Tropico 6

Tropico 6

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IEatCereal Mar 30, 2019 @ 1:24am
Can somebody give me any tips to eliminate shacks?
Even if I make housing and cars free and have garages everywhere people STILL prefer to live in shacks. Giving them child allowances seems to change this (for obvious reasons) , but only slightly. I haven't gotten round to playing Tropico 5 yet, but the citizens in 6 seem to stubbornly want me to build houses everywhere even with proper transportation . Which doesn't solve the problem either because I still have shacks even though entire housing complexes are empty :| .
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Showing 1-8 of 8 comments
Kunovega Mar 30, 2019 @ 1:28am 
People need time to actually work at their jobs before they have money to move into a house, it's not instant. You can click on the people living in shacks and see their current wealth, you'll notice they need to work a while and save up for them to receive the wealth status a job provides

Also make sure they have housing near where they work. They leave their job when tired, they will only walk/move a certain distance before they are so tired they give up and live in a shack

Also there's no welfare for old people or students, so if you don't provide them with free housing they have nowhere to live (previous tropicos let you give social security to cover this)

It's a pretty poor design since when you do end up trying to provide the free housing for the retired and the students it will end up being taken by rich people who are lazy and happen to work nearby
Last edited by Kunovega; Mar 30, 2019 @ 1:30am
ponjo Sep 4, 2019 @ 7:38pm 
Originally posted by Kunovega:
People need time to actually work at their jobs before they have money to move into a house, it's not instant. You can click on the people living in shacks and see their current wealth, you'll notice they need to work a while and save up for them to receive the wealth status a job provides

Also make sure they have housing near where they work. They leave their job when tired, they will only walk/move a certain distance before they are so tired they give up and live in a shack

Also there's no welfare for old people or students, so if you don't provide them with free housing they have nowhere to live (previous tropicos let you give social security to cover this)

It's a pretty poor design since when you do end up trying to provide the free housing for the retired and the students it will end up being taken by rich people who are lazy and happen to work nearby

What's kind of retared tho is when i click on them it says "Filthy Rich" and then also "Going to Shack".
Kunovega Sep 4, 2019 @ 7:45pm 
I'm not a fan of the wealth category system and labels anyway. I prefer the older style of being able to directly set exactly how much money a person made per month at each job and how much rent would cost at each building, down to the dollar amount rather than category, and you could then see exactly how much actual money they had at any given time as it was being spent on rent/entertainment/etc, they would choose a place to live based on a % of their income compared to rent
Originally posted by Kunovega:
It's a pretty poor design since when you do end up trying to provide the free housing for the retired and the students it will end up being taken by rich people who are lazy and happen to work nearby

Together with an option for keeping tourists out of establishments meant for locals we definitely need one that allows us to set things like "retirees/students only" or "poor only" (for keeping well off and better out of tenements and bunkhouses when there's more appropriate housing nearby).
Jewbacca Sep 5, 2019 @ 3:40am 
Quite simple actually. You need lots of houses, and infrastructure. I'm currently testing with the bus garage style, but i found the free wheels edict+garages work perfectly.

Before world war just ignore housing. Use district style building, but don't care much. You can use the workplace happiness with edicts+max budget, and revolutionary tasks to get into world war.

At the beginning of world war use bus garages to move the population between the districts. All bus station starts in the housing district, and end at somewhere else. A single bus garage should be in the housing district for 2 reasons.

1. Ensure, that it always works. This one brings the bus to the bus garage district.
2. Keep placeholder for the garage until the free wheels edict researched.

Once free wheels researched use it, and demolish all bus garage. From that point just place a garage into the center of each district.

Vacant homes are worthless, if people takes forever to reach anything from it. However if they can reach everything by car, or bus, then they fill up the houses. In my games only the broken are in shacks, and those are a very small portion. In theory you can get rid of them by building bus only, and make them free ride, and having bunkhouses in stack higher mode. But this would cost a lot of money.
Originally posted by Jewbacca:
At the beginning of world war use bus garages to move the population between the districts. All bus station starts in the housing district, and end at somewhere else. A single bus garage should be in the housing district for 2 reasons.

I used to care about cleanly separating housing, entertainment, and industry, but now I much prefer multiple mixed population centers (each anchored by the presence of a grocery store at their epicenter) spread widely throughout a large island. Housing is placed five tiles away from roads if possible to allow industrial and service structures space to develop between them as needed. Even with apartments right in the middle of industrial zones housing quality is still good and healthcare happiness is still in the high 80s. A section of every island is reserved as a conventillo district (particularly near schools and colleges) to centralize the broke and retired.

If I do have bus stations they're largely to connect small pockets of workers' residential areas (usually 2-3 apartments/tenements) where space is limited to bigger centers. The start point is placed roughly equal distance to as many pockets as possible, and terminates at the nearest center's grocery store. Another concession is made if tourists are clearly traveling the entire island just to reach far off world wonders from their hotel rooms (if I don't decide to centralize said wonders right next to them, that is).

I'd love to use metros more, but then I discovered that metros apparently even connect across water and thus count towards the diminishing returns from building more (I had thought it was 1-3 per physical island, when it was actually all islands on the map). I have however used teleferic stations from time to time as a kind of light rail transit across the city.
Last edited by Vermillion Cardinal; Sep 5, 2019 @ 9:07am
CrUsHeR Sep 5, 2019 @ 5:51am 
Housing choice is definitely one of the core issues in T6.

I also observed this multiple times - two people work in the same building, both are rich, but only one of them lives in the Mansion right next to his workplace. The other prefers a shack, with a vacant Mansion household within the same distance.

Probably it has something to do with the jobs of their spouses, either way it is extremely annoying.
Add in the fact that the statistics for homeless/jobless etc. usually doesn't match the current real numbers, which can be tested by clicking on a category and counting the individual people listed there.



Child allowances: This should be obvious, it lifts most low income families from poor to well-off so they can afford apartments instead of bunkhouses, visit better quality establishments etc.

Bus Garage: These are a nightmare to set up, because there is no way to see your bus network in one single map view. So you have to memorize where exactly the starts and stops are.
Also if the bus routes are too short, people don't seem to use them anyways.
Mr. Toaster Sep 5, 2019 @ 8:37am 
Bunkhouses can help you eliminate shacks. If you change their working mode to "stack them higher", they allow broke people to move in. This has helped me a lot to removing shacks at the beginning of the game. Nobody is homeless in my Tropico, thanks to Bunkhouses.
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Date Posted: Mar 30, 2019 @ 1:24am
Posts: 8