When you press on a shack it shows who lives there and from there you can chech their well being. My advice - check where there are a lot of shacks close to each other and build some housing there, you might even try to see how rich (or poor) are those tropicans living in those shacks and offer them different housing levels to match. I started the game with the assumtion that I would make one residental area like in other games, but this one works differently and I had to make several residental areas to match job availibility. They wan't to live close to work, they wan't it to be bautifful and have good housing quality, but not necessarily the best, since it's only for the rich. I came to a conclusion that it's about location. ĭon't mind the graphics settings, I am playing at work, and the work computer is a toaster. Originally posted by Mz Canyew:Here is my next problem. I understand that you've moved on in your game, but still I hope that some information will come in handy to you. Unless you expect a sudden rise in labour force, I'd suggest to lower the open job count. Not enough tropicans to fill all those jobs. Need tourists Better research the airport, then. It means that buildings you invested in are not working or are working at a low efficiency. Its simple enough, and depending on the mission and/or scenario, youll prioritise differently in each game. You have a lot of open jobs, that's not good. Pollution is tricky because it only comes into effect (I think) at higher eras. Plantations could be two things, either it's tobacco with the upgrade or it could be high pollution lowering the effectiveness. Mybe it's not possible to have 100% employment - just a thought, wil have to check it. Ranches need open space, more stuff you build around them the lower location effectiveness goes. I haven't checked this in this game, but usually unemployment rate of about 4 or 5 percent is recomended. You have 54 unemployed tropicans, with yur population size that's 3.56% unemployment. ![]() Ranches degrade the soil over time and lose effectiveness. Seeing how you have only 7 retired tropicans I'd say that the rest are children. 1 Efficiency 2 Area of Effect 3 Upgrades 4 Work Modes 5 Trivia Efficiency Instead of a particular resource, such as beef, ranches produce meat, milk, or wool depending on the work mode. Those are usually children and elderly - people who by law do not need to work. :Dįrom your screenshot, those over 400 that are not in labour force. I've seen rich people live in shacks there. But sometimes the game is just messing with you :D atleast that's the conclusion I've come to. You can see most of the changes in the images above.From my experience sometimes it's education that's inadaquite and sometimes it's the job quality that's too low. Natural harbors now give a Port Throughput bonus as well as Fishing Industry throughput(better infrastructure would allow for more effective fishing)įishing and Whale Throughput bonuses have been doubled, since you can only build 10-20 max anyways. ![]() Since i do believe better soils don’t always mean better ranches, however access to fresh water and the vegetation associated with rivers would give a boost. ![]() Plantations get a Throughput bonuses for for all Good Soils modifiers. ![]() Start your Tropico 5 game with a few logging camps and ranches. This mod changes only the effects of all the base game State Traits, so its compatible with any mods that change states or add more states, or add any extra State Modifiers. The world war factories there perform much better.
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