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Tropico 6 Tips

среда 29 апреля admin 30
Tropico 6 Tips Rating: 6,2/10 2561 votes

Tropico 6 for Xbox One cheats - Cheating Dome has all the latest cheat codes, unlocks, hints and game secrets you need. Here is a comprehensive guide to every achievement in Tropico 6. Table of Contents. Introduction; Missions Introduction; Mission Era-Specific.

Ok, here is my strategy that I posted in Discord recently.A little disclaimer, I am not a Tropico expert, but I have played a couple games in T6 and some in T4 and T5 as well. The following strategy just uses renewable resources. Of course supply chains requiring non-renewables can be profitable, but I am keeping it simple here. I cannot say for sure if this way is the most optimal, but they are at least simple and straightforward. It gives you enough of a cash flow to afford basic services for your citizens.Colonial Era. This is where you want to focus on your industry.

The focus here is building rum distilleries. Having enough plantations to supply 2 rum distilleries is a good start. You will ultimately want to end up with about 1-2 dozen plantations with at least half as many ranches. You can diversify these, but ultimately you will want a focus on things that go into rum distilleries.

That means a good portion of the plantations will be sugar plantations. You will also want many of the ranches to be llama, sheep, and / or goat ranches.

This allows you to produce wool and milk, and you will need plenty of it later. During Colonial Era, it is recommended to wait until you have at least 500k in the bank before advancing to the WW era. You can get by with less if you wanted to, but this ensures you have a nice safety cushion of cash when you expand during WW and Cold War eras.WW Era. The focus for industry here is textile mills, cigar factories, and maybe shipyards to a lesser extent. The textile mills will use wool and cotton, so you may make a few more plantations focused on producing cotton.

Cigar factories also can rake in a lot of money, and they require tobacco from plantations. Likewise, you can queue up some logging camps with half as many saw mills to make planks. These can be used to make ships for the shipyard, another useful factory. You can build these on an as-needed basis, but 2 of each would be a good place to start. You can also elect to build a creamery that will use the milk from the other ranches to make cheese, I don't think it is quite as profitable, but hey, who doesn't like cheese? Same could be said for a cannery (using fish and pineapple). IME, this era is a quick one, so you may find yourself in the midst of the Cold War before you know it!.Cold War Era.

The focus on production here can be furniture factories. By this time, everything is getting more expensive. In my current game, I have at least 3 furniture factories, could build more if I wanted to.

You will want to have several logging camps and a few saw mills to support the production. This will give you a nice stream of cash. If you find yourself barely breaking even, MOAR FACTORIES!.Modern Era. Sustainable factories here are juicery (uses bananas and pineapples) and fashion company (cloth from textile mills or leather from tannery). At this point I build one of each factory (even ones like the electronics factory that require non-renewables) and just import the raw non-renewable resources (which I also did in T4 and that worked reasonably well in both games). You can use the waste treatment plant to get small amounts of rubber, nickel, and aluminum, the latter 2 which is now essentially unlimited (albeit in small amounts).Also, in Modern Era, offices will make you tons of money. Just watch out for relationship modifiers of other countries if you build off-shore offices, just FYI.Edited for clarity.EDIT 2: TEAMSTERS!

At least one per factory and possibly more on an as-needed basis if you see goods piling up, which you probably will eventually. Super glad you commented. I took your advice and I’m now in the Cold War era RACKING in money. Something I would add, it’s always better to have too much than too little when it comes to raw materials. I think you originally said do a 2:1:1 on the supply chain. I’ve tweeted to to 4:2:1.

Never have to worry about shortages and if there’s left over of the raw material, it goes to the docks to get exported so even more monies.In addition to what Vlad said, you want to make sure you’re setting up your colony in a funnel with everything leading to the dock. (Vlad did give me this advice on another post so he gets the credit). In the colonial era, I set up all my ranches and plantations out away from the dock area and and reserve the dock area for industrial buildings. That way teamsters are always bringing the raw material down. Every thing flows to the dock. You don’t want to have a teamster pick up from a plantation near the dock, take the goods to industrial building way out in the middle of nowhere and then come back.

So, a couple things I should mention. I do not remember the exact settings I used, but my game was on the easier side AND I generated the map with plenty of room to expand.

So, to take into consideration your map type and possible limitations is a great way to adapt.If boats don't do it, then find something that does. I recommend maybe a second boat factory. A creamery and cigar factory are also good if you can plop more goat ranches and tobacco plantations.I'm not certain of the benefit of diversifying in this game - shouldn't you just go for the best selling product (if there's the raw resources to do it)?Tbh, I am not exactly sure either. However, your citizens being able to buy a variety of goods at the grocer (or shopping mall in modern times) should be a good thing. For me, I like having variety. Also, you can import resources you lack, even better when you can find a good deal for it.Maxing out wages and increasing efficiency is a good thing. The employee of the month edict should also increase productivity as well.

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It should be worth it as long as you have enough teamsters to export your product without it piling up at the factory. Excess inventory makes no money. Boats can be good money! I was really surprised when I brought them online. They immediately outperformed my Rum production as my top export.If you aren't producing as many as you expect, consider the proximity of service buildings to your shipyards. Shipyards need to be placed on the water, which is likely kind of far from your clinics, taverns, and churches.

