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报告翻译问题
Only as I have stated in the post you quited, we really dont have any choice. It has been decided that we are behaiving dictaoraly, so we have rebbels for no avoidable reason, so we must act dictaoraly.
We need better mechanics or clearer comunication as to how to deal with unrest. Ideally by avoiding it all together with skill.
i agree. it should be explained in the instructions that happiness is what causes rebellion and not approval.
Pretty much. I think the biggest problem I have with the always-a-rebellion situation the game seems to have trouble with is that not having rebels is one of the primary rewards for working hard and keeping people happy and not-armed. When the game drops rebels on you, rain or shine (so to speak), I find myself wondering, "if they're going to shoot at me regardless of how happy they are, what good is there in trying to keep them happy?" and the metaplot is ruined.
Also, your quote tags got screwed up. ;)
It's all an artifice to distract you from the hollowness of "winning". Everything happens in quick time to push you towards the end game. Build this, build that, two of these, more of those, and no control over the influx of immigrants to give you a breather and consolidate your building strategy and political position. Not so bad had they left it to the missions but they had to go and ruin the sandbox with the same hyper rush to the end game and pitiful lack of controls to deal socially and politically as one wants to with out being forced into a game of "rebel yell".
In fairness, city builders are usually about the journey, rather than the destination.
It's just when you bump into your Doogie Houser, 23-year-old post-docs who love you and live a happy life, but for reasons beyond explanation, but just have to blow up a cotton plantation, that you wonder about the route your journey is taking.
It's that lack of player control throughout the journey I'm speaking of. This serial artifice of nonsense complications and pseudo complexity that distracts from the actual city building in T5 creating a different game than what tropico3 & 4 was, on top of the politics and civic balancing act. As I said, game mission wise, do as you like as developers. Add all the little complications and needless unpredictability... but why ruin the sandbox with such artifices when sandbox mode is a completely different arena? one where players actually want to take their time and create and build their cities.
I just find with T5, even in sandbox mode, the players is pushed through the experience and more often than not I'm relieved when my set goals trigger the end game. Never felt like that playing T3 or 4. It's this huge change in game 'time' and lack of player control that makes it hard for me to like in T5 what was my all time favorite franchise. I think I'm grieving that loss. :-)
I can run a secular athiest paradise all I like, but in the end I'll still need to build churches.
It is a very confining game but I expect all our concerns to be dismissed and nothing to be done at this stage.
I suspect rebels are generated randomly, based on -extremes- of faction dissatisfaction, or it straight up doesn't work properly. :/
I feel like there was some option where you could reduce or disable some of the quests, but I could very easily be wrong, since the era system requires events to proceed. I may be thinking of events.
I'd check but the game crashes constantly and it frustrates me to no end. =_=;
All the same, I agree that difficulty for its own sake is unpleasant at best, and extremely distracting (if you're interested in the meta-plot) at worst. I somewhat miss the degree of micromanagement you had in T4, where you could set individual policies for buildings (Obstetrics/Gerontology/Prevenentative Medicine for clinics and hospitals, for one), but I don't think the new setup is bad, either. There are a lot of cool innovations in T5; trade, for one. Managers are pretty cool, too, but I've found that they don't last very long (I've had 40 year olds on the job for five years, then they mysteriously vanish. Healthy, happy people, just see mto *go away*. They may have dissolved into that bogus 2000 population limit. WHICH IS ANOTHER THING >:C )
Anyway, it's a good product. They just need to work out some of the balancing issues and maybe account for some problems with rebels and technical problems with the software, I think. I appreciate that they want to get away from the Utopia Syndrome that other Tropico (among other) games had, but introducing phony problems, as you say, is kind of crap. :/