![]() (Workers getting to the library has a similar effect in lengthening research time, under a new system there). Sticking the teamster office all the way down by the docks was a nice aesthetic choice, but that compounded in both workers showing up there and then ferrying the crop back to the ships. But in an initial run-through, it took me forever to get my first tobacco export contract filled, because I’d gotten too cute with where I placed the farms and where I placed the poor housing. In Tropico 5, productivity was mainly solved just by balancing the population number with the jobs available, because building output was constant whether workers were there or not. Straight away I noticed that a building’s productivity suffered, even in colonial times, if its workers were not in affordable homes nearby. Tropico 6 still feels like a more challenging game, more consistently thwarting my grand vision, because employment and housing - the quality-of-life conditions that affect everything on the island - need more management to keep everyone sheltered and on task. The beta still has me excited for the next game even though that has been delayed into 2019, and most of what I’ve seen so far reminds me of Tropico 5. That’s why the Tropico 6 beta underway has already claimed more than seven hours of my time, most of it in sandbox mode. I used to live in Washington D.C., which probably inspires my city-building approach to Tropico - begin with very orderly straight lines and discretely purposeful districts, and over the course of a hundred years watch it turn into crap. It was in the decay - the entropy that can only be shown in city blocks planned under a government warped by the shortsightedness, desperation and instant gratification of its leadership. ![]() 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.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.For me, the hours-burning allure of Tropico wasn’t so much the decadence of being a despot with total control (or the illusion of it, at least) over an island paradise. 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.After 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 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.So yes, the problem might not be teamsters. 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.
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