I will then export this rum to the crown for profit or maybe even a mandate time extension if the export happens to coincide with a faction task. For example, I will use my plantations to grow sugar which is then taken to be turned into rum at a distillery. You can then use these resources to make goods you can then export to the various factions available during each era. You have a small selection of options to choose from including fishing, ranches, plantations, and logging camps. Each side will request tasks of you during this early game period and thankfully they are usually related to helping strengthen an aspect of your citizen's lives or the economy as a whole.īuilding up your economy is one key aspect of gameplay because without money Tropico can’t grow! In the early game, the economy is fairly easy to get started. During the colonial era, you are juggling the political relationship of the crown with that of the revolutionary presence on your island. You see Tropico 6 has 4 eras that mimic the eras the real world has undergone from colonial to modern times. Want to have a completely capitalist society or full-on dictatorship, you can! When you first start your journey of ruling Tropico however you are ruling by the mercy of the crown. Everything from where roads will be placed to the system of government is fully under your control. Once you balance all of this you'll have inifinty money, (often you get there before you fully optimize things,) and then you can start hiring out other parts of your city, finding housing gaps, and optimizing hapiness across the board.Tropico 6 is a city building, economic and political simulator. If all your factories are always maxed, then you cant tell hiw much extra raw materials are simply being exported at a far lower cost. Build the new facotries in the space created by the hydro farms as well. Remeber that its better to have a few factories producing slightly less than max, that means all of the raw materials are being converted and there is some space to convert more. You wont be able to catch them all and some will be homeless and leave, but everytime you re-hire you'll have more and more finding housing, and eventually you'll be able to float fully producing industrial complex. Every time they are full you will likely end up with homeless high school educated people, find where they are working specifically and patch the problem with new apartments and metro stations. You will need to budget some of that space for new residences, (2 hydro farms in the space of half a plantation=more population density,) more factories to handle the new output, more waste management facilites to handle the pollution and subsequently more of everything, (almost,) to handle the increased population.Īfter you reach max population you can "filter" out the un-educated people by continously hiring high school educated workers to fill the factories and hydro farms. Bear in mind, you will basically have the capcity to increase your overall plantation production rate by 200-400 percent when you fully convert to hydroponic farms. So yes, the problem might not be teamsters. So making sure that your resources have somewhere to go, (more docks, which can only transport so much,) and making sure you min/max industry, (build more factories to handle a surplus of raw materials,) will help you avoid industrial inefficiencies. I think the solution is to add factories which process the raw material, since in most cases the factories Ive looked at convert say, 10,000 fish, 8000 pineapples, and 7,000 meat, into 3000 canned goods. However all of my factories are producing, and most of the farms which arent producing because their supply output storage is full, will periodically begin producing again. I have 6000 population and 62 teamsters offices, 62 parking lots and 18 docks, but I have no more beach space, (isle enoreme on sandbox.) something interesting, some of my docks are still exporting coal even though I mined the island out 100 years ago, which leads me to believe that this supply back-up extends nearly perpetually if you harvest more resources than you need. Still getting this, I think after a certain point your docks can only export so much product and the excess gets stuck in the production buildings.
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