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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.
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.
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.
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.
Yeah it shows a decimal value instead, I think the museum still has that tool tip for the bonus towards high schools and colleges.
Nope, customs house with special tax.
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.
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.
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.