|02-07-2012, 04:20 PM||#1|
Join Date: Nov 2008
Did I expect too much of this game in terms of a good tutorial?
Last year I wanted to get into city-building games. After researching I found that the Tropico and Anno-x franchises are the most popular ones.
I then played the Tropico 3 demo. And after that bought Tropico 3, it was in a sale and got it for about 4 euros.
Before I started playing it I first bought Anno 1404 and played its campaign. There, you have a campaign that also learns you about all the mechanics. Several side characters give you quests and help you along the way.
I liked that style of tutorial.
Today, I started playing Tropico 3. The first thing that put me of: the graphics?! Seriously, I'm not a fan-boy but you can't deny Anno 1404's graphics are way better. Tropico 3 feels quite old if you are used to Anno 1404.
Anyway, I assume I can look past that.
So I played through Tropico 3's tutorial. Which was decent enough.
Now, I just started the Campaign. They told me to make a minimum of 2 farms. Also don't place them in the green area but next to it.
That's what I did. They were build correctly.
I also got a pop-up that Fruitus Ltd (or something like that) wanted something.
Now, I can't see those tutorial messages again. TAB doesn't work here?
So I'm already stuck after a few minutes. I don't know what to do next and the game doesn't give any kind of help.
Also, I searched this forum and there have been more beginner questions topics (like http://forums.steampowered.com/forum....php?t=2055336 )
Does that mean there isn't really a system where the game explains all mechanics as you advance in the game?
So should I essentialy read all the "beginners help" threads here and then start playing the game?
Last edited by Asgaro: 02-07-2012 at 04:29 PM.
|02-08-2012, 01:30 AM||#2|
Join Date: Nov 2007
Anno games look good I agree especially 2070. Though Tropico has individual citizens models who wander around your island where as Anno is just buildings with animations.
As for tutorial I would make sure you play through that first. Then learn the rest as you go along. The game isn't all that hard honestly. Though Tropico 4 is more newbie friendly that is for sure.
I can tell you basically though its down to using the overlay to see what your resources are then building farms/mines. Make Church/Clinics/Housing as needed to keep people happy. Then get High School/College so you have educated workers then you can build advanced stuff. By the time you do that stuff just to develop the economy everyone will be happy and you can't lose anyway lol.
|02-09-2012, 08:02 PM||#3|
Join Date: Sep 2010
Tropico 3 (and 4) is incredibly easy once you get the hang of it.
Forget about housing. The highest priority from the start is to build some income producing buildings (e.g. tobacco, mines, logging). Not only do these generate a fair amount of money, but they can be used to feed industry later.
Next is an Immigration Office, so you can control how many people are coming to your island. Try to adjust the immigration policy so that there's always full employment with maybe a few unemployed people on the island (check the almanac frequently). Keep an eye on this throughout the game.
Another good building to get early is the Diplomatic Ministry, since that lets you access Foreign Aid edicts, including Humanitarian Aid (free food/health care for five years) and USSR Aid (half priced apartments and tenements).
Other early priorities should be a church, entertainment buildings, and a high school once you can afford it. Humanitarian Aid is only good for 5 years so start to build some food producing buildings (e.g. corn, fishing). You need something like 1 food producing building for every 100 people. You'll know you don't have enough if you ever see a message saying people are dying of starvation. Also start building clinics for when your humanitarian aid runs out (you'll know you don't have enough if you get a message saying people died due to lack of health care).
Don't worry about housing too much until you get your economy going a bit, Your people can live in shacks for a while and deal with it. Maybe build some bunkhouses if you feel like being nice. And definitely don't start on apartments/tenements before getting the USSR Development Aid edict. Stick mostly with Apartments.
After that, start expanding with more income generating buildings and then when you can afford it, build some factories to turn those raw materials into more lucrative goods. Then you'll never have to worry about money again. Factory workers must be high school educated so make sure you have the school (and teachers) first!
When you can, build a power plant (US Aid edict gives you half priced power plants, or you can use more expensive wind power) so you can start constructing buildings that require electricity and upgrade your factories.
Once you're rolling in cash, you can begin to really start expanding. Begin by adding necessary buildings like the police station, armory, guard towers, a cathedral, and a college when you can. Also maybe some optional buildings like the grade school. Start expanding outward, making sure there are garages near the places people work and live. Build markets in population centers so people don't have to travel to farms to eat. Also make sure you have enough teamsters to transport goods around (check the output stores on production buildings. If it's piling up, you have too few teamsters). Make sure you have a good road and garage network so people can get around quickly and so you don't have traffic jams.