Your pops need to visit these buildings pretty often, and time spent traveling is time not working. A bus stop to an entertainment hub, or placing those building close-by to create a self-contained district will lessen the time your workers spend not working!Obviously that advice also applies to every other building;). I suppose it can be if you have to import all of them.

But that is a worst case scenario. Lords and knights calculator. You can still mine them if they are available. Off the top of my head, you wouldn't need to import everything, just steel, oil, and gold will suffice if you elect not to mine anything or if those resources are not available. Aluminum and nickel can be imported too, but they can also be produced in small amounts from an upgraded water treatment facility. Even then, that would still leave you with numerous trade routes, at least one for each nation (EU, Russia, Middle East, China, USA, and pirates). It is kinda micromanage-y though.Edited for clarity.

How I keep positive cash flow:Diversify! Get at least 2 or 3 industries going strong to start. Then scale up from there.First build easy stuff like plantations and logging camps.

Pick plantation types that are in the green. Look especially where to put the sugar and tobacco plantations. I'll build two logging camps and two plantations of each type, up to 6 or 8 plantations to start. Then I build the factories to exploit those plantations and logging camps.

I build 1 lumber mill for every 2 logging camps. I build one factory per 2 or 3 plantations (1 rum distillery per 2 or 3 sugar plantations, 1 cannery per 2 or 3 pineapple plantations, etc).Scale this strategy along with the appropriate number of nearby housing, taverns, and so on.I also put the budgets of all my money making buildings at max.Once I have $30K - $40K in the bank, I start building weapons. I'll make 2 iron mines, 2 nickel mines, and 2 coal mines. Then I'll make a steel plant and finally a weapons plant.Don't forget to do all your trade routes with the sweet bonuses on your export prices. Also build a customs office as quickly as is practical to boost your prices further.At this point I'm swimming in $100K plus in savings along with a bank earning me interest. One thing is that a lot of money comes from your export trade contracts, and what resources those hit is unreliable. More so since you need to account for the political implications of each contract.

So you need diversified exports inorder to always have good export contracts going. This is a feedback loop, as the bonsues are based on foreign relations, if you are only exporting one thing your relations with one country will tend to worsen. Through diversified exports you keep everyone happy, which means lots of bonuses.Another aspect is that you can sometimes see interruptions in certain supply chains or changes in resource trade values, and a non-diversified economy is thus more fragile. Even a fully profitable economic machine built on, say, cheese exports can flip into the negative and drive you into debt in those circumstance.So for a given map, my general strategy is:. start with food production: plantations, ranches, coconut harvesters, fishermen.

Build to a level where you are exporting a little bit of every food reasonably available on that map. Typically at this point I'll also build logging camps and lumber mills. next, create the second-tier goods made from agricultural products: cheese, for example, which gets made out of milk. Rum from sugar, etc. For each of these, build a factory and then add two of the appropriate supply buildings. Repeat until you have all tier 2 agricultural products showing up at your docks.

Now that you are exporting a wide variety of foods, your next step is to expand into the higher yield mining products: Take the same general approach: Identify mining nodes available to you, build mines on them, and then build factories that consume those products. Which factories you build will depend on the map: If you get iron, coal, and nickel, you'll build weapons and steel factories. If you have gold, build jewelers. If I have lumber mills going, I'll also build a shipyard at this point too. The end goal, is to be have at least one factory going for each good you can export, plus at least one factory for each good that gets consumed by each factory. Once you get back to agricultural goods, 1 plus 2 per factory of each.

From here, I'll diversify into tourism.All of this is in addition to whatever you are building to complete missions. I haven't beat the game or anything so YMMV.Try your hardest to max out and maintain an alliance with a strong trading partner. The better your alliance is, the better their trade offers will be. The best way I've found to do this is to be very diverse at first so you can complete multiple small trade deals quickly.

Farm and ranch as many different things as you can. Sometimes you are limited as to what you can grow but the more variety you have, the easier it is to be constantly trading. Also using 'praise' at the embassy speeds things up nicely.Eventually your goal should be to lock in as many large, long term, high market value trade deals as you can. If you can lock in 4-5 long term 15%-20% deals for industrial goods like rum, cigars, ect. You pretty much don't have to worry about money anymore. If you get multiple alliances to high levels, you can just trade for raw materials and have a bunch of factories making processed goods. Once I am able to do that, its like playing with the cheat codes on.

I never run out of money. I think the main advice is to push for End products, because with the exception of Gold and Oil most raw materials will give you quite mediocre profits.Hence, in the colonial era, go mainly for Cigars and Rum. In the world wars era push boats and canned goods etc.Some people might look at the relatively low value of industries like Juiceries and Canned goods and not realize that the amount of goods pushed out in insane.The only industries that I would be cautious about are Cars and Weaponry, because it's generally not worth it to set up mines in all corners of the map. Only go for them if the raw materials are conventiently available.​The end game is usually Apparel (Fish-Crocodile Factory farms-Fashion Company is good. Although Wool/Cotton-Textile mill-Fashion company works just fine.

Slightly higher pollution though), Juiceries (Usually primarily bananas and Coconuts since banana hydroponics are slightly better than pineapple), Pharmaceuticals and Offices. Although by then I've usually fanned out quite a bit, since Shopping galleries that are fully stocked makes people really happy.Still, Banana&Coconut Juice, knock-off leather jackets and office drones is usually what makes El Presidente Filthy rich.