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Mission 3: Get-rich-quick

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Campaign Part 2: Get-rich-quick (3 of 7)

This time our Mission as stated is to amass a Treasury while at the same time exploiting unique opportunities - which just means doing random Tasks that will pop up while you exploit the heck out of your natural resources and build industry.

I cannot see why this is, but a lot of players seem to have a little trouble with this one, so we are going to spell it out in simple terms - or as simple as we tend to get anyway.

The recommended settings for this are:

Island: Puerto Coco

Economic Difficulty: Medium

Political Difficulty: Medium

Disasters: Occasional

Once the Mission starts you will note that you pick up where you left off before here, but with the new goals:

  • Have $1.000.000 in your treasury (This is the win condition for the Mission);

  • Use Investments to earn Interest;

  • Have Six (6) Doctors

Getting here is easier than you might think - basically this is not a hide-bound Mission so you will benefit from building multiple examples in single industry - this is especially true for natural resource using industry like the Lumber Mill - which you shall soon see.

Mission 3: Get-rich-quick

At the start of the Mission you should already have at least the following in place:

  • Lighthouse

  • Docks x4

  • Military Fort x2

  • Guard Tower x5 (or more)

  • Catholic Mission x1

  • Library x1

  • Logging Camp x4 (or more)

  • Lumber Mill x1

  • Mansion x5

  • Country House x6 (or more)

  • Gold Mine x1 (with around 5K or Gold left in it)

  • Corn Plantation x1 (at least)

  • Other Plantations x2 (or more)

In addition to the above resources, you should already have completed research of the following techs:

1. The Sickle

2. Cowboys

3. The Shovel

4. The Trigger

5. Foremen

6. Planks

7. Paper

8. Red Tape

9. Constitution

So let's look at the order of Tech Research for this Mission now - you should try to do them in the following order:

1. Electricity

2. White Flag

3. Legalese

4. Steel

5. Tanks

6. Table Manners

7. The Compass

8. Generals

9. Socialism

10. Accounting

11. Shiny

12. Bribes

You can actually do the last six in any order you want to but that is the order we recommend.

With that managed let's talk about your buildings. You can, of course, take whatever approach you like and prefer, but what we recommend for a really fast finish to this is the following and in this order:

  • Sugar Plantations +4 (assuming you already have 2 - if not then +6)

  • Cotton Plantations +3 (assuming you had none)

  • Corn Plantations +2 (assuming you only had the 1)

  • High Schools +2

  • Colleges +2

  • Docks +2 (for a total of 6)

  • Drydock

  • Rum Distillery +2 (seriously - that is why all the Sugar Plantations)

  • Lumber Mills +2 (assuming you already have 1 - if not then +3)

IF you are going to do the Textile Mill

Lama Ranches +6

If you are going to do the Cannery

Cattle Ranches +6

- OR -

Pig Ranches +6

Beyond the above you can add what you like - but increasing the number of resource producing buildings is ALWAYS a good idea!

You may want to also include some Barracks for security near buildings you think might get Rebel action... I would recommend that you make a specific effort to provide more than the adequate amount of housing spread over all types.

If you are going the Cannery Route you will need Power Plants - so you want to establish Coal production FIRST, then build the Power Plant(s).

Adding Tobacco Plantaitons and a Cigar Factory to the mix is not out of the question!

Above all though, remember to also add additional Teamsters to keep things moving, and if you can afford it, an Observatory or two will help with the research.

Once you set up your chosen industries it is literally just a matter of time - of course the better you can do in terms of keeping the people happy, the better you will do in terms of income, so the two go hand-in-hand for the most part.

 
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