Tropico 6

Tropico 6

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dwobwinkle Dec 15, 2019 @ 1:54pm
import/export economy
In Tropico 5, it was fairly straightforward what you had to do if you wanted to build your economy by importing raw materials and exporting finished products. You simply assigned more of your tankers to importing iron/coal until your steel mills stopped running out.

In Tropico 6, I'm not sure of any way to adjust import rates. Do they exist? Do I just spam docks and then I'll import everything I'm importing faster (not ideal, but workable I suppose)? Is there a way to carefully manage it like in Tropico 5?
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Showing 1-14 of 14 comments
Kunovega Dec 15, 2019 @ 2:36pm 
Spamming docks is meaningless, you have full control over what you import export from the import/export management settings and what contracts you take and for what amounts...
dwobwinkle Dec 15, 2019 @ 2:49pm 
Originally posted by Kunovega:
Spamming docks is meaningless, you have full control over what you import export from the import/export management settings and what contracts you take and for what amounts...

You don't get it all at once...If I want a bunch of rum distilleries, how do I increase the rate that I import sugar so they stay supplied?
Baron von Tansley Dec 15, 2019 @ 3:21pm 
Originally posted by dwobwinkle:
Originally posted by Kunovega:
Spamming docks is meaningless, you have full control over what you import export from the import/export management settings and what contracts you take and for what amounts...

You don't get it all at once...If I want a bunch of rum distilleries, how do I increase the rate that I import sugar so they stay supplied?

From what I understood, each ship would bring imported sugar from your trade deal, so I think you are correct: every dock you build should theoretically increase the rate at which you gain sugar since freighters would arrive at a faster rate. I think you should just make sure you ban the sale of sugar in your trade window to guarantee that all of it goes to production.
dwobwinkle Dec 15, 2019 @ 3:26pm 
Originally posted by Baron von Tansley:
Originally posted by dwobwinkle:

You don't get it all at once...If I want a bunch of rum distilleries, how do I increase the rate that I import sugar so they stay supplied?

From what I understood, each ship would bring imported sugar from your trade deal, so I think you are correct: every dock you build should theoretically increase the rate at which you gain sugar since freighters would arrive at a faster rate. I think you should just make sure you ban the sale of sugar in your trade window to guarantee that all of it goes to production.
Thanks. It's unfortunate that I can't adjust import rate per resource, but I can just balance my industry I suppose. I also didn't know I could ban selling sugar =D
dwobwinkle Dec 18, 2019 @ 4:15pm 
Originally posted by Baron von Tansley:
Originally posted by dwobwinkle:

You don't get it all at once...If I want a bunch of rum distilleries, how do I increase the rate that I import sugar so they stay supplied?

From what I understood, each ship would bring imported sugar from your trade deal, so I think you are correct: every dock you build should theoretically increase the rate at which you gain sugar since freighters would arrive at a faster rate. I think you should just make sure you ban the sale of sugar in your trade window to guarantee that all of it goes to production.
Womp. So each dock gets tobacco for my cigar factories, but it gets split between them XD. Maybe you just need to produce resources yourself if you plan on more than 1 factory
Kunovega Dec 18, 2019 @ 4:33pm 
Originally posted by dwobwinkle:
Originally posted by Baron von Tansley:

From what I understood, each ship would bring imported sugar from your trade deal, so I think you are correct: every dock you build should theoretically increase the rate at which you gain sugar since freighters would arrive at a faster rate. I think you should just make sure you ban the sale of sugar in your trade window to guarantee that all of it goes to production.
Womp. So each dock gets tobacco for my cigar factories, but it gets split between them XD. Maybe you just need to produce resources yourself if you plan on more than 1 factory

That's why I said spamming docks was meaningless.

1 to 3 can help with teamster travel times and export ship balancing, but it doesn't mean much for imports which are entirely contract based.
dwobwinkle Dec 18, 2019 @ 5:04pm 
Originally posted by Kunovega:
Originally posted by dwobwinkle:
Womp. So each dock gets tobacco for my cigar factories, but it gets split between them XD. Maybe you just need to produce resources yourself if you plan on more than 1 factory

That's why I said spamming docks was meaningless.

1 to 3 can help with teamster travel times and export ship balancing, but it doesn't mean much for imports which are entirely contract based.
Well how do you take in more than 1k at a time? I opened 3 contracts and it still comes in 1k each ship
jlking3rd Dec 18, 2019 @ 5:25pm 
Originally posted by dwobwinkle:
Originally posted by Kunovega:

That's why I said spamming docks was meaningless.

1 to 3 can help with teamster travel times and export ship balancing, but it doesn't mean much for imports which are entirely contract based.
Well how do you take in more than 1k at a time? I opened 3 contracts and it still comes in 1k each ship
That is where the warehouse comes in. You buy cheap and sell high ... and in the meantime you just stock pile the goods until the price goes up. With the Lama of Wall Street DLC, it really kicks in. It does become speculative, but you can play the markets.

