Tropico 6

Tropico 6

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Banks
I remember in Tropico 5 when you have a bank, he is useful to earn 1k/month for every 100k of your treasury.If you have 500k in treasury you can build more 4 banks. But in this game have more than one bank(except the slush funds workmode) is useless. Can someone explain me?(sorry my english)
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Showing 1-8 of 8 comments
Battleclown Apr 20, 2019 @ 2:46pm 
Having more banks gives you more state loans.
I don't understand the description of each work mode so I can't help you there, I do know that in beta you could exploit the banking system with 100 banks (see Skye Storme on youtube).

I use two banks to funnel money into my swiss bank account.

I think you can have several banks just for the interest but with a diminishing effect. If anyone could explain what "at an efficiency of 100" mean that would be great.
English is not my native language and several description in Tropico 6 is confusing at times, even for english speaking youtubers apparently.
Bored Peon Apr 20, 2019 @ 3:32pm 
National banking provides an income based upon your current treasury balance. Has a max of 1000/month?

Slush fund provides swiss bank account income based upon your treasury balance. Has a max of $$200 a month?

Private banking provides an income of $2 per rich or filthy rich citizen you have. This mode has no max income and with a large population is a better income. It is also one of those great modes that keeps your economy stable between freighters.

Originally posted by Battleclown:
I think you can have several banks just for the interest but with a diminishing effect. If anyone could explain what "at an efficiency of 100" mean that would be great.

Best example is the Rum Factory on supply market mode. At 100 efficiency (the normal budget) it gives a 10% bonus to taverns and cocktail bars. At max budget it will give 30% bonus, the one in between is 40% bonus. So you could use 3 factories at 10% each or one at max budget. This bonus is also over looked, taverns are basic entertainment for poor and even with a low population of 100-200 you probably have 4-6 taverns, and each of those taverns get to charge a higher fee, plus it should push your rum factory workers into rich category to collect bank income and mansion rent.

To me it makes far more sense to use the one factory at max budget instead of multiple factories with a-25% production. At max budget it also pretty much cancels out the -25% and has the same output as a factory on normal settings.

Originally posted by Frank ist Krank:
But in this game have more than one bank(except the slush funds workmode) is useless. Can someone explain me?(sorry my english)

You just need 1 on national, 1 on slush, and then every bank after that on private banking since private banking has no income max.
Last edited by Bored Peon; Apr 20, 2019 @ 3:35pm
Battleclown Apr 20, 2019 @ 4:13pm 
Thanks, that explains that. Always had a little problem with the way Tropico explain some things, it was worse in the beta as the game still had some developer text in some places.
Bored Peon Apr 20, 2019 @ 6:54pm 
Originally posted by Battleclown:
Thanks, that explains that. Always had a little problem with the way Tropico explain some things, it was worse in the beta as the game still had some developer text in some places.

Yeah it shows a decimal value instead, I think the museum still has that tool tip for the bonus towards high schools and colleges.
side-fish Apr 20, 2019 @ 7:17pm 
Wow. I knew that efficiency increased fees, but I never thought of it that way before. For banks, I would go at least 2 national. 800/month per bank is sorta my tolerance. Private banking is sorta not very good for sub 1K population, unless you were somehow able to make half of them rich. I need to try that slush fund though. I always struggle with Swiss dollars considering how useful they are now. I focus so much on the broker's task to get Swiss dollars, I forget there are other ways to get them. The next best place to get Swiss dollars is the ministry building.
Bored Peon Apr 20, 2019 @ 7:28pm 
Originally posted by side-fish:
The next best place to get Swiss dollars is the ministry building.

Nope, customs house with special tax.

Originally posted by side-fish:
Wow. I knew that efficiency increased fees, but I never thought of it that way before.

Now see that is the thing a lot of people miss, having a higher budget might cost THAT building building more, but there is a ripple effect across the island when you jack the budgets up.

1. Tropican gets better job quality.
2. Tropican can afford better housing quality and you collect better rent.
3. Tropican can visit higher wealth entertainment.
4. Tropican moves upward in housing quality making space in lower quality.
5. Once into the rich category you make money off them with the banks and wealth tax.

Which if you trickle this across enough Tropicans you literally raise your overall happiness and support.
side-fish Apr 21, 2019 @ 5:44am 
I was actually referring to the supply local market. I've had the impression that it wasn't justifiable enough to switch to that workmode, but that would require lots of the same factory type.

I always raise the budget of the buildings specifically for wage. Service buildings simply do not adequately provide enough wage to keep them well-off or rich. If you leave it alone at 100%, some critical buildings such as bus garages, tourist dock, etc. will start to drop-off workers. And transport buildings that aren't fully staffed can be disastrous. Most high wage buildings though are either factory, education, government, which makes building a service-based economy rather challenging and would still make you rely on exports.
Last edited by side-fish; Apr 21, 2019 @ 5:46am
Bored Peon Apr 21, 2019 @ 12:43pm 
Originally posted by side-fish:
I was actually referring to the supply local market. I've had the impression that it wasn't justifiable enough to switch to that workmode, but that would require lots of the same factory type.

It requires two or three. Looking further into it the local market supply modifier is 10% on 3, 12% on 4, and 15% on max for a rum factory.

The bonus also goes away if the factory runs out of sugar.
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Date Posted: Apr 20, 2019 @ 2:24pm
Posts: 8