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Sorry it's hard for me to say it...
All you need is to give salar...
Sorry...
You need to give better salary to your work...
Damnit arrest these whinney worker and kill their familly!
Ah, that feel better...
Tobacco and cigars are often the one industry I avoid entirely
In short missions I'll use whatever is most suitable for the land and/or mission requirements, in long games I often end up with every industry, or every industry minus cigars
I don't see requiring wool for textiles as being a problem, so what? Lama farms are cheap and easy to place and if clustered together add a boost to the value of a circus (and a variety of entertainment options is always a good thing). Cotton doesn't drain the land it's planted on and the fashion industry in modern times is competitive with some of the higher output 3rd tiers, while also boosting entertainment values if upgraded.
The best part of the fashion industry is that unlike other top tier modern times options (cars, jewelry) it's stuff you can't run out of (cars and jewelry will eventually use up iron, coal and gold deposits)
The only other top tier industry that is self sustaining is chocolate, which requires coco, milk and sugar, not a terrible option if you started with a cheese industry early on to coincide with your early milk production, but mlik and cheese are best very early and chocolate doesnt become viable until late game. So it's a very imbalanced path.
Compared to cotton wool early, textile mid, and fashion late game, its the only sustainable path that functions well in all 3 era well.
It's not that cigars is actually best, its that it feels braindead simple to use, but its actually destroying your land value for crops and kills off your educated population faster, and it lacks a 3rd tier modern times upgrade
It's all just options, theres not really a best in all scenarios, theres a case by case best, or you stick to not thinking and always have a sort of usable economy just by picking any industry and waiting
I'd just as soon go with logging camps into lumber mill into furniture, 2 upgraded logging camps started in a dense forest patch can be self sustaining while regrowing trees, lumber is a solid performer early and furniture does well late game, and if you happen to have gold (or willing to import) you can expand its production further (but its not required to be competitive, its bonus money really)
So if you don't want the employee requirements of the textile mill, try furniture.
As for the stuff that requires import (long term), so what? Steel into cars can be massive, and the car plants (upgraded) not only require fewer workers but also boost farm production island wide
My textiles make way more money in the long run, but that requires so many workers and always seems to be the first factory to shut down any time my teamsters get backed up.
TL;DR Rum loses value over time. Cloth loses value in modern times. Apparel adds another production chain to an already extensive one just to make it competitive. Chocolate is good, but you have to wait until modern times to start placing buildings and it has a somewhat extensive production chain. Cigars are place and forget 3 factories and 4 plantations can fund a 2000 population city. Anything extra is well... extra money.
That ♥♥♥♥ cost a butt load of money and they still sell the imported urainum. power goes out and they become animals
game over(end)
http://tropicomodding.org/viewtopic.php?t=370