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
At any rate place teamster buildings as far off road as you can, I have not had an issue after doing this.
If your production is full, you need more teamsters. If you have tons of teamster buildings, check that they actually have teamsters working in them.
You not having the issue does not in anyway mean other people have not. What I told him was about the bug, and the in game work around. Which has worked for many people who do have the issue.
I should be swimming in cash but 3/4 of my Rum Distilleries have zero production because the output is full and never gets collected, the same is true for 4 of my hydro sugar farms and 2 of my hydro food farms. Everything should be working; the distilleries are next to the docks, with the farms to the south and city in walking distance.
I figured it might be due to not enough teamsters so I went crazy and built 20 of them nearby, all staffed and with max budget, the situation has not changed.
If the teamsters are far away from where they need to pick stuff up (drop stuff off), they are not going to pick alot up before they decide to call it a day.
My teamsters are to the left of the factories and the homes and entertainment are to the left of the teamsters, its not possible for their journey to be any shorter yet the factories storage is full and remains uncollected.
Because the docks can recieve seemingly infinite teamsters but can only spit them back out at a particular rate(and waiting on traffic to clear so they can leave as well), most of your teamsters will get stuck there. The way I finally discovered it was clicking on the individual workers in the teamster office to see where they were on the island and sure enough 90% were inside a dock.
Here > http://steamcommunity.com/app/245620/discussions/0/540743213195588803/
As far as cycles not producing.
example - Cloth factory requires both cotton & wool, though only 1 is needed to produce cloth, the factory is comprised with both facilities. Hence if you supply only one of the resources, then the factory will only work to half its optimal effeciency.
As far as docks are concerned and teamsters (Transfer Agents). Make sure you use a balanced and distributed approach.
Not sure how much this pic will tell you, but it gives you an idea. Try for 1 per each major producing outlet/farm/etc. From there pay a little more to your workers, eg. from 3/5 to 4/5 for a 10% effeciency increase, 4/5 to 5/5 for a 25% increase.
Picture from above mentioned thread.
http://steamcommunity.com/sharedfiles/filedetails/?id=267711590
Note the above pic is unrelated, but does show some basic principles needing to be applied in the case of Tropico 5. Read above mentioned thread entry to see what I mean about trading (Both importing and exporting) wisely to avoid overstocking & understocking/dock warehouses overfilling.
Anyone having teamster problems (when their teamsters are very close to the buildings not being serviced) probably is being affected by the teamster bug. IF you have an adequate amount of teamsters stationed close by the building(s) they need to service, then they 'should' work well....unless you are being affected by the teamster bug (teamsters getting stuck in the docks as an example) in which case you might as well stop playing and wait for them to fix/patch it.
Not sure what effect it has exactly, but I am finding placing a teamster (Transfer office) close to each major output/input source works extremely well. (except docks as they already are comprised of a teamster unit if they are like Tropico 4 docks)
Also note, teamsters have a priority order AI in tropico 5, they will first fill up each factory/production facility with resources to maximum warehouse holding, then move additional to the dock warehouse (integrated into each dock) until that fills up and then will fill the next dock warehouse. If you overstock too many warehouses, it will just export the proodct (Hence why I say be careful with importing, especially if the cost is higher than the normal base price).
The reason, it will just export at the base price if you have not setup your export trade routes properly, so you may lose $ on your balance if your not monitoring what your doing careful via the detailed production/consumption/export/import feedback reports.
As you can see, I need to adjust my iron & logs imports (Less ships, although in this case it doesn't matter as I am buying the resources under the base price at which it exports via non user export trade routes. ie. That which the dock does naturally upon each ships arrival every several months)
Pic > http://steamcommunity.com/sharedfiles/filedetails/?id=267725076
See next post for what I am talking about, import/export wise.