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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.
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.
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
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.
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...)