Anyone who has played the first generation will find that the third generation is much more fun.
First of all, there are many transportation systems and few rainfall systems, and porters are invincible. ....
Basically, I've been playing sandbox these days ... in any mode.
Compared with the first generation ... it is not difficult for this generation to play far away (playing the first generation ... will know what is far away).
The most difficult situation is the driest, flattest and the least mineral resources. At the same time, it is extremely difficult to choose+no immigrants ... I haven't found a countermeasure yet.
Let's talk about the game first ... basically there are only three ways to go.
1 is the last banana, papaya, corn, sugar, tobacco and coffee.
The initial money is invested in high school ... if you are lucky ... the recruitment may not need money. ...
Rely on foreign capital to promote the factory ... and then slowly replenish other facilities. ...
The biggest problem with this game is that it is very common to start banditry riots. If there is another election, it is easy to start over. ...
But as long as the factory is launched ... it can develop steadily ... and at the same time, it can develop low-pollution tourism.
2. mining, logging and other industries that can get goods immediately ... these industries started very quickly. ...
Even if you sell logs ... you can fill them by quantity ... and the price of the mine will not be low. ...
But the problem is that it will produce a lot of pollution ... allowing its logging yard to be pushed to the wood factory and then to the furniture factory ... can't reduce pollution.
Mining is ok .. but there is no future (unless yours is a gold mine)
The most important point of this game is to push the money from logging and mining to high schools and other facilities (restaurants, churches and clinics) while developing agricultural products. ...
If you choose a big island, you can consider opening a tourist area on the other side. ....
Ps: I personally don't recommend logging ... but it's really the easiest to make money at first, pushing the basic production of the factory ... but developing tourism will be very troublesome. ...
Third, rely on the initial money to directly push the pier+hotel ... and then use the stable income of tourism to slowly replenish facilities and engage in industry. .....
This kind of play won't make people much money ... but on average, it's not lower than exporting low-end products ... and the advantage is that fewer people use it. ...
If you play 30 people+no immigrants ... personally, this game is the best. ...
The biggest headache is that you can't make a lot of money at once ... so when you want to build some expensive buildings such as high school, you may have to wait a long time to build a second building. ...
At the same time, the initial investment is too large ... the initial satisfaction will be very dangerous (it is easy to play games under political instability)
Policy aspect
Consider the study plan from the beginning ... plus the advantage of the role ... the bonus will be terrible ... all the workers in the power plant can produce more than 3 million kilowatts of electricity.
Pro-American pro-Soviet is no big problem ... Personally, I suggest neutrality ... When the relationship is very good in the middle ... both sides will give you 3-5 thousand years. ....
But be careful ... just don't play with nuclear bombs. ...
In addition, if you play without immigrants ... it is necessary to ban contraception ... (with a growth rate of 0 ... no local birth ... it is almost impossible to develop)
There are also domestic policies ... if you don't understand, you'd better not engage in them ... most of them are extremist policies.
The most regrettable thing is that there is no pirate island policy (1 generation ... can make the United States and the Soviet Union at the same time)
In terms of construction ... foreign aid is extremely strong (you can collect 4 thousand without the Foreign Affairs Bureau ... Compared with 1 generation ... it is much easier to push the Foreign Affairs Bureau to pull relationships)
So as long as the initial debt is not too much (6-7 times more than your income), you can still rely on foreign aid to pay off your debts. ...
In addition, porters are no longer porters who can only carry 50 units on board at a time ... but they can carry hundreds of porters at a time (1 generation infinite sense)
Therefore, we can actually consider exporting in many ways ... as long as we make money. ...
The most useful building is the parking lot ... where people live ... even the work place is built if they have money ... and the tourist area is needed. ...
The transportation system ... will no longer have thousands of miles of work and thousands of miles of goods transportation (again)
However, it should be noted that the road construction is worse than 1 generation ... sometimes a few bays will make you lose a lot of building space ... if possible, build it as straight as possible. ...
Demographic aspects .....
There is no need to build an immigration bureau in the early stage (no one is inefficient without money) ... when you open a factory ... you need it ... but remember to control the immigration bureau to choose ... in the middle stage, you should choose the items with academic qualifications.
There is basically no need to immigrate in the later period ... just to satisfy the local residents is also a headache.
In addition, if there are no immigrants when you play ... you basically don't need to consider architecture ... because it won't attract people (and 1, two ... but rarely).
Finally, talk about the things that should be paid attention to at the beginning. ...
The first thing ... first look at the commodity price list ... especially for playing tasks ... everyone is different ... some tasks ... tobacco alone can reach 1 10,000 ... some journals also have 7-800 ... At first, these were sky-high prices.
