? I don't know why, but the US usually ends up invading the island, but through the game, I really don't have anything going on which would provoke them to invade. Out of the 5-6 times I've played this one, they've invaded at least 3 times. The other time I lost an election.<br />
<br />
I've also tried the tourist strategy on this island, but it's incredibly hard to keep the normal island functioning bringing in the high &#36;&#36;, while maintaining the tourism. &#36;&#36; just doesn't come in fast enough to keep the tourists happy and boarded up properly.]]></description>
			<content:encoded><![CDATA[I only have 4 challenges under my belt, and obviously each have been getting a bit harder for me to get through. However, the pirate cove challange is killing me. I feel like things are going good and then WHAM, US invades is typically how it ends. I've tried this one at least6 or7 times now. Here's my basic strategy for Pirate Cove. (objective is to hide away as much into Swiss Bank Account as possible and remain in power for 25yrs).<br />
<br />
I start by imposing the building permit edict. I start out by leaving the corn farm next to the hill, but demo the other farm and build another on the hill right away. Next I build 2 mines, each specific to the huge Iron &amp; Bauxite deposites to get some &#36;&#36; coming in. Next I build a Garage next to the teamster office. Next I create a road loop to the mines and around the huge tobacco area to the right of the palace, then put up 2 tobacco farms. Next I add a couple pubs, one near the palace and one near the mines and finally a tenament near the mines. And finally build a market and immigration office near the palace. By this time, I'm probably 5-8K in the hole, so I wait a while for the &#36;&#36; to start coming in. While I'm waiting, I bump up all the pay for the non-skilled workers to &#36;10 and also bump up the rent in the tenaments to &#36;3.<br />
<br />
After I get the economy back to a positive, I build a church and try to increase the housing a little bit. By this time, I usually have enough &#36;&#36; to build a cigar factory. After that is built I start working on clinics, highschool and other things.<br />
<br />
My last couple run throughs, I've build a bank early using the slush fund option and to help reduce building costs. One thing I am having a lot of trouble with is keeping my skilled workers. After shutting the game off last night I started to wonder if it was because I only had low rent tenaments and if I should build a better, higher rent apartment complex for the skilled workers? Will that help me to keep my skilled workers happy so they don't leave?<br />
<br />
Any suggestions to my strategy here? I don't know why, but the US usually ends up invading the island, but through the game, I really don't have anything going on which would provoke them to invade. Out of the 5-6 times I've played this one, they've invaded at least 3 times. The other time I lost an election.<br />
<br />
I've also tried the tourist strategy on this island, but it's incredibly hard to keep the normal island functioning bringing in the high &#36;&#36;, while maintaining the tourism. &#36;&#36; just doesn't come in fast enough to keep the tourists happy and boarded up properly.]]></content:encoded>
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		<item>
			<title><![CDATA[Kalypso Media to publish DISCIPLES III]]></title>
			<link>http://forum.kalypsomedia.com/showthread.php?tid=4125</link>
			<pubDate>Tue, 09 Mar 2010 09:39:21 +0100</pubDate>
			<guid isPermaLink="false">http://forum.kalypsomedia.com/showthread.php?tid=4125</guid>
			<description><![CDATA[<span style="font-weight: bold;">Epic turn-based sword and sorcery title coming in summer 2010 for PC</span><br />
<br />
<span style="font-style: italic;">Worms, Bracknell, Baltimore - March 8th, 2010</span><br />
<br />
Kalypso Media, a global publisher of award-winning PC and console games, is pleased to announce an agreement with game developer and publisher Akella that grants Kalypso Media the rights to market and publish Disciples III: Renaissance in North America, Western Europe and Asia Pacific territories.  Disciples III: Renaissance is a standalone turn-based RPG/strategy game set in an expansive fantasy world, offering players action, adventure and glory.  Stunning 3D environments, three playable races, and multiplayer functionality all combine to offer an outstanding gameplay experience.  Kalypso Media will release Disciples III: Renaissance in summer 2010 on Windows PC.<br />
