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Author Topic: Tropico 3 and the Big garbage pileup debacle.  (Read 3531 times)
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« on: May 18, 2010, 09:25:47 AM »

Hi folks,

I've pretty much forgotten how to do little things in Tropico 3.  Comes with old age and from playing so many different games I suppose.

Anyway, in Tropico 3 (no expansion installed), almost all the buildings have rather sizable piles of garbage that has piled up, some with huge dumpsters with overflowing trash.  Hell, even the ranches have a pile of trash out in the fields.

I've looked through the edicts and enacted the pollution ones that I found, but for the life of me I can't seem to remember how to get the piles of garbage that is piled up everywhere to go away.

Does anybody remember what must be done to get rid of the garbage in Tropico 3?

Thanks,
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« Reply #1 on: May 18, 2010, 01:56:03 PM »

I never payed attention to that! You can make it go away?

I'm gonna have to interrupt my CotN campaign building and check that out.
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« Reply #2 on: May 18, 2010, 05:27:03 PM »

I forget but there is an edict I think PLUS in the expansion, there's a garbage dump I think!

pat!
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« Reply #3 on: May 19, 2010, 05:37:13 AM »

Pat is correct. In the unmodified T3 (as far as I have seen reported), there is no way to clean up existing pollution ; all pollution control is prospective and pre-emptive.

The new building "Garbage Dump" in AP changes that by reportedly having cleanup effects.

Manual:
Garbage dump
Effect: The garbage dump limits the pollution in a large radius. A fully staffed and upgraded garbage dump with expert workers will limit the pollution to zero. The garbage dump itself pollutes in a small area.

Statistics: Price: 5000
Upkeep: 50
Building points: 500
Workers: 2 Garbage Men

Options: Local garbage - standard work mode.
Import garbage - the player receives money from the garbage dump, but the environmentalists are unhappy.
Recycling - the upkeep of the garbage dump is doubled, but the environmentalists are happier.

Upgrades: High-temperature burner ($2000) - Less pollution is generated from the garbage dump itself
Garbage Compactor ($3000; 5 MW) - the effect of the garbage dump is increased.

The manual description doesn't seem to cover clean-up of existing stuff, but the reports seem to indicate it happens.

Perhaps I can be helpful by going a bit further.

In T1, pollution appeared only on the pertinent "overlay" ; it existed as radiated effects from buildings and units\people (for litter) but there are no visuals such as litter blowing around and overflowing trash bins.

T3 elaborated on the effects by adding visuals. This seems to have had the impact on the players (vs gameplay) of making them much more concerned about the uglyness in the visuals that they were about simply the red color on the overlay. Perhaps it's some sort of shift from the abstract (ho-hum) to the concrete (oh-dear).

A parallel example is the speed at which work done by the 'builders' is visible (concrete) while the speed at which work done by 'workers' in buildings is invisible (abstract). One drives the players frantic, while the other is ho-hum -- after two or three years, "I wonder if my factories are working correctly?" Sometimes, newbies even require prompting to staff factories because they are so habituated to buildings that spawn their workers.

I hope that helps.
 My 2 Cents
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« Reply #4 on: May 28, 2011, 10:12:32 AM »

Look here:
http://forum.kalypsomedia.com/showthread.php?tid=9369
for an old duffer's examples of a failing memory.

The players continue to carp about how to deal with pollution. They seem to wish T4 to provide better and easier "magic bullets" to erase pollution.

But -- hold on to your hats -- they want to see "crime" right on the screen by animations rather than radiations from buildings. And the developers have promised to satisfy that expressed need. Of course, there will never be enough "bloody murder" in the animations to satisfy more than a small part of the vocal posters. Interestingly, this new feature seems to involve adding a lot of coding to the existing citizen's elementary coded structure, e.g. the unit will have a new need for criminal activity (or something similiar) which can be satisfied by going out and wacking someone else. I suspect they picked-up the idea and the logic from T2's angry Pirate rage which caused two pirates to fight to the death.

Well, we will soon see how this "invention" looks in T4. The wonder will be seeing the Police chasing the winner.

The point of putting a comment in this thread is that there are five "happiness meters" which do not have reciprical "needs meters." So in the initial game, half of happiness was an indirect matter.
  • Crime Safety
  • Environment
  • Liberty
  • Job
  • Respect (for El Presidente)
These matters were not all or entirely a condition represented by radiated effects of buildings. They were (and are) a conglomeration of effects which reacted differently on the individual units. They were both zone and intensity dependent and global -- with the intent of making the player respect the verisimiliture of the effects. These individual bundles of code seemed to react as real people.

Now some of them are going to react to "whatever" by engaging in crime.
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