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报告翻译问题
Also the economy shock when era flipping is a bit harsh. I’ve played the beta and even setting up for the next era I barley make it. Rum to cigars, boats to furniture, mines to intermediate products to finished goods. Even knowing the game from beta the economy does a harsh whammy on era change that can easily throw one -100k and unrecoverable.
I've gone bankrupt multiple times due to this (and due to building stuff way too eagerly). My suggestion is to keep your bank account at over 200K Cold War era onwards at all times in order to avoid this
In a different game I logged out with 80% approval rating, logged in with 98%.
Bonus TL;DR: Have plenty of money and good income before progressing eras, Industry is your friend, use good trade deals (from good relations with foreign powers) and the customs office to buff export values, have plenty of Teamsters to actually get your goods to your docks.
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An element of the approval rating is each Tropican's "personal experience" - the two things I know of that directly impact this are paying for the "Image Campaign" in the Broker (which is fairly expensive, but gives a large boost to approval ratings), and refusing to have elections (which gives a *major* hit to approval ratings, potentially dropping it - albeit temporarily - by roughly 50% or so - recovering over time.)
Another thing to consider, in terms of overall happiness in relation to approval rating, is that happiness isn't absolute so much as relative to the overall happiness in the Caribbean. If your people are at a happiness level of 50, but the average Caribbean happiness is 60, your people will generally be less approving of you - and vice-versa.
Additionally, if happiness is relatively high across the board, but really low in an area or two (like poor healthcare, or poor housing happiness, etc.), then that might negatively impact approval ratings, too. So address the lowest happiness category, too.
Last but not least, approval ratings seem to tend to be really low in the Colonial era, and are also relatively irrelevant, so don't worry about those.
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So far as era-change goes, I've never really noticed a significant issue there, but that could just be the way I play - I'd recommend making sure you have plenty of money before meeting the criteria to go to the next era, and otherwise to have a good, steady income from some source (industry seems the best to me). Also, work up to 100% relations with foreign powers to get good trade deals on valuable exports that can add 20% (or more in some cases) to export values - as well as building the custom's office to further buff export values.
Last but not least, make sure you have enough Teamsters to get your goods to the ports - this may seem obvious, but if you look closely, you might notice a lot of goods sitting in factories rather than at your docks. I'd recommend erring on the side of having plenty of Teamsters, set to "Loose Load Limit" (I find the potential loss of up to 5% of the load is not consequential compared to being able to actually get your goods to your docks via the massive increase in teamster capacity) and upgraded to have extra teamsters per office.
Yes, i be having these bugs a lot in missions.
Also, apparently the biggest mechanic to measure approval in the game is your island Happiness in relation to Carribean Happiness. When i enact the Caribbean Trade Pact edict, which increases Caribbean happiness by like 15% if i recall correcty, the approval lowers immenselly. It's kinda annoying and its effing up my gameplays.
I think this has to do with seniors at large. The more seniors you get, if you have a policy that lets them retire early then all the sudden they can't afford homes; They need a social security edict.
Also watch unemployment and homelessness:
I have a population around 2300 and had maybe 100-200 unemployed; keep adding jobs, cathedrals, etc.
I have a lot of homeless people; partly due to the issue with seniors I believe.
What I did:
Built more jobs, houses, churches, etc.
Changed the early retirement back to the default until hopefully they make an early retirement edict. I'm back to around 45% or and slowly climbing back up (actually rather quickly).
Also watch your trade routes; better to take the smaller amounts than the larger quanity unless you know you can make that much or you have to pay the penalties for not delivering that much.
That said, I tend not to have elections, even when my approval is high enough to easily win - and (unsurprisingly) every time I decline to have elections, my approval drops by probably 50% (as mentioned in my post above) but it eventually recovers as people get over it.
Also, as mentioned before, approval is closely tied to both island happiness in comparison to Caribbean happiness, as well as each Tropican's "Personal Experience" or somesuch. Certain things (like not having elections) lower their personal experience significantly, but as long as all of their needs are more-or-less met and their total happiness is higher than the Caribbean average, I have no problem keeping approval ratings well above 75% (and in certain playthroughs, above 90% pretty much all the time - except for when I decline to have elections, of course.)