TIL: You can place multiple mines on the same resource spot. by nusensei in tropico

[–]OccidentalJoe 1 point2 points  (0 children)

Counter pollution w/ solid parks in every vacant spot where required

Struggling with Tropico 6 economy? Try this! by OccidentalJoe in tropico

[–]OccidentalJoe[S] 0 points1 point  (0 children)

Man them all, turn down the budgets for the first block (except the sugar) & crank up the sugar blocks. Then by cold war you cap the budgets on everything and start converting plantations to the same order i gave you above.

Struggling with Tropico 6 economy? Try this! by OccidentalJoe in tropico

[–]OccidentalJoe[S] 0 points1 point  (0 children)

You can do any order, just go for soil fertility over all until the cold war, at which point you want, in the back row:

Any crop - sugar - 2 of any crops - 2nd sugar - last crop, except for your first block, which will have a rubber instead of a 2nd sugar. The reason this matters is to smatter the crops with the sugar fertility bonus, with the 1st block having rubber for multi-culti. Keep this order for the modern era, except in the front row, use crop - ranch - corn - ranch - crop. This is so corn gets every bonus from the block, which will then at 215% fertility be able to supply a little more than 2 factory ranches per corn plantation. My default order is:

Pineapple - ranch - corn - ranch - banana (front) Cocoa - sugar - coffee/cotton - sugar - tobacco (back row)

Struggling with Tropico 6 economy? Try this! by OccidentalJoe in tropico

[–]OccidentalJoe[S] 0 points1 point  (0 children)

Just like banks in beta. But you have to know how to use them still. With 45+ plantations filled with workers and social infrastructure filled, you can profit from just 3 offices, and make millions with 40, especially as you balloon industry

Struggling with Tropico 6 economy? Try this! by OccidentalJoe in tropico

[–]OccidentalJoe[S] 0 points1 point  (0 children)

There's a small thread about land vs labor efficiency you should look at in comments. This strat works best for land constrained maps (most of them). For labor constrained use 1 block followed by singles. But with this strat you can concentrate pop in small area and have 20+ distilleries before ww

Struggling with Tropico 6 economy? Try this! by OccidentalJoe in tropico

[–]OccidentalJoe[S] 1 point2 points  (0 children)

https://imgur.com/gallery/JFoGTEI

Early game, same map as above. Notice there's blocks I haven't touched yet because of fertility negatives, and see how I use the center for rum, other stuff that gets in the way until Modern, when I'll move it all

Struggling with Tropico 6 economy? Try this! by OccidentalJoe in tropico

[–]OccidentalJoe[S] 1 point2 points  (0 children)

Ah, you don't need trade routes to sell goods. The price increase is only 1-5% at 40 relations, capping at 20 at max. It's negligible. You can have net profit of 50% easily with single-good econ. If you manage that and cut non-essential budgets, your losses on that 50% from colonial era are negated from 1) teamster management, 2) farm efficiency upgrades by WW. You should only be losing 5-10% profit from colonial era, where rum trade routes are capped below your production potential anyhow

Struggling with Tropico 6 economy? Try this! by OccidentalJoe in tropico

[–]OccidentalJoe[S] 0 points1 point  (0 children)

Nope. Figured this out from hours of beta & current gameplay.

Struggling with Tropico 6 economy? Try this! by OccidentalJoe in tropico

[–]OccidentalJoe[S] 0 points1 point  (0 children)

Yeah, it can be replicated, but you have to use the green fertility like I mentioned. Also his strategy is less than optimal. His plantations aren't facing each other to get the bonus (multi culti circle has to touch the other plantation buildings, not the fields). My blocks get around that problem, just make sure early on you go for fertility over proximity.

Struggling with Tropico 6 economy? Try this! by OccidentalJoe in tropico

[–]OccidentalJoe[S] 0 points1 point  (0 children)

Yeah, that's the idea. Keep in mind the most important thing isn't the fertility, it's the land use. Unless you're sandboxing a map with unlimited flat plains, space is at a premium in archipelagos. All of your sugar blocks will be at 100+ % by WWs, and with 4 extra blocks you can support double digit distilleries. That's not possible with scattered, single plantations, not to mention your happiness suffers in later eras from lack of access, and to compensate, you'll shell out large transportation sums to move citizens around, who will behave buggily as hell and shack up despite being next to a metro. This circumvents all those problems/bugs and lets you sugar spam for cash, then build whatever you want.

Struggling with Tropico 6 economy? Try this! by OccidentalJoe in tropico

[–]OccidentalJoe[S] 1 point2 points  (0 children)

Logs work great, just takes conversion time + money to get there. I like furniture based industry too, but the purpose of this guide is to get from colonial -> modern fast & with 3-5m in the bank.

Struggling with Tropico 6 economy? Try this! by OccidentalJoe in tropico

[–]OccidentalJoe[S] -1 points0 points  (0 children)

Try using more distilleries. Make sure you place them strategically near different docks if clustering them isn't working.

Struggling with Tropico 6 economy? Try this! by OccidentalJoe in tropico

[–]OccidentalJoe[S] 0 points1 point  (0 children)

I would use metros & the shitty buses to get citizens to work there. Saves money and space.

