


I also use the adjacent tab that has homelessness and unemployment numbers so I can keep those as close to zero as possible. The happiness tab is where I keep track of what people really need in this moment across the island. Then near that housing, I need enough well-off entertainment buildings with open seats to be filled." They pay well-off wage, so that means I need some well-off housing somewhat closeby. Generally you want to think in terms of wage-groups and job-focused design. There is no penalty for having them right next to anything really, unless it's a specific care they have (like mansions using beauty=housing quality).
Tropico 6 reddit full#
So juggling all of these things is what keeps your economy pistons running full steam underneath all the fun political mess. You can import a shipment of fine goods if you can't create them yourself with your means just so you can get a higher food happiness. Food variety generates citizen happiness. Later, as your food gets made further from your population centers, you'll have to rely on grocery stores to get shipments for your neighborhoods. This is why your town starts with a ranch in the center every time (for the failsafe food). Save it for later.įood - Citizens will just take things out of a farm or food-building on their own. That way you don't lose the construction cost by demolishing. If you overbuild, you can just fire all the workers in a building and it won't cost you upkeep - only wage paid to employees is upkeep for buildings. I like keeping mine at over 50% capacity so I don't lose money. The biggest thing I can recommend for entertainment/church buildings is to keep an eye on how full they stay. Churches don't cost the patron money (unless you make them). Churches kinda fit into this role for me too, even though they meet a separate Religious Need in the same exact manner as entertainment. They go to the closest, most wage-appropriate entertainment building if it's not full. Deleting a shack has no negative consequences.Įntertainment - All citizens need entertainment. I find this piecemeal approach lets you put the houses more where they're needed instead of placing down 12 houses and half of them not even filling up. Housing is often where my spare money goes. People don't mind living in shacks as much as you might think, so prioritise your economy before housing everyone early. Non-shack housing make you money when they're filled, so keep your empty house count low. a Country House can only be used by well-off paid people. Houses care about income level of its inhabitants. Shacks growing in a space is a sign you need houses. If you don't supply them with a home, they'll build a shack where they please. the Opera House only allows rich patrons, but has a high ticket profit per visitor). You can change the wage of a job to change the building's efficiency (efficiency is explained in each selected building's infotab) and this changes the wage of the worker too (broke, poor, well-off, rich, ultra-rich) which gives them different options in your town based on require wages to purchase (e.g. More workers, more operation (linearly, iirc). Job - Only workers inside the workplace during their shift make the job building operate. This informs how you place your buildings. They'll go from their house, to a location, then back to their house, then to the next thing, then back to their house, etc. Unlike the sim city franchise (even the one that claimed to do these things), Tropico requires the physical dude to be where he needs to be to do the things he needs. In this game, you gotta think from the perspective of the active bodies in this simulation: the citizens.