The second thing ... check the population table ... look at the education situation ... Under extremely lucky circumstances ... I have tried four high schools (four in the military)+1 male 1 female universities ... I can consider graduating directly from high schools and clinics.
The third thing ... pay attention to all kinds of resources ... The best thing is that gold mines are born in urban areas ... and all kinds of agricultural products ... If tobacco and coffee can be produced at the beginning ... it will be very prosperous in the middle. .....
Also pay attention to corn ... I tried to start with two farms, which were born in places where they could not grow ... and finally spent money to rebuild the farm and fish farm ... and had no money to develop it. ...
Basically, there are too many things to pay attention to ... the third generation is not as complicated as 1 generation ... but it is also a lot less fun (1 generation is difficult to win elections ... it is too difficult to improve satisfaction).
But at the same time, it is also convenient to start ... In fact, these strategies are just the parts that are convenient for you to get into the play as soon as possible (factories, making money, traveling, spoofing, military unification, etc.). )
The greatest pleasure is to drive slowly ... pay close attention to the islanders' thoughts ... the spoof interests of the production team are all in the face. ...
If you think Island 3 is fun ... you can choose 30 people+no immigrants ... and the others are extremely difficult (the longest term). ...
You will find yourself living on a desert island-just 700 yuan for sugar ... 360 yuan for logs ...-and 30 islanders ...-and it takes great efforts to control their careers. ....
But it will be very successful ... because every islander was born locally ... and raised by himself =)
Practical talent of island tycoon 3
First of all, it can be simply divided into the orientation of industry, tourism, the United States and the Soviet Union, and other factions are actually easy to satisfy. As long as we don't focus on the negative, there will be no influence in the early and late stages.
Personally, I think the background is the most important. Although playing random maps may lead to different routes (such as thinking of wineries, but good fields don't add sugar), you should concentrate on the bonus.
In terms of background, the industrial background is preferred to the drunken baron. Even in the extremely depressed global economy, the price of rum is similar to that of jewelry (4,000 rum, 4,600 jewelry), and the upgrade of rum is very simple. As long as 65,438+0,000, you can upgrade more expensive flavored rum (5,400 per 65,438+0,000 units).
Workers' side
Even a rum factory can completely solve the employment problem (12 jobs). According to personal experiments, two green sugar fields can't satisfy a winery. Increasing production is very simple, and sugar fields can also be added. However, the disadvantage is that there are few places where sugar factories generally appear. Sugar factories need 22,000 yuan, which is difficult to turn around at first. Therefore, individuals will suggest that diplomats should be added to the advantages behind (the embassy is free), but not at first. When satisfaction drops to a dangerous level, it will be humanitarian (the last policy of the Soviet Union). After five years, the country's food and medical care will be satisfied. If there is enough money, start a factory, invite a small number of workers to work first, and then supplement other facilities after the money is gradually available.
Another industrial secondary election is professor (accelerating 50% education and skilled skills), and I enjoy this game on the island. As long as the workers have a skill, everything will be very efficient and will be improved by 50%. Coupled with the follow-up advantages and high school policies, future TV stations can easily make basic restaurants have 90+ service quality, doctors, priests and so on. And easily break through 100. At the same time, it will greatly improve the efficiency of farmers and factory workers.
tourism
Focus on pop singers or travel agencies, the former will give +5% support and then+10% attract tourists, while the latter will add 20% attract tourists and 10% service quality (entertainment only). There is basically no difference between the former and the latter, but the latter is more practical, because adding 10% service quality is not limited to tourists. However, the key point of choosing the two schemes is that those who want to buy a hotel can build a hotel for free at the beginning, and the limited funds can be used for islanders. Moreover, only hotels invest the most in tourism at the beginning, and the others are extremely value for money (500 beaches can earn thousands of dollars a year, only 1 employee), and tourist attractions do not need employees to earn 1 a year. The hotel itself is very profitable. As long as you can live in a full hotel, the fee can reach 30+ or even 40, and the annual income can exceed 10,000. At the same time, it can also reduce the surplus of entertainment places that were originally only for islanders.
America and the Soviet Union
The most important thing is to choose some that only increase one unilaterally without affecting the other side, but the goodwill of the United States and the Soviet Union only affects the amount of aid received in the early stage, and the impact in the later stage is minimal. If you are worried about the lack of money in the early stage, you can choose the advantages or even disadvantages after selection to fill it.
