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The construction office has a radius. So if you need anything done you need to build a string of them. Very stupid. What's more, they walk from their homes to the offices, then to the construction sites. Even stupider.
I didn't have problems with the porters though.
(\__/) 07/07/1937 - Never forget
(='.'=) "Claims demand evidence; extraordinary claims demand extraordinary evidence." -- Carl Sagan
(")_(") "Starting the fire from within."
1. The closer their office is to the construction site/factory, the more work they will get done.
2. The closer their home is to the office, the more work they will get done.
3. The closer a food source is to their office and house, the more work they will get done.
4. The closer their recreation/church is to their office and house, the more work they will get done.
In other words, you have to minimalise the amount of walking they do. It can take a long time for those lazy bastards to walk around, and if you re trying to build something on the other side of the island, they'll want to go home by the time they get there, and will only do a couple swings of the hammer.
Likewise, if they spend all their time walking to that market place a mile away from their work and home, they'll not be around on the job as much.
The construction office has a radius. So if you need anything done you need to build a string of them. Very stupid. What's more, they walk from their homes to the offices, then to the construction sites. Even stupider.
Why is commute time stupid? Walk, drive (you want Sim City?), it's the same. It's a simplified model, but the result is real world - if you have a business remote from where it's employee's live, you'll have less production (game, they walk, real world, they don't work for you), and if you have a business office (or a contractor's parts and equipment yard) at a distance from a job site, you'll lose productivity there.
I didn't have problems with the porters though.
Porters eventually get stuff, but it's a similar process, especially when you have industry chains (and Tropico: Paradise Island gives you an extra step with the Furniture Factory), and you have multiple steps to get to the docks.
When all else fails, blame brown people. | Hire a teen, while they still know it all. | Trump-Palin 2016. "You're fired." "I quit."
Originally posted by Agathon
I have a soft spot for this game, but I'm not that great at it.
How the hell do you get your construction workers to actually do any work?
Same goes for the teamsters.
I love the game, plus the Paradise Island expansion, plus Tropico II. They're both long-time favorites of mine.
Worker happiness affects productivity, (so sweatshops lose efficiency over time) as does the distance the worker has to go to get the essentials of their lives.
If you really want to tweak things, you have to slow things down and look at the motivations of your workers - if you're building far away from the nearest church or cathedral, for example, it won't do you much good to have your nearby construction workers be religious. They'll either not have their needs met, make them unhappy, and thus unproductive slackers, or they'll spend all their time on the opposite end of the island, praising the Lord instead of swinging a hammer.
If you're close to a church, then you want religious types working there, but if you've fired the Jesus-freaks because you're working in a remote area, then build a pub and make it cheap.
Another thing you can do in a remote area is fire female construction workers and male farmers, so you get the women on the farms and the guys swinging the tools, then provide them with a cabaret - it's great for male recreation, but with the 1.2 patch (IIRC, it may be part of the Paradise Island expansion) , it has no effect on female recreation.
You have do develop parts of the island in blocks, and prioritize your main buildings. If I'm going to do a new section of an island, I like to do three construction buildings, raise the wages a dollar there, while firing everyone from three other construction buildings and locking them out so nobody rehires there unless I want to build more. When my workers show up, I want them working on new housing, a new corn farm (faster to get them food than a market, and a pub. I selectively evict them from their old housing, and kick out any non-construction workers moving into their new housing. This way, you get a bunch of workers whose main lives are centered close to the construction buildings, so you can get more productive hours out of them. Once they're all in and situated, switch from easy does it to sweatshop mode, but raise their pay considerably - the raise in pay offsets the job happiness loss from the sweatshop conditions (in the short and mid-term) and you get extra hours out of them, so that their "idle" time is used working for you, not wandering off beyond the immediate area where their critical needs are met.
When all else fails, blame brown people. | Hire a teen, while they still know it all. | Trump-Palin 2016. "You're fired." "I quit."
