Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Stock Exchange is another pretty terrible building. So much to build and maintain, comes late, but earns basically nothing, and almost always ends up bankrupt. Especially when the offers have wages half of what you're currently paying (so nobody ever works there).
I try to not build too much entertainment. The more enteretainment the less work you get out of the employed. Work, home, church, clinic, and if they are lucky some entertainment. If not back to work and maybe next time. Crack the whip. After all dictatorships don't build themselves. :D
I'd agree with Radar Dishes - very scenario specific unless there's more attacks than your secret police can stop.
Sports Complex - agree but it does boost Tourism.
Furniture Factory - Agree with Aquarius - money spinner.
I don't use Conventillos unless the scenario asks for one - the referb fees make them expensive. Also I don't build any accommodation more expensive than a house or modern apartment depending on which campaign I'm playing. That keeps most Tropicans happy.
No newspapers - in Tropico 1 the "Coupons and More" newspaper was a big earner but now it's a drain. One TV station set to BBC will boost liberty enough on most islands for you to introduce anti-littering without upsetting the Intellectuals.
I avoid ranches since they need large amounts of space to be productive which their income rarely justifies. Organic ranches are different.
S.x.
Yeah, furniture factory has terrible profit margins, certainly not worth it, either you import and make little profit, or you have the whole chain and tie up tripple the workers that you would for other, more profitable industry buildings.
The newspapers coupon setting can still make plenty of money if you place it right, just remember it'll take a little while before the journalists have enough expierience to actually generate money from it, same is true of the radio and TV station. It's also the only media building that doesn't require power.
I disagree with ranches though. Especially early on, and with the 2000 investment in a smoke house, they make incredible money from just 2 workers. Problem is how they deteriorate the land quality and make so much pollution.
Still don't understand furniture factories though. Blueprints, building costs, both eat highschool workers up, and then you've got loggers to add to the equation, and the horrible way the game handles moving goods about.
Loggers and a sawmill can make some (not that much) money, but as soon as you add the third building to the equation...calamity presidente.
You, well you have shown no evidence. Just your unsubstantiated opinion about furniture factories having the worst profit ratio of all industrial buildings. I've shown the contrary to that, so other readers can make up their own minds based on some actual evidence.
Besides, the factors that make the furniture factory worse are pretty easy to see for anyone who plays the game, everyone already has the proof right there. It takes an extra step of processing, meaning more workers to make it than other products, and its sell price isn't terribly high compared to other industry products, which is easily seen in the almanac. That means you're making less money for more workers, thus, it's the worst industry building revenue wise.
And what "problems" do you think I've encountered? How is my argument based on a bad situation? I really don't see where that's coming from.
Nice edit, probably should've quoted, though the insulting tone is still there.
To continue the topic a bit, I don't think anyone's mentioned Shanty's yet, and I can't think of any situation I'd want to use those over anything else sans a story mission.
Unless the point is more that lumber is successful, but going the extra step of making it into furniture generally isn't worth it. I don't know about that stuff, I haven't played the game long enough to know numbers like that off the top of my head.
I agree with shanty shacks though. Outside of flavor/role-playing, I'd at least try and just save up for a tenament (sp?). I don't use the bunkhouse things much either, but I have on occasion.
I haven't tried a strategy where you try and get banks up early, and also I suppose they are nice for reducing costs of some of the more expensive buildings, but in general it seems like banks cost as much as they save.