There is a new vibe to the game that is a bit like Evil Bank Manager.
Last edited by jlking3rd; Dec 18, 2019 @ 5:34pm
Kunovega Dec 18, 2019 @ 5:37pm 
Originally posted by jlking3rd:
Originally posted by dwobwinkle:
Well how do you take in more than 1k at a time? I opened 3 contracts and it still comes in 1k each ship
That is where the warehouse comes in. You buy cheap and sell high ... and in the meantime you just stock pile the goods until the price goes up. With the Lama of Wall Street DLC, it really kicks in. It does become speculative, but you can play the markets.

There is a new vibe to the game that is a bit like Evil Bank Manager.

That only helps with export, he wants bigger imports to run a factory without making the basics to supply it
dwobwinkle Dec 18, 2019 @ 7:23pm 
Originally posted by jlking3rd:
Originally posted by dwobwinkle:
Well how do you take in more than 1k at a time? I opened 3 contracts and it still comes in 1k each ship
That is where the warehouse comes in. You buy cheap and sell high ... and in the meantime you just stock pile the goods until the price goes up. With the Lama of Wall Street DLC, it really kicks in. It does become speculative, but you can play the markets.

There is a new vibe to the game that is a bit like Evil Bank Manager.

That makes sense, but not what I'm wanting. I wanted to make an industiralized, military theocracy and import resources to use in factories. I wanted to rely on imports (even if they're at that depressing +40% cost) to fuel the factories, but 1,000/shipment isn't near enough to do so. If I just can't do it, I can just goof off in Tropico 5 where I can have lots of trade routes for the same resource. In 6, it seems like I only get 1,000/shipment, even when I have multiple import contracts running at once.
wildmick Dec 20, 2019 @ 11:08am 
use the manipulate import prices mission in the spycentre. just create the farms n stuff instead of relying on imports. seems counter intuitive to waste money on imports when you can just make it yourself and in far greater numbers.
Last edited by wildmick; Dec 20, 2019 @ 11:10am
Pookage Oct 31, 2020 @ 8:31am 
Originally posted by dwobwinkle:
Originally posted by jlking3rd:
That is where the warehouse comes in. You buy cheap and sell high ... and in the meantime you just stock pile the goods until the price goes up. With the Lama of Wall Street DLC, it really kicks in. It does become speculative, but you can play the markets.

There is a new vibe to the game that is a bit like Evil Bank Manager.

That makes sense, but not what I'm wanting. I wanted to make an industiralized, military theocracy and import resources to use in factories. I wanted to rely on imports (even if they're at that depressing +40% cost) to fuel the factories, but 1,000/shipment isn't near enough to do so. If I just can't do it, I can just goof off in Tropico 5 where I can have lots of trade routes for the same resource. In 6, it seems like I only get 1,000/shipment, even when I have multiple import contracts running at once.

Any luck with this? This is exactly what I'm attempting to do now, as I can't find a way to make the plantation areas look very nice, so going to just go full-on urban.
FinaL Oct 31, 2020 @ 2:17pm 
The more I play Tropico, the more I'm aware that T6 is just another Anno with some sense of humor. Why?

Because we can't play the game we want to play.
We can't play as an evil dictator because it's never as efficient as the "good" way.
We can't handle our Tropicans like we want in an surveillance state; we can't say where they have to life, nor can we set their wage.
We can't exchange with our multiplayer partner. We can't even play more then 9 standard maps in multiplayer oO

There are so many things that were a feature or could have been a feature for this game, but like all modern games today it starts with good intentions but they loose the essence as the budget become empty.
Kunovega Oct 31, 2020 @ 2:32pm 
Originally posted by FinaL:
The more I play Tropico, the more I'm aware that T6 is just another Anno with some sense of humor. Why?

Because we can't play the game we want to play.
We can't play as an evil dictator because it's never as efficient as the "good" way.
We can't handle our Tropicans like we want in an surveillance state; we can't say where they have to life, nor can we set their wage.
We can't exchange with our multiplayer partner. We can't even play more then 9 standard maps in multiplayer oO

There are so many things that were a feature or could have been a feature for this game, but like all modern games today it starts with good intentions but they loose the essence as the budget become empty.

That's because the publisher fired the previous development team and hired a new one.

And the new team is primarily experienced with mobile and social media games other than a few hired specifically for their past experience with city builders, and guess what game they worked on? Anno.

T4 is the best of the original tropico series, all built on top of the same engine and core designs 4 games in a row (by different developers but all working from the same core).

T5 was a reboot in a new engine but from the same developer that had already worked on 3 and 4 (but not 1 or 2) and was their attempt at "making it their own"

T6 is stereotypical of design by committee in a board room with none of it's original or experienced developers and then contracted to be made by the lowest bidder. They scrapped the previous engines and started out with an off the shelf engine (Unreal4) and then basically tried to make some weird hybrid of T3 and T5 from scratch.

It's a mostly-functional game, but it lacks the heart that made tropico special (and calling it mostly-functional is being generous, because I really could list a ton of bugs and glitches, many of which are game breaking and some of which were reported in beta and still aren't fixed...)
Last edited by Kunovega; Oct 31, 2020 @ 2:34pm
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Date Posted: Dec 15, 2019 @ 1:54pm
Posts: 14