Category Archives: Strategy
Just like in real-life your Island can adapt to a number of possible “Economic Systems”. We have the “3rd World” Agricultural/Mining/Base Resource Economies, Developing Industrial, and more Modern “Service Based” Economies. Tropico 4 follows a similar idea. You can have an Economy based around Agriculture, Heavy Industry and/or Tourism. Some of these are more profitable than others, depending on your circumstances. However, with the Modern Times DLC you have access to a more “Service” based Economy (not forgetting Tourism, but that’s a different type of Service Provider). This short guide aims at showing how you can boost your existing Economy, slowly switching from Industry and Agriculture into what we would call a “Modern” Economy. There are still many benefits to holding on to your previous income sources, but these “Modern” options allow you to exploit your island further than before.
In Tropico 4, as mentioned in our short “10 Point Guide”, you have a number of different methods to make money. They all boil down to two options however, the “Industry” and Tourism. I have been personally a fan of Industry over Tourism due to having a more steady hand on supply, production and sales. In Tourism while a high Tourism Rating will provide you with the maximum possible number of tourists the revenue can fluctuate quickly, and during periods of certain forms of crisis you may lose a substantial amount of tourists. That is not to say that having a strong Industrial Empire means you are unstoppable. There are Random Event that can, and will, sabotage your production or cut your profits substantially. However, unlike the Tourist industry, the production of goods and raw materials can be easily increased. It is very hard to increase your Tourism income during, let us say, the Llama Flu. This Guide is dedicated to Industry, and its many different aspects.
You might also be interested in our “Modern Economy” Guide, although most of the tips and observations present there come from the Modern Times DLC.
Tropico 4: The Industry Production Cycle
Typically any Industry needs Raw Materials that can be then manufactured into practical, usable goods. In Tropico 4 this is not always the case. You can have countless factories producing goods without any mines, farms, lumber mills, fisheries, etc. This is because you can order goods through your Docks (Import). On the other hand this can be extremely taxing for your Economy, at the beginning. Factories are expensive, and certain types will need a lot of manpower to keep them efficient, and you will need to supply these factories with a lot of goods in order to make the handsome profit you desire.
Lumber Industry – You have a choice in terms of your Lumber Industry. You can chop down trees and sell the logs, or “refine” the logs at a Lumber Mill, selling more valuable Lumber. However, you may also choose to produce Furniture in a Furniture Factory, and unlike your ordinary Logs or Timber you will make much more money on Furniture than the previous two. There are a few issues with the Lumber Industry however. If you decide to start from the basics, and thus have a Lumber Camp or two you need forests to chop down. If your island lacks these (you may choose to play on an island with little to no vegetation) you may have problems starting your industry. If you have a Horiculture Station you may rapidly regenerate even the smallest forests on your island, granting your Lumber Industry a huge boost in productivity. From personal experience I found a slightly “odd” problem with Lumber. Logger Camps are efficient, but Lumber Mills are not. When I had a ratio of one logger camp to one Lumber Mill to one Furniture Factory I found the Lumber Mill to hold up production. You may even have two Lumber Mills for every Logger Camp, assuming that your workers are that efficient. A good idea is to have all the three building types close to each other. The pollution from the factories will not damage the forests, and you will complete the whole production cycle far quicker than if they were spread out.
“Canning” – Food Production is your least beneficial production line, unless you have a Cannery. From Fish, Pineapples and Coffee you can produce different Canned Goods. The Cannery can take any of these goods and will produce all three “end goods” at the same time. As such, you cannot create a specialized factory produced only Canned Coffee, unless you grow only Coffee on your island. The good news is that a Cannery can kick-start your economy if previously you relied on Fishing and Farming, since all the food you normally sold will now have a much higher value. Upgrading your building to produce Freeze-Dried Coffee will improve its income further.
Cars (Modern Times DLC) – Car Production appears much later in the game, and by that time you might have no more Iron and/or Bauxite on your island to produce Cars. However, if you are adamant on expanding your Industry, or you feel an upcoming event will greatly increase your Car Sales then go mad! Car Factories, I found, are very efficient, and their sales will benefit you greatly. Despite the small Worker Number they are also relatively small and thin structures, so they can fit in many odd spaces. Since they appear much later in the game you might disregard Car Production until such a time that your other Industrial Lines cannot develop further.