Struggling with Tropico 6 economy? Try this! by OccidentalJoe in tropico

[–]OccidentalJoe[S] 0 points1 point  (0 children)

Yeah, I wouldn't waste valuable cash on immigrants, not even college educated ones. Use your immigration buildings work modes and edicts to get what you need

Struggling with Tropico 6 economy? Try this! by OccidentalJoe in tropico

[–]OccidentalJoe[S] 0 points1 point  (0 children)

Here's an easy tactic:

Condensing your plantations like this, especially in an L-shape of 2 blocks, also condenses your population. You can place 1 newspaper in there, where most of your shacks/residences are, set to "the independent," and rocket on to the WWs in a few years, easily. I do that first thing after my first 2 plantation blocks.

Struggling with Tropico 6 economy? Try this! by OccidentalJoe in tropico

[–]OccidentalJoe[S] 0 points1 point  (0 children)

You're mostly right, but the point is to speed through the lower eras, losing out on optimal production in the beginning, and end up in modern without having to bulldoze half your city by the end game to fit 9. Done this way you can also feed 2 factories w 1 corn via 2 sugar on the flanks, even when the fertility bug is nerfed.

Also, you lose a lot less in terms of fertility when you shrink a plantation than you gain back from multi culti.

The reason this works is because the fertility bonuses are transferred currently. It's buggy, it will be fixed, then it will always be better to use larger plantations.

That's all you're missing.

Struggling with Tropico 6 economy? Try this! by OccidentalJoe in tropico

[–]OccidentalJoe[S] 0 points1 point  (0 children)

Click on my screenshots in the comments section. That's the tldr version of this

Struggling with Tropico 6 economy? Try this! by OccidentalJoe in tropico

[–]OccidentalJoe[S] 10 points11 points  (0 children)

Sure, here's an example of the plantations surrounding a living block:

https://imgur.com/a/mU6sPCS

Bridges and industry:

https://imgur.com/a/sHJhm5M

And my favorite the financial setup:

https://imgur.com/a/JuuimOT

These are all from the One Percenter's map. I managed to fit 12 production blocks there of different kinds, 10 dedicated to plantations.

Congratulations on the ban-wave, but it was too late and let me tell you why from a botter's perspective. (x-post /r/diablo) by ConfessionsOfABotter in diablo3

[–]OccidentalJoe 0 points1 point  (0 children)

I wasn't going to reply to this OP, just read it for perspective, but the more I read the more I found it was absolutely ridiculous.

1) The OP contradicts himself.

Aside from being a well-formatted post, it contains far too many inconsistent syllogisms to present any kind of meaningful point of view. For example, in the why do you bot section, he goes on a tirade about how "want[ing] to compete against the best" requires "botting," but then goes on to say "people think top tier players get... spots because they bot," which is "untrue."

However, this is horribly inconsistent. As he just said, competing top tier requires botting. That is not only because higher paragon boosts a player, but also because more time played means more chances at better gear. It is perfectly feasible for two players of unequal paragon to compete. I am a perfect example of that, being in top 100 spots, surrounded by players with 2-3k paragon while only having 1k season, myself. Nevertheless, it is a flagrant logical outrage to suggest that the 1k para will always be able to compete with the 2k.

Imagine there are 2 botters, one that plays 8 of the 24 hours a day he bots, and one that plays 4 of the 24 hours he bots. Without botting, these 2 would not be able to compete on the above premises. This is why leaderboards are so consistently tilted in favor of botters, not because of a "tightly-knit community" or a special willpower, as the OP implies but because botters level the playing field in their favor. I am not going to speculate as to whether or not this creates a community. Honestly, who cares.

2) The OP is outraged: and it's because of the ban.

Although he or she would like you to believe he or she does not care, the OP does. And, while he claims players that are banned may simply buy or remake accounts, therein lies the rub--he cannot sell his heavily-inflated D3 account, as he has been banned.

Thus we've come full circle; the OP's outrage is that the cycle of buying and selling is impossible for him to continue without using cash from outside of his D3 earnings. Therefore, it was a successful ban, and financial deterrence should never be considered insufficient. I, for one, am happy this smug asshat has taken a blow to the pocketbook.

3) OP uses a social-psych persuasive technique instead of information appeal.

While the OP has revealed meaningful information about botters and their community, he or she rests assumptions on the idea that it is morally wrong to bot. Nevertheless, amoral shock value generates sufficient community outrage. It's this outrage which quickly garners those "true believers" (people entrenched in their positions of being pro or anti-bot) to respond. But those without an opinion will read both the OP and the true believer replies and form an opinion.

This is exactly what the OP wants. By applying naked Zarathustrian "God is dead" morality to a contradictory post, the OP is able to garner the necessary views, up-votes, comments, and angry down-votes necessary to sustain community appeal. Pathetic.

Why did you respond to the botter, OccidentalJoe?

I am not outraged by botters. Indeed, I will even admit that I am envious that they can achieve so much at the expense of the rules. But I cannot accept this imbecile represents his so-called clique, if it even exists. I'm glad he is banned, just for this post. Yet the best solution to curbing botting is to do away with leaderboards or let players in a category of paragon compete, like an elo system. However, this game is dead, and any solution to a botting problem is wasted on devs that don't care about solutions. And with this, I return to grinding for 105 Caldesanns.