3/16/2024 0 Comments Tropico 6 mods double housing![]() ![]() New players and old alike who don't understand the potential dangers of having too many educated citizens will often find themselves in Game-Over without knowing why. Giving all citizens a high-school education automatically is seemingly the best on paper, however, it causes massive problems when you don't have excessive population to fill the Uneducated jobs. Overrated and Arguably Worst: Registan of Samarkand.The trees around it are effectively worthless, however.Īrguably the prettiest landmark of this era, it depends on how you plan on playing and if you want to change politics en-masse and enforce a specific political party. Stonehenge is very good and helps a lot with tourism by reducing pollution, as well as increasing the fertility of land, as it seems to also counteract the 'fertility suction' of Ranches and Plantations. It's the best one to use in all situations, and only interferes with the Taj Mahal.īecause you can make massive amounts of money in Colonial Era easily with a proper economy, staying in Colonial as long as possible helps significantly with your ease into World Wars. It also helps in later eras, as health-care is expensive and has long wait-times, and sometimes citizens can die on their way to their health-care service. While it may seem inferior to the other choices initially, spending long periods of time in the Colonial Era can drain your population a lot, since there is no real health-care. 'Man the Ramparts' significantly increases their survivability and damage.Ĭolonial landmarks are subject to debate and your playstyle, however, here's a brief tier-list: If you're on 'Captain Blackbeard' pirate difficulty, build at least two Forts in positions where they can possibly use 'Man the Ramparts' mode.The more ships that come in, the more immigrants you get, and it doesn't cost you that much (at least without Advanced Boat Services). If you start with a low population (under 150), max out the budget for the Dockyard.It's always a good move to increase the budget a bit on Construction Offices.They have to travel from the Teamster's Office to the building they're going to every time they start working. Build one Teamster's Office for about every 4-5 buildings that need stuff to be moved around, and place them close to what they're supposed to be moving. Teamsters are expensive, and you need everything to move in order to make money. ![]() Set your Teamster's Office to max budget and Loose Load Limits.You really don't want any farms under 80%. If the efficiency is over 85% (within reason), leave it alone. Check the starting plantation / ranch (depends on the map). ![]()
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