If you are playing without immigrants, personally, I would suggest adding biblical scholars and 1 Canada 10 religious support. As long as you don't have the talent to reduce religious support later, you can build a church at the beginning and then ban contraception. Without immigrants, the demand for contraception is extremely high, because the cost will continue to rise, and it is easy to lose (especially in the early days, the sense of satisfaction is not enough). Moreover, it is very important to have a good relationship with religious groups at the beginning, because usually islanders mainly support religious factions at the beginning, and the influence of religious factions will gradually decrease until the islanders' awareness is improved.
Road Construction Experience of Island Tycoon 3
There is no doubt that what bothers me most is the road:
Overtaking in two directions and two lanes is not allowed. Failure.
Unable to set lane driving rules, failed.
No overpass, failure.
The biggest failure is that I like to separate the work area from the rest area. Industrial production has to go around the island several times from raw materials to final export. Such a simple road really can't meet the traffic demand.
Tip:
When building roads, try to avoid intersections, especially intersections. This is different from reality. The computer AI will not automatically choose roads with low traffic volume, which means that the more intersections you have, the denser they are, which actually means the more traffic jams.
When making a fork in the road, it is best to make the intersection triangular. Although it is impossible to set rules so that the car can only travel in one direction, it can also effectively alleviate the traffic pressure.
The farther away from the intersection, the smoother the traffic.
The Experience of "Island Tycoon 3" in Logistics and Grain Marketing
In this game, it seems that workers don't often go to work, but in fact logistics doesn't need to be built too much. A city of 400 people, the production distribution is not too far, four is enough. If some factories are losing money or there is no food to sell in the market, we should still look for problems from the production efficiency of farms and factories.
At the beginning, I also thought that the famine caused by the inability of the market to sell food was a problem of logistics AI choice. Now it is found that the agricultural output is not enough, and the population has increased the demand for food. Many agricultural farms that produce food have accumulated more goods, so even if there is less logistics, they will be transported. As long as you can ensure that the output logistics is average, this industry will have profits. . .
Also, build more garages, and don't let workers walk too far away.
Analysis on the Economic Model of Island Tycoon 3
[1] industrial chain
Tobacco-cigars, sugar-rum-aromatic rum, coffee-dry coffee-canned coffee (papaya, pineapple), wood-wood-furniture.
[2] don't be radical in the early stage, first develop short industrial chains, such as cigars; Even if there is debt after the completion of the industrial chain, it is ok. Before an industrial chain is completed, churches and clinics should not be built; Cigar farm can build a high school after a round of production, and people can go all out after training. Basically, when the factory is built, people will be trained.
[3] Try to diversify the economy to avoid price fluctuations; In the middle and late period, if you have money, you will basically plan it in the form of an industrial zone (a collection of two industrial chains). First of all, you will choose the location of the farm and logging yard according to the resources, and then you will build two factories, a garage and a transportation team, which are connected with each other by a road (the rest don't need a road) and build houses around the garage. A farm is enough to supply a fully opened factory, which is rich in resources and can be appropriately expanded. At present, the industrial export of the three zones is basically 8-65438+.
[4] Ways to increase the population: immigration policies/clinics to increase the pregnancy rate/laws prohibiting contraception/increasing wage income; Improve housing efficiency: Same-sex marriage law (used together with contraception to completely offset the negative effects), because you will find two men living together.
[5] Wage increase is the general trend, and domestic demand is king. You can rent a restaurant through entertainment facilities to pay back the money and generate income for tourists; Unfortunately, some people don't like this truth in reality.
[6] Don't actively respond to the demands of nationalists and environmentalists, who are completely contrary to your development strategy in the early and middle stages; I once drove away more than 80 nationalists at once. Good relations with the old Soviet Union in the early stage, easy infrastructure construction, and good relations with the old Soviet Union in the later stage can increase the export economy and develop healthier airports and power plants. How does it sound like reality?
[7] In secret activities, the secret police once arrested an opponent, an old lady with little feet, who was escorted by the police 10 minutes before going to prison ... Later, it was found that the people's lives were good, and there was no need to do so. I often regularly eliminate extremists, especially die-hard nationalists and militarists, just for fun.
Secret book search
Trabajono- Unlock all tasks
Accelerate construction
Iamthestate- all laws (decrees) can be used immediately.
Elpollodiablo- direct victory
Muchopesos+ 100000 USD
Whisky-American Relations +20
Nowitzki-US Relations -20
Vodka-Soviet relations +20
Novodka-Soviet relations -20
Double-headed Lama-praised by tourists+100
Pachangas-increase people's praise
Ding Graz-increase workers' experience and all students graduate.
