![]() In hindsight, I really liked try to optimize my entertainment, both to keep the pirates happy (not rebelious) and run up the value of my wealthy captives. * - In theory, you can remove people from the building by firing the help (Shift-clicking or setting the building for demolition.) But then it's hard to control how will refill those job-slots, and you get a new badly planned customer base again much of the time. Off course, I often ended up repeating this process and, despite that, send the ships off without a full crew due to the long waits. But then, when I see that some aren't going to show up anytime soon, I pause the game, Shift-click them one to remove them from the crew, turn off the boarding call, unpause it BRIEFLY, and set a new boarding call with hopefully better crew. You give the boarding call, and pirates start walking toward the ship. But fortinately, unlike the entertainment buildings there is some control over this. the crew wanders off to not-near buildings and the nearest pirates aren't assigned to the ship. The pirates on my ships tended to have similar problems caused by this. But incoming pirates still end up going to the building farthest from them, and since you can't move the Palace, I had to either let the guard decide to walk across the island, or fire them all and risk getting my head cut off. I didn't live the starting positions of the original docks, not enough space for entertainment and factories, so I demolished them and move to the other side of the island, so I could try to keep everything close together, which really helps get my efficency up. ![]() Since works by the individuals choices, and not by the building or player, there is nothing (at I least I don't think there is) to try to line up the closest person to the building, so there's a good chance it's not near them, and the slots stayed filled up, and people just use whatever entertainment they can get. Eventually, all the slots are full, so everyone tries to get a free slot, and just grabs the first slot that opens. So the spots start filling up more and more. ![]() In the meantime, some people near the building use the service, but being near it, they get their quickly, leave (comparatively) quickly, and this repeats until someone nowhere near the building reserves the slot and fills it up. The game "reserves" his spot by adding him in grey, and keeps it locked up until he can get there. So he decides to go to one across the map. It's pretty big island and I had it very heavily populated.īut what essentially seems to happen is that someone from the overside of the island, like an oversear or guard notices there that the closest entertainment he wants isn't near him. I played for about 10 hours, and ended with about $32,000 in stash, rather than $13,000 the first time through.īut the above was my biggest problem. I just finished doing my 2nd run of the mission (I think it's the 5th or 6th of campaign) that lasts eight years and first lets you use your ending stash as your opening treasury for the next mission. I really wish you could kick people out of the slot, the way you can fire workers. When first posting this, I've only started my SECOND play-through, so I'm relatively new still, but it seems that the problem with how uses what entertainment is how the queing/reservations work - meaning the people reserve their spot in the building as soon as they decide to walk toward it. that's called personality :) UPDATE: Added "And Alternative Strategies" to the name of this thread, because there is more than one way to play. Originally posted by LunaRusalka:Wealthy captive ,instead of going to my Courtesan lv5 with Cigar in order zone ,he choose to frequent low class W3nch lv3 in Anarchy zone far away from him.
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