Keep an eye on the people's happiness, trying to keep it above 50 by addressing problem areas (check the almanac). Issue edicts that raise people's happiness like Police Sensitivity Training or Literacy as soon as you can. Try to keep wages above the Caribbean average if you can afford it. Charge 1/3rd the lowest wage for rent in apartments (the max people will pay), and have some rent free tenements for the unemployed.
Once you're established then just keep building building building to increase happiness (e.g. Dump, TV station), provide housing and work as more people come to the island, expand your industrial production, and address other needs as they arise. You can also expand into tourism if you want to (but I never do). Of course if you're playing campaign mode don't ignore mission objectives. You can review mission objectives in the almanac.
If you're about to lose an election, use the Tax Cut edict. If that doesn't work or you can't afford it, temporarily raise everyone's wages.
There, you are now a Tropico master.
Last edited by AgainstYT: 02-12-2012 at 12:02 PM.
|02-10-2012, 10:33 AM||#5|
Join Date: Jul 2010
Tropico 4 is much, much better for new players. I actually never got into 3 until after 4's tutorial! So get the demo of 4 and play the tutorial from it.
|02-12-2012, 04:28 PM||#6|
Join Date: Mar 2011
Yeah, this game is all about money.
UN aid, campaign promises and flagrant bribes will get you through your first election or two. Just get your economy going and then you can worry about housing.
The golden rule of this game is GOLD. Money. Moola. With it you can fix anything. Run into permanent debt, and you lose.
Mines are nearly a must in tropico 3 - they are the only resource building that generates good money and can be built quickly. Farms take about a year after they are built to do anything, and logging camps are just bad. The most efficent cash source is probably Mine to Sugar to Rum with Booze baron.
In Tropico 4, you can basically cheat by building a factory right by your docks, and then importing raw materials. Build multiple docks and factories and create an industrial district. This is really the only way to go - it makes your economy a hell of a lot more efficient in the long run, since you don't clog the roads with delivery trucks or have tons of low paying uneducated workers doing resource gathering jobs in the middle of nowhere.
Once the money is coming in, you can run a dictatorship, capitalist dream, or a socialist paradise. Up to you.
|02-24-2012, 06:47 PM||#7|
Join Date: Sep 2008
Industry is just ONE way of making money, however with proper planning, and of course excellent entertainment, tourism can land you big bucks and flood your existing buildings with extra cash!
Mining is handy, but unless you develope industry to revolve around it, it can be a dead end.
Farms are an excellent (and cheap) source of income, the best part being they create a lot of jobs for uneducated citizens.
Lumber yards are TERRIBLE sources of income by themselves, but they are part of a big chain that can yeild a lot of money. Investment wise it has a big bang for the buck, especially if you get a lumber mill, furniture manufacturer, shopping mall, and cap it off with a horticultural center to boost tree growth.
Don't be forsighted on the low hanging fruits. They are easiest to get sure, but the rippest are at the top xD
Experiment with each industry to learn what works, what doesn't, and what can combine to make a money mill. (I.E. furniture manufacturer + jewlery manufacturer + canned goods + Toursits + Shopping mall = HUGE cash!!)
Last edited by TheKritsTheyKil: 02-24-2012 at 06:50 PM.
|03-01-2012, 02:57 PM||#8|
Join Date: Sep 2010
Yes, the game does a bad job of explaining itself. For instance, the tutorial never shows the player how to deal with attacks. During the third mission that stressed tourism, I was told that there were four types of tourists, and was asked to choose which to cater to. No explanationn the differences were provided.
On another note, tourism should not be pushed aside casually in favor of industry. The barrier of entry with tourism is less than of industry. Cheaper buildings, and most can be staffed with uneducated workers. If you have a stretch of land with lots of beauty (particularly coastline), you can attract tourists with minimal investments. Even without actual attractions, they'll happily walk around and visit the same entertainment buildings you're using to keep your citizens happy, until you eventually can afford the nicer stuff. Hotel chains make positive cash flow just by themselves. Bungalows take up little space, can be far away from a road, and still net about $5-600 yearly. Fill little nooks and crannies with them.
By the way, if you get the cabaret up and running early, you have a nice decent source of income that actually satisfies citizen needs (as opposed to clinics and churches, which are money sinks).
Overall, the big flaw of the game is that it doesn't live up to its own promise. You should never actually HAVE to be a ruthless bastard who has to put down uprisings, fight off invaders, and arrange accidents for dissidents. It's really a shame that citizens are so easily placated (or even ignored) and revenue streams generally don't come at a higher price.
Last edited by steveg700: 03-01-2012 at 03:29 PM.