Che Guevara-Rebels attack buildings
Down with the rebels.-Rebels attack your castle
The penultimate military coup
Civil war-people's uprising
Vivala 0- random event
Vivala 1- Heizai incident
Vivala 2- hostage incident
Vivala 3- bomb incident
Long live 4- strike
Vivala 5- Media activities
Course strategy integration
Anyone who has played the first generation will find that the third generation is much more fun.
First of all, there are many transportation systems and few rainfall systems, and porters are invincible. ....
Basically, I've been playing sandbox these days ... in any mode.
Compared with the first generation ... it is not difficult for this generation to play far away (playing the first generation ... will know what is far away).
The most difficult situation is the driest, flattest and the least mineral resources. At the same time, it is extremely difficult to choose+no immigrants ... I haven't found a countermeasure yet.
Let's talk about the game first ... basically there are only three ways to go.
1 is the last banana, papaya, corn, sugar, tobacco and coffee.
The initial money is invested in high school ... if you are lucky ... the recruitment may not need money. ...
Rely on foreign capital to promote the factory ... and then slowly replenish other facilities. ...
The biggest problem with this game is that it is very common to start banditry riots. If there is another election, it is easy to start over. ...
But as long as the factory is launched ... it can develop steadily ... and at the same time, it can develop low-pollution tourism.
2. mining, logging and other industries that can get goods immediately ... these industries started very quickly. ...
Even if you sell logs ... you can fill them by quantity ... and the price of the mine will not be low. ...
But the problem is that it will produce a lot of pollution ... allowing its logging yard to be pushed to the wood factory and then to the furniture factory ... can't reduce pollution.
Mining is ok .. but there is no future (unless yours is a gold mine)
The most important point of this game is to push the money from logging and mining to high schools and other facilities (restaurants, churches and clinics) while developing agricultural products. ...
If you choose a big island, you can consider opening a tourist area on the other side. ....
Ps: I personally don't recommend journaling ... but it's really the easiest to make money at the beginning and promote the basic production of the factory ... but it will be embarrassing to develop tourism.
trouble ...
Third, rely on the initial money to directly push the pier+hotel ... and then use the stable income of tourism to slowly replenish facilities and engage in industry. .....
This kind of play won't make people much money ... but on average, it's not lower than exporting low-end products ... and the advantage is that fewer people use it. ...
If you play 30 people+no immigrants ... personally, this game is the best. ...
The biggest headache is that you can't make a lot of money at once ... which leads to the need to build high schools and other expensive buildings, which may take a long time to start.
2 buildings ...
At the same time, the initial investment is too large ... the initial satisfaction will be very dangerous (it is easy to play games under political instability)
Policy aspect
Consider the study plan from the beginning ... plus the advantage of the role ... the bonus will be terrible ... all the workers in the power plant can produce more than 3 million kilowatts of electricity.
Pro-American pro-Soviet is no big problem ... Personally, I suggest neutrality ... When the relationship is very good in the middle ... both sides will give you 3-5 thousand years. ....
But be careful ... just don't play with nuclear bombs. ...
In addition, if you play without immigrants ... it is necessary to ban contraception ... (with a growth rate of 0 ... no local birth ... it is almost impossible to develop)
There are also domestic policies ... if you don't understand, you'd better not engage in them ... most of them are extremist policies.
The most regrettable thing is that there is no pirate island policy (1 generation ... can make the United States and the Soviet Union at the same time)
In terms of construction ... foreign aid is extremely strong (you can collect 4 thousand without the foreign affairs bureau ... compared with 1 generation ... it is necessary to push the foreign affairs bureau to pull relations.
1 1000 is too much)
So as long as the initial debt is not too much (6-7 times more than your income), you can still rely on foreign aid to pay off your debts. ...
In addition, porters are no longer porters who can only carry 50 units on board at a time ... but they can carry hundreds of porters at a time (1 generation infinite sense)
Therefore, we can actually consider exporting in many ways ... as long as we make money. ...
The most useful building is the parking lot ... where people live ... even the work place is built if they have money ... and the tourist area is needed. ...
The transportation system ... will no longer have thousands of miles of work and thousands of miles of goods transportation (again)
However, it should be noted that the road construction ratio is worse than 1 generation ... sometimes a few bays will make you lose a lot of building space ... if possible ... do your best.
Structure of straight line ...
Demographic aspects .....
There is no need to build an immigration bureau in the early stage (no one is inefficient without money) ... When you open a factory ... you need it ... but remember to standardize the selection of immigration bureaus.
Choose ... choose to enter China with academic qualifications in the middle term.
There is basically no need to immigrate in the later period ... just to satisfy the local residents is also a headache.