<br />
“Disciples III: Renaissance is a perfect fit with Kalypso’s portfolio of top-quality strategy games, and we are excited to partner with Akella to release this title to gamers around the world,” said Simon Hellwig, Managing Director, Kalypso Media. “Disciples III is poised to take this award-winning strategy franchise to the next level by appealing to existing fans and newcomers to the series.”<br />
<br />
“Everyone at Akella has a deep respect and love for the Disciples brand,” said Dmitry Arkhipov, Vice-President of Development at Akella.  “Our team is dedicated and passionate about ensuring that Disciples III: Renaissance takes the franchise further by providing fans more dynamic gameplay and deeper strategies in an incredibly atmospheric and rich 3D world.  Kalypso is the perfect partner to work with to ensure that Disciples III: Renaissance will be delivered to gamers around the world.”<br />
<br />
Disciples III: Renaissance is the next title in the award winning Disciples series and represents a leap forward in the evolution of the turn-based RPG/strategy genre. Building on the successes of the first two games, Disciples III: Renaissance introduces a host of new features as well as the compelling gameplay that made the previous titles so popular. <br />
<br />
Key features:<br />
<ul>
<li>Three playable races - The Empire, the Legions of the Damned and the Elven Alliance. Each race has unique units and city designs.</li>
<li>Cities, locations, units and other game assets are now represented in full 3D</li>
<li>Advances in gameplay allow increased fluidity in multiplayer games and less downtime in single-player games</li>
<li>A new upgrade system allows the player to assign attributes to their leader units. This system employs inventories and new stats and abilities</li>
<li>Visual representation of characters’ equipped armor, weapons and artifacts<br />
</li></ul>
]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;">Epic turn-based sword and sorcery title coming in summer 2010 for PC</span><br />
<br />
<span style="font-style: italic;">Worms, Bracknell, Baltimore - March 8th, 2010</span><br />
<br />
Kalypso Media, a global publisher of award-winning PC and console games, is pleased to announce an agreement with game developer and publisher Akella that grants Kalypso Media the rights to market and publish Disciples III: Renaissance in North America, Western Europe and Asia Pacific territories.  Disciples III: Renaissance is a standalone turn-based RPG/strategy game set in an expansive fantasy world, offering players action, adventure and glory.  Stunning 3D environments, three playable races, and multiplayer functionality all combine to offer an outstanding gameplay experience.  Kalypso Media will release Disciples III: Renaissance in summer 2010 on Windows PC.<br />
<br />
“Disciples III: Renaissance is a perfect fit with Kalypso’s portfolio of top-quality strategy games, and we are excited to partner with Akella to release this title to gamers around the world,” said Simon Hellwig, Managing Director, Kalypso Media. “Disciples III is poised to take this award-winning strategy franchise to the next level by appealing to existing fans and newcomers to the series.”<br />
<br />
“Everyone at Akella has a deep respect and love for the Disciples brand,” said Dmitry Arkhipov, Vice-President of Development at Akella.  “Our team is dedicated and passionate about ensuring that Disciples III: Renaissance takes the franchise further by providing fans more dynamic gameplay and deeper strategies in an incredibly atmospheric and rich 3D world.  Kalypso is the perfect partner to work with to ensure that Disciples III: Renaissance will be delivered to gamers around the world.”<br />
<br />
Disciples III: Renaissance is the next title in the award winning Disciples series and represents a leap forward in the evolution of the turn-based RPG/strategy genre. Building on the successes of the first two games, Disciples III: Renaissance introduces a host of new features as well as the compelling gameplay that made the previous titles so popular. <br />
<br />