Thing about Tropico 2 that I don't like is that it basically all comes down to gambling. (apropriate for a pirate game, yes... ) ie. you send your ships out for a mission and it's mostly out of your control wether they come back alive or not - you can do things to raise their chances, but that's it. It is very easy to lose practically everything you've built for yourself in a single mission that you have no control over.
Oh, and the music in Tropico 2 is crap aswell. I felt the graphics when't as good either, kind of feels like a budget game compared to the original. Which is too bad, because atmosphere is a big part of those games.
I love the game, plus the Paradise Island expansion, plus Tropico II. They're both long-time favorites of mine.
I have the expansion, but T2 is not out for the mac yet. I'd need a new one to play it.
I love it but my wife thinks I'm weird because I showed here it by having my soldiers eliminate an old woman.
Worker happiness affects productivity, (so sweatshops lose efficiency over time) as does the distance the worker has to go to get the essentials of their lives.
OK the former sounds like the problem. What I've been doing is building them in stages at varying distances from my palace and making sure that there is a market and housing near first. I naturally wanted to treat them like slaves - I didn't realize this would slow them down (they're slaves after all ).
If you're close to a church, then you want religious types working there, but if you've fired the Jesus-freaks because you're working in a remote area, then build a pub and make it cheap.
Have done.
Another thing you can do in a remote area is fire female construction workers and male farmers, so you get the women on the farms and the guys swinging the tools, then provide them with a cabaret - it's great for male recreation, but with the 1.2 patch (IIRC, it may be part of the Paradise Island expansion) , it has no effect on female recreation.
You have do develop parts of the island in blocks, and prioritize your main buildings. If I'm going to do a new section of an island, I like to do three construction buildings, raise the wages a dollar there, while firing everyone from three other construction buildings and locking them out so nobody rehires there unless I want to build more. When my workers show up, I want them working on new housing, a new corn farm (faster to get them food than a market, and a pub. I selectively evict them from their old housing, and kick out any non-construction workers moving into their new housing. This way, you get a bunch of workers whose main lives are centered close to the construction buildings, so you can get more productive hours out of them. Once they're all in and situated, switch from easy does it to sweatshop mode, but raise their pay considerably - the raise in pay offsets the job happiness loss from the sweatshop conditions (in the short and mid-term) and you get extra hours out of them, so that their "idle" time is used working for you, not wandering off beyond the immediate area where their critical needs are met.
OK - thanks. I'll try this out. I suppose that even though I pictured myself as an evil despot I was averse to firing people. That will no longer be the case.
Originally posted by MichaeltheGreat
Why is commute time stupid? Walk, drive (you want Sim City?), it's the same. It's a simplified model, but the result is real world - if you have a business remote from where it's employee's live, you'll have less production (game, they walk, real world, they don't work for you), and if you have a business office (or a contractor's parts and equipment yard) at a distance from a job site, you'll lose productivity there.
Construction workers go straight to sites, not via offices. Any equipment to be used is kept on site. Construction workers are waged, at least that's the case here, so it pays for them to work at least 8 hour days.
I was amused by the lack of vehicles. How does one build an airport without construction vehicles?
(\__/) 07/07/1937 - Never forget
(='.'=) "Claims demand evidence; extraordinary claims demand extraordinary evidence." -- Carl Sagan
(")_(") "Starting the fire from within."
Although construction (field) workers do go direct to sites, you do have a form of "office to site" time impact, because most materials (at least where I've worked) are not stored on site, until they're ready to be used. A lot of stuff (trusses, control panels for industrial or commercial lighting, piping, etc. is shop built, and distant contractors do have some efficiency issues in job mobilization and supervision.
I'd rather have my serfs walking around wasting time abstractly than have to play construction manager and logistician.
When all else fails, blame brown people. | Hire a teen, while they still know it all. | Trump-Palin 2016. "You're fired." "I quit."
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