Cement Factory (Quick Dry Cement DLC) – Cement… it’s an odd thing to produce. The Factory itself will not produce much income, certain Farms will be more profitable. However, a Cement Factory increases the speed of construction, and later on in the game when you have a quick growing economy being able to construct new structures quicker will be a benefit. Oh, and Cement Factories do not need any basic product to operate. All you need is workers.
Chemical Plant – Just like the Cement Factory, the Chemical Plant does not need any basic resources in order to produce its goods. It does need power however. If you decide to upgrade it you can greatly improve the Island’s Healthcare and produce more expensive chemicals. Relatively profitable, but other industries can out-bid it.
I love the Total War Series, and although the Community is divided in regards to Avatar Conquest in Shogun 2, how you earn and level troops, etc. I am a fan of this new bold system, and I hope Creative Assembly will stick to it. What raised my concern, especially with the new Rome coming out, is how Creative Assembly handles DLC material. Now, in terms of the Singleplayer campaign I see no problems. When I bought Fall of the Samurai I got a free Clan Pack that added another faction to play as in the Main Campaign. I tried the different Clans and when I gave the DLC Clan a go I found it well balanced, and not an overwhelming force with some unfair advantage. While I miss the days of Rome: Total War, where you would unlock new Factions as you conquered them in today’s day and age it seems normal for a company to release countless DLCs, effectively making you choke out more cash in order to have a full game experience. This is not the problem as such, the problem is how Creative Assembly deals with Multiplayer.
Being in the Merchant Trade is not easy. Somebody will try to kill you, or worse, they will want to steal your income. What can you do to stop this? How to stay on top? How to become a Monopoly? Sadly there is no full-proof method of “winning” in The Republic but there are ways of knowing your weapons, and how a lot of the game functions, so that you are not behind your AI opponents. While not a fully conclusive Guide these Ten Tips will attempt to be as thorough for you as possible, granting you much needed knowledge on the Republic DLC. If you are after our Review for this DLC follow this link. Otherwise, read on!
When I heard of the Republic DLC for Crusader Kings 2 I went back to the days of the Guild 2. Starting as a lowly peasant and moving your way up to a ranking official or even noble. From Zero to a Master Merchant (or thief). I like playing as a merchant, because of the freedom of choice I have when it comes to earning money and then using it. Another game which made me fit the DLC to its setting was Patrician 2. Basing yourself in one home port and then traveling between ports, buying, selling and opening up all manner manufacturers. To what end? Wealth. Huge, unimaginable wealth. This rule repeats itself in the Republic DLC. You have one aim, become as obscenely wealthy as possible, and stay that way. Is that easy? You would think so, since you would be playing a Merchant. It’s not, far from it, it can be a small nightmare. Allow me to tell you why.
You wait your habitual long count of twenty after the door slams, staring up at the crazed ceiling with the odd bullethole and the deep, scorched scar leftover from the Maiden Handgrenaten case. Licksy’s signature mélange of BO and nicostix still assails your nostrils when it’s done. The air exchanger where the lower lobe of your left lung used to be does its job finally. You’d been mentally willing it not to wheeze while the dwarf fixer was in your office—for someone with such delicate feelings you’d think he’d do more to keep in clean clothes.
Cold, hard nuyen in the bank. Time to celebrate.
You tip your size 25 boots off your pre-fab desk and reach for the bottom drawer. The creak that erupts from your straining chair is echoed by the creaking of bones. Goblinization hit you harder than most. When the other juves in school were worrying about getting hair on their wedding tackle you were worrying about hiding the tusks and 80 kilos of extra muscle. Humanis policlub had ties with Shatogunda Corp back then, and the best you could hope for was Dad’s contract being terminated when they found out. That didn’t much matter when Dad turned out to be an ork too. You’d think a megacorp headed by a millennia-old dragon would be more willing to tolerate those caught in the fallout of magic returning to the world.
No synth-drek for you this time. Real bourbon. The hard stuff, still in the vacuum-sealed cylinder, is your reward. It glistens like red gold as it eases into the shot glass. That glass is smaller than your yellowed thumbnail, but the night is still young, the fires out in the Sprawl and gunshots closer to your little stomping ground have only just begun—take your time savoring it.