Key features:<br />
<ul>
<li>Three playable races - The Empire, the Legions of the Damned and the Elven Alliance. Each race has unique units and city designs.</li>
<li>Cities, locations, units and other game assets are now represented in full 3D</li>
<li>Advances in gameplay allow increased fluidity in multiplayer games and less downtime in single-player games</li>
<li>A new upgrade system allows the player to assign attributes to their leader units. This system employs inventories and new stats and abilities</li>
<li>Visual representation of characters’ equipped armor, weapons and artifacts<br />
</li></ul>
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Kalypso Media veröffentlicht DISCIPLES III]]></title>
			<link>http://forum.kalypsomedia.com/showthread.php?tid=4126</link>
			<pubDate>Tue, 09 Mar 2010 09:39:21 +0100</pubDate>
			<guid isPermaLink="false">http://forum.kalypsomedia.com/showthread.php?tid=4126</guid>
			<description><![CDATA[<span style="font-weight: bold;">Kalypso Media veröffentlicht DISCIPLES III</span><br />
<br />
<span style="font-style: italic;">Worms, Bracknell, Baltimore - 08. März 2010</span><br />
<br />
Kalypso Media und Akella haben ein weltweites Publishingabkommen - exklusive Russland und Ost-Europa - für das langerwartete Strategierollenspiel DSCIPLES III abgeschlossen. Das Spiel erscheint noch in diesem Juni im deutschsprachigen Raum.<br />
<br />
"Wir freuen uns sehr, DISCPLES III demnächst in Deutschland sowie in Nord-Amerika und weiteren Territorien veröffentlichen und unser starkes Line Up für 2010 mit einem hochwertigen Titel weiter ausbauen zu können und freuen uns auf die Zusammenarbeit mit Akella.", so Simon Hellwig, Global Managing Director Kalypso Media Group.<br />
<br />
Im dritten Teil der weltweit erfolgreichen rundenbasierten Strategieserie kann der Spieler zwischen drei Rassen wählen um sich gegen seine Gegner zur Wehr zu setzen. Präsentiert in einer detailreichen 3D Umgebung mit einem komplexen Gameplay wird es nicht nur Strategie-, sondern auch Rollenspieler lange vor den heimischen PC fesseln.<br />
<br />
Features:<br />
<ul>
<li>Drei spielbare Rassen - Das Imperium, die Legion der Verdammten und die Elfen-Allianz. Jedes Volk hat einzigartige Einheiten und Städte.</li>
<li>Alle Städte, Landschaften und Einheiten werden von der modernen 3D-Engine dargestellt.</li>
<li>Weiterentwicklung im Spieldesign ermöglichen einen flüssigeren Ablauf im Mehrspielermodus und weniger Pausen im Einzelspielermodus.</li>
<li>Ein neues Upgradesystem ermöglicht dem Spieler seinem Charakter individuelle Eigenschaftspunkte zu vergeben und deren Inventar zu verwalten.</li>
<li>Jeder Ausrüstungsgegenstand verändert das Aussehen des Spielcharakters.<br />
</li></ul>
]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;">Kalypso Media veröffentlicht DISCIPLES III</span><br />
<br />
<span style="font-style: italic;">Worms, Bracknell, Baltimore - 08. März 2010</span><br />
<br />
Kalypso Media und Akella haben ein weltweites Publishingabkommen - exklusive Russland und Ost-Europa - für das langerwartete Strategierollenspiel DSCIPLES III abgeschlossen. Das Spiel erscheint noch in diesem Juni im deutschsprachigen Raum.<br />
<br />
"Wir freuen uns sehr, DISCPLES III demnächst in Deutschland sowie in Nord-Amerika und weiteren Territorien veröffentlichen und unser starkes Line Up für 2010 mit einem hochwertigen Titel weiter ausbauen zu können und freuen uns auf die Zusammenarbeit mit Akella.", so Simon Hellwig, Global Managing Director Kalypso Media Group.<br />
<br />
Im dritten Teil der weltweit erfolgreichen rundenbasierten Strategieserie kann der Spieler zwischen drei Rassen wählen um sich gegen seine Gegner zur Wehr zu setzen. Präsentiert in einer detailreichen 3D Umgebung mit einem komplexen Gameplay wird es nicht nur Strategie-, sondern auch Rollenspieler lange vor den heimischen PC fesseln.<br />
<br />
Features:<br />
<ul>
<li>Drei spielbare Rassen - Das Imperium, die Legion der Verdammten und die Elfen-Allianz. Jedes Volk hat einzigartige Einheiten und Städte.</li>
<li>Alle Städte, Landschaften und Einheiten werden von der modernen 3D-Engine dargestellt.</li>
<li>Weiterentwicklung im Spieldesign ermöglichen einen flüssigeren Ablauf im Mehrspielermodus und weniger Pausen im Einzelspielermodus.</li>
