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The challenge is to design a city to minimize the time they spend walking off to a tavern so that they spend more time at work. I really like this game. It is a real challenge to design your city so that your citizens actually show up to work.
I don't mean to be rude, but I clarified that I have 100's of hours in the Tropico series, I understand how the game functions. You're just explaining the basics.
My problem is not layout efficiency or any issue with the basics, my problem is not being able to keep a stable economy going. Upkeep/Wages always outpace income it would seem.
Now I understand some people have figured out how to make millions, while others are like me and are stuck going into debt every game.
Mostly my success comes form not having to many or too few people on my islands and taking a bit of time to let thinks play out.
I've tried the bank strategy, but they don't get the job done.
I always has an immigration office, I'm a big fan of bureaucracy.
Having a small-ish population and infrastructure does work, but that goes against the fun of the city building, you know.
Once you move on, get up 3-4 shipyards, and disable exporting of planks.
Want more money? Get more shipyards, (and more lumbermills/logging camps to support them).
This is almost always my primary source of income.
Once I get to modern era, I start adding in a lot of Sugar/pharms(on placebo effect). They are major money also.
Everything else is just filler/there for jobs/export for quests/because I like having at least 1 of every single thing.
To me, 3 cannery's would seem like overkill, but you guys are saying you build 10, I'll try it out.
Canned goods pay around 5,5K/1000 units if my memory serves me correctly. I always buy three of them and run them on supply local market mode to boost my groceries. Rum, boats and pharma is what keeps my economy going, and if there are minerals placed in a good way, I like have some steel mills to supply a couple of vehicle and weapons factories.
You should always diversify your economy so that you can fulfill any trade demands foreign power throw at you, but there always better and worse ways of making money in this game.
Its will generate much faster than other as well, it can make into canned/local foods as well....
I always have almost every industry on my island operating, it still doesn't make enough money.
Like some people are suggesting, it seems building multiples is the way to go.
Hides I was turning into leather, logs I was turning into planks, milk I was turning into cheese, wool I was turning into cloth. Admittedly, these are not high-value items, but it was something. I know everybody just keeps saying rum and cigars, but I didn't have any good fertile land for tobacco or sugar.
I think the thing was that during the Cold War, people just started expecting a whole lot more. My peasant utopia wasn't good enough anymore--they started expecting all of these additional services, and I just could never quite figure out how to make a profit on them.
Cloth is one of the better processed goods you can create. Always go for logging camps into lumber mills into shipyards if you have the opportunity - Boats are the single highest paying industy as measured in dollar revenue per 1000 units. Granted, you use I think 5 or 6 planks per boat. But then again, the lumber creates 4 planks out of 1 unit of log.
I try to have a ratio of 3:2 in terms of raw resource producing buildings to industry, meaning that I try to have 3 sugar plantations per rum distillery (and same applies for the other buildings that process a single resource).
Always keep your faith, food and entertainment buildings on max budget. A happier Tropican works more effectively, and the happier they are, the longer time they take between visits to the church, circus and grocery.