“Seems a little out of your price range,” a wry, feminine voice says.
In a flash, your Ares roomsweeper is out from under the desk, the bottle protectively in your other hand. Only then does the shot glass shatter against the bare ferrocrete floor. A willowy figure is standing in the corner, inspecting the hung pictures and clippings that are all you have to show for twenty years beating the harsh pavement as if the fragging mammoth of a battle shotgun isn’t even there. Long, silky black hair sweeps down a synthleather overcoat. High-heeled jackboots and slender, delicate hands are all you can see protruding from its folds. Too stiff to be decorative. Too scarred to be a corp-brat slumming it. Armored.
You hadn’t heard her come in. And that just didn’t happen. Not good.
“Dish,” you rumble, and set the bottle back in its protective sheathe. It’s meant to be disarming, but the smile out of the corner of her high-boned face tells you she knows you’re freeing your hands for action.
Blinding fast, she turns. Wired reflexes. You flick the shotgun into full-auto mode and let the ominous hum it emits speak for you.
“You’re Jack Hardt? Private investigator?” she asks, moving her hair out of her black, almond eyes. The chrome of a datajack glistens at her temple, but you’re more wary of the chrome peeking from the end of her left fist. Flick razors. She’s too high tech for a lowlife razorgirl.
“And you’re no five nuyen and a hit street samurai,” you return.
You stumble over your chair to keep her out of blade range as she sweeps forward to drop ceremoniously in front of your desk. Her eyes are looking for weakness, laughing and roving over the beaten up 2.5 meter rawboned body that fate deemed fit to bless and curse you with. She tips her head slightly in respect when she finds none.
“Feel free to speculate on what I am not,” she says, then switches to Navajo, a language from a past no one living knew of. “But it would be better for us if you did not think on what I am.”
The words sink in, and the controlled tension eases from your frame just as your heart grows heavier. The roomsweeper is placed carefully on the desk between you two, and you right your chair to sit down.
“So you’re putting together a run?” you sigh.
Her graceful head dips, and you see the tips of her ears peeking through her hair for the first time, confirming your suspicions.
“How much?” you ask.
You might be thinking, “Where did the old Guide go?”. After countless hours of battling in Avatar Conquest I decided to revise the entire Guide, to include more Hints, Tips and useful knowledge, replacing, through trial and error, my previous conclusions from Shogun 2 with something fresh and much more complex. The aim of this Guide is to look at how you can defeat a Fall of the Samurai Army, in Avatar Conquest, with the use of Core Shogun 2 units (without any DLC or additional Expansion Units). While I am aware this is a difficult task it is by no means impossible. You simple need to consider your options, and then choose the one which is most likely to work. Let’s jump head-first into Shogun 2 Tradition vs Technology Warfare.
Yes, I started playing King Arthur II when it was released in Jaunary 2012. No, it didn’t take me that long to finish it. Maybe, I could be a bit lazy in getting something written about it. Probably, it was because King Arthur II presents such an enigma wrapped inside a riddle rolled inside a burrito.
What is Toy Soldiers? A tower defense game. In theory that is all that there is to it, but in turn we would then ignore the fact that we can take direct control of our turrets and (during some missions) also take control of tanks or planes. Depending on the campaign you choose you might play as the Germans, British, French or “Somewhat Sci-Fi Germans”. The two main campaigns (German and British) have 12 maps each, while the French and Sci-Fi campaigns have only three each (which is a bummer, I wish the French one was longer).
Crusader Kings II: Legacy of Rome was released on the 15th of October, together with Patch 1.07. The big question, why buy and download Legacy of Rome? Is it worth the £4 (6$)? Is it like Sword of Islam? A lot of questions, and we will attempt to tackle all of them.
Crusader Kings II: Legacy of Rome aims at providing you with an enhanced Orthodox experience. Now when you play as the Byzantine Empire (or any nation following the Orthodox faith) you will have a few more options, differently looking models for your Council, and in general more things to do if you got bored with the Catholic and Islamic faiths. There are two big scoops of “joy” for you however. One of them is focused around the Byzantine Empire itself, while the other is focused on the things that are added to the game, together with Legacy of Rome. So even if you do not like playing as an Orthodox nation the other additions to the game might greatly appeal to you.