![]() ![]() As long as you're not afraid of looking up the fine points on the internet, get this game already. Which is an awesome and unique theme that completely captures the feel of a small time dictatorship. It's got one flawed and frustrating system and a few other annoyances, but that's understandable since there's a fine line between challenge and broken mechanics - mostly you're just concentrating on dictating effectively and staying in power. Let's face it, the market was long overdue for a professional, polished city builder that people could get into and get to love. I haven't been that hooked on a game since I got Oblivion 2 years ago. I've been playing it all weekend, which says something about its ability to suck you in. Its atmosphere and graphics are what grab you at first and make you want to see what it's all about. That's the game mechanic.This is a wonderful game. You don't need them if you have pirate guards to cover that area.Ĭutlasses ,are required because if your enemy ship choose to and successfully board your ship ,your ship will switch attack order to Board'em.Īnd vice versa. Overseers will chase and kill the escaping captives. ![]() You need just 1 trader to make black market operate. (It had been months since I play the game) Originally posted by battlezoby:Question: Is there any point to having two traders and and/or an overseer in the Black Market? Seems kind of stupid that you need Cutlasses when you have a full load of muskets, but I know better than to obsesses over any of the billion or so things don't make "real-world-sense" in these sort of games. When there isn't one (like when you're allied with the only settlement) the labor shortage put a huge whole in my campaign mission and I just barely finished it, when I suspect would have had a $20,000 Shash if I could have replentished the labor force.Īctually, so far, I haven't seen much use for ship cannons or muskets. My biggest problems have been getting enough captives to fill all my buildings, even when I have a settlement to raid. Using it for initial cutlasses when you can in Missions seems to really speed everything up for me, mostly because it's just one trader and I don't have all those guys in the Iron business. I had actually noticed the badly placed mask on the ships in earlier games, but couldn't remember it later on when I had a black market. So I wouldn't be surprised if the Black Market in Tropico 2 works the same way.Īside from that, I got the Black Market thing under control now. In Tropico 4, just one cop or one fireman in a station gives you the same crime safety and improved housing quality and 5 more in the same building. I'm guessing Tropico 2 works the same way in that 1 Trader is just as good as 2 Traders and a superviser. Question: Is there any point to having two traders and and/or an overseer in the Black Market? Using Snow for kidnap craftsmen is highly recommended.Īlso ,no need to kidnap skilled blacksmith unless you want to assign them to foundry for quicker production on Pig iron. (Available in every sandbox ,but not in every campaign)īecause kidnap craftsmen doesn't require any weapon on board. ![]() You can use black market to get them instead. This is why if you don't make weapon production buildings , You need ,at least ,rations and cutlasses to perform plunder. To purchase rations or weapons ,click on the ship ,look at the bar that show number of rations and weapons the ship has. Smuggler Cove for selling weapons and goods. Originally posted by battlezoby:HOW does the Black Market solve the problem?īlack market for purchasing weapons and ration. then once you have everything you can provide your vessels with weapon and can use black market to sell excess of your weapons. you do first purchase from black market, and while you plunder you have time to build iron chain, capture skilled balacksmith, gunsmith, engineer in next raids. raid other ships or military settlements where you can get booty and rich captives - you need at least cutlasses for that vessel. let's say you have small ship that can do raids to steal farmers but you need to start making money - e.g. It does not produce cutlasses, it needs a trader inside to operate, then you can purchase weapons (open your ship and click on weapons you need, it will show the price to purchase). Have to hope that they show up somehow? Thanks. Is there an edict or something, or do you just Will probably end up building them the hard way. I built one earlish in the 5th mission, but I have no idea how to get it to produce cutlasses, and Originally posted by Cat on Linux:no, in early missions it is disabled (each mission adds new buildings, mission 3 adds iron chain to make cutlasses I guess? or banana and papaya farms) HOW does the Black Market solve the problem? ![]()
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