<li>Ein neues Upgradesystem ermöglicht dem Spieler seinem Charakter individuelle Eigenschaftspunkte zu vergeben und deren Inventar zu verwalten.</li>
<li>Jeder Ausrüstungsgegenstand verändert das Aussehen des Spielcharakters.<br />
</li></ul>
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Startproblem bei mud tv]]></title>
			<link>http://forum.kalypsomedia.com/showthread.php?tid=4124</link>
			<pubDate>Tue, 09 Mar 2010 09:06:59 +0100</pubDate>
			<guid isPermaLink="false">http://forum.kalypsomedia.com/showthread.php?tid=4124</guid>
			<description><![CDATA[Hallo liebes Forum. Ich bin neu hier im Forum deshalb sorry falsich im falschen Bereich Poste.<br />
Hab mir MUD TV gekauft und habe die selben Fehler wie schon so zahlreich beschrieben. Mein system: WinXp pro SP3, amd dualcore 4200, gforce 9400GT, Asus mainboard mit NVidia Chipsatz. <br />
Intro läuft einwandfrei. Aber beim starten des toturials oder der Kampange kommt der Ladebildschirm und kurz danach die meldung:...hat ein problem festgestellt und muss beendet werden. hatte das prob auchschon beider demo. habe das spiel auf 1.6gepatcht. Wie bekomme ich das game zum laufen OHNE mir ein neuen pc oder ein neues BS zu kaufen ;-).... wie kann ich meine log datei posten??? bin auch per icq erreichbar: 498002007]]></description>
			<content:encoded><![CDATA[Hallo liebes Forum. Ich bin neu hier im Forum deshalb sorry falsich im falschen Bereich Poste.<br />
Hab mir MUD TV gekauft und habe die selben Fehler wie schon so zahlreich beschrieben. Mein system: WinXp pro SP3, amd dualcore 4200, gforce 9400GT, Asus mainboard mit NVidia Chipsatz. <br />
Intro läuft einwandfrei. Aber beim starten des toturials oder der Kampange kommt der Ladebildschirm und kurz danach die meldung:...hat ein problem festgestellt und muss beendet werden. hatte das prob auchschon beider demo. habe das spiel auf 1.6gepatcht. Wie bekomme ich das game zum laufen OHNE mir ein neuen pc oder ein neues BS zu kaufen ;-).... wie kann ich meine log datei posten??? bin auch per icq erreichbar: 498002007]]></content:encoded>
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		<item>
			<title><![CDATA[GAR Gold always low textures]]></title>
			<link>http://forum.kalypsomedia.com/showthread.php?tid=4123</link>
			<pubDate>Tue, 09 Mar 2010 05:01:51 +0100</pubDate>
			<guid isPermaLink="false">http://forum.kalypsomedia.com/showthread.php?tid=4123</guid>
			<description><![CDATA[In the expansion (UK import of GAR Gold) I am always getting the lowest textures. The terrain is OK, but buildings and boulders look very bad. See solution in next post. Is there any better solution? I don't think this solution is completely stable, I'm getting application errors in Rome.exe. It also doesn't give me my nice glowing torches in the insulae and various other buildings at night.<br />
<br />
As the game installed by default, new buildings load the right textures - Tax Office, Odeum, Outpost (everything in expansion.hpk). The debug logs in the application data folder initially listed pretty much every texture. With my workaround, the textures listed below remain.]]></description>
			<content:encoded><![CDATA[In the expansion (UK import of GAR Gold) I am always getting the lowest textures. The terrain is OK, but buildings and boulders look very bad. See solution in next post. Is there any better solution? I don't think this solution is completely stable, I'm getting application errors in Rome.exe. It also doesn't give me my nice glowing torches in the insulae and various other buildings at night.<br />
<br />
As the game installed by default, new buildings load the right textures - Tax Office, Odeum, Outpost (everything in expansion.hpk). The debug logs in the application data folder initially listed pretty much every texture. With my workaround, the textures listed below remain.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Neuer Patch?]]></title>
			<link>http://forum.kalypsomedia.com/showthread.php?tid=4122</link>
			<pubDate>Mon, 08 Mar 2010 14:13:57 +0100</pubDate>
			<guid isPermaLink="false">http://forum.kalypsomedia.com/showthread.php?tid=4122</guid>
			<description><![CDATA[Wird es noch einen Patch geben? Und wann ungefähr?]]></description>
			<content:encoded><![CDATA[Wird es noch einen Patch geben? Und wann ungefähr?]]></content:encoded>
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	</channel>
</rss>