Pay attention to color of the area around your farm as you hover your mouse over the different crops. Set one of your farms to something more lucrative, like tobacco, sugar, or pineapple. You have no exports save for the extra corn (the default the farms are set to) you’ll grow. WHAT…YOU…DO…HERE…WILL…MAKE…OR…okay you get it right? Good, I didn’t feel like typing that all out again in caps. What you do here will make or break the scenario. For example, you may have 6 out of 8 construction workers available so build times will be a little slower until later on. Your starting population is about 50, barely enough to populate all of the buildings that provide the above jobs. You’ll also start with about $10,000-$20,000, depending on the scenario. ![]() There are times where you may have a ranch or two in place of the farms. Most scenarios, if not all, start you off with a palace, construction facility, teamster office, two farms, a dock, and sometimes a garage. New players will eventually find the ones that suit them best, though to start I’d recommend picking the ones that give you a straight boost to export prices, your approval rating, and anything that improves education. Unlike Tropico 3, these traits level up as you use them increasing their bonuses. Pick the traits that you believe would suit you best. Have a cuban cigar and follow me, won’t you?īefore you begin, you’re given the option to create an avatar or choose from something pre-made. Are your loyal subjects…ermm…citizens revolting? Are you constantly running out of money? Can’t beat one of the scenarios? You’ve come to the right place. It might be worth testing to see if they always carry the same amount in 5/6, considering it was seemingly in a different engine than 3/4, they might have reworked the teamster systems.Hello, El Presidente. It was a common issue which caused people's islands to mysteriously die from inefficiency, without there being a clear reason as to why it was happening, or what was causing it. (Note: It wasn't only marketplaces, it was seemingly most 'delivery points' of the same type). See this image for a clearer explanation. Presumably due to them trying to spread out the deliveries to all the 'delivery points' equally. So for example, if you only have 1 marketplace they'd move 500 units of food every trip, but if you have 4 marketplaces they only move 500/4=125 food per trip. In Tropico 3/4, they split how much they carry between how many 'delivery points' they have available to them. I don't know if it's the same for Tropico 5/6, but it's worth noting that with Tropico 3/4 Teamsters don't always carry the same amount of goods. The city looks way nicer this way at least. ![]() Then I use parking garages for them to get around. I just build apartments and houses for the rich people in the city center. I don't notice much difference in my approval rating when I massively neglect poor housing. It seems like a waste of space and makes the area look like crap. ![]() If I'm strapped for cash, I won't even build any bunk houses, tenements, or conventillos. They will spend half the time walking back and forth if I don't. I just make sure to get them a bus stop so they can ride into town for services. They seem perfectly content to build shacks around the farms and factories. I've honestly had better results by simply neglecting to house poor people in general, especially farm workers. Then I make a bunch of bus stops going to and from those areas to the housing areas. I build a city center with services and housing around the palace and locate the farms wherever they fit and factories where they won't pollute and degrade the nice city center. I've been experimenting with having a city center and bussing people out to the farms and factories.
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