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Author Topic: Some images from T3:AP  (Read 2233 times)
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TomNobles
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« Reply #20 on: May 27, 2010, 07:34:50 AM »

My bad!  They moved it! The Marketplace that is.

It was always listed under Human Services and now it is under Food & Resources. Talk about not paying attention, I built one and didn't even know where I got it from.   Looking around cautiously

That's a relief. I was having visions of changing my whole play style.    Smiley Blink
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« Reply #21 on: May 27, 2010, 06:33:57 PM »

Has anyone ever seen food quality over 60% without a market? May have to go load up T1 and see how high I can get it.
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« Reply #22 on: May 28, 2010, 08:29:36 AM »

... It does show what is being delivered and picked up, ... In T3 it shows (with arrows) who is going to the market when clicked. ... If it isn't placed close to (next to) housing, then it won't work. That's my complaint. ...
...
Also when they get food from farms it is raw. The marketplace food is processed (canned or boxed), supposedly. With a marketplace close to housing, they will seldom go to the farms or wharves for food. Food quality will increase with the marketplace also. With T1, reserve food was shown and the market increased this figure. With T3, the Almanac has been modified a little and doesn't show this anymore (at least I haven't found it yet).
...
Has anyone ever seen food quality over 60% without a market? ...

Oh my! Such an interesting bunch of information! Thank you most kindly.  Thumbs Up

Let me comment on the last, first. T1 is of no help because T3 completely revises the base. T1 = quantity only (big boost from edict "Food for the People") ; T3 adds variety -- you have to supply all the different kinds of food, not just one of the eatable kinds. You can try also for the quantity boost of the edict.

Linking building functionality to proximity to other buildings. Your statement that the Market is ignored by Teamsters if it isn't within some sort of range of some kind of housing (Of course, that is an assumption that the Teamsters deliver food there -- I was shocked to see a post on Kalypso saying that in T1 the market girl went to the farm to pick-up food.) seems a confirmation that Haemimont added a concept from their previous games. Early on, it was discovered that the radio and TV stations did not work in T3 as they did in T1. Their broadcast zone is linked to their positional relationship to residential buildings; they do not have a zone based on altitude or any of the physical characteristics of radio and TV transmissions. Who knows what other buildings are non-functional if they are not built within a zone of another building (per Haemimont's concept)?

BTW - is that any kind of housing (e.g. Shacks or Shanties) or only better stuff?

Food processing in transit. I don't doubt your comments. It's just hard to believe that food gets processed while the Teamster is delivering it and "Market Food" is of higher quality than "Farm Food." I guess transmogrification of anything works if it adds something to 'gameplay' -- probably even the occasional teletransportation.

Reserve Food. I'm guessing that's a T1 concept in the abstract that T3 is designed to display openly and not an abstraction. IMHO that's fine, but there is not an adequate punishment for the player when he\she ignores the food supply and shrugs-off citizen deaths from starvation. I would gift the player with a one-for-one new and really pissed Rebel for every starvation death -- probably also a minus one on the respect scale.
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« Reply #23 on: May 28, 2010, 10:38:31 AM »

...Your statement that the Market is ignored by Teamsters if it isn't within some sort of range of some kind of housing...
Not the Teamsters, the people. That is, if the market is greater distance than the closest farm, they will go to the farm for food. Also going to the farm for food is supposed decrease their happiness!?
Quote
BTW - is that any kind of housing (e.g. Shacks or Shanties) or only better stuff?
I don't think housing makes a difference. I only mentioned it because the majority live there. Any major housing area should have a marketplace. In T1, they would also get reserves from the market. That is, they need three meals for today, they would get 5. You could also see their reserves but I don't see that in T3.
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« Reply #24 on: June 11, 2010, 05:47:52 AM »

Here is an interesting (to me) exchange this morning on the Kalypso forum. The thread is on the general topic, "is or isn't AP pretty slim pickings?"

Futhorc Wrote: 
It worked well enough for me. I managed to beat all the campaign missions and as I have no interest in sandbox, it was well worth the $7.50. Managed to get 50 hours out of it, which is much better than the usual FPS or action game nowadays.

Rebel-Yell Replied:
That's nice for you, but most (or at least a good share) of the Tropico community cares probably about the sand box mode - because it is what gives the game long term replayability. T3 fails here compared to T1. It fails because all major good additions focus around a "one-time consumption" of the game and everthing contributing to long term motivation is either completely missing or very poorly executed.
I guess it is part of the zeitgeist today that games overall decline in replayability and become one time experiences. All the attempts to make games more "accessible" most often end up in taking away the challenge and depth.


It seems to me that is an insightful summary of what happen to the Tropico concept on the way to 3D.

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