Tropico 6

Tropico 6

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RainingMetal Sep 21, 2021 @ 12:16pm
What is your least favorite faction?
Mine's the Environmentalists. As someone who tries to secure the locations of mining spots as quickly as possible (to prevent myself from building other things over them), this ticks them off pretty much immediately. It's why I don't start my sandbox missions past the World Wars, because they don't exist yet. Also I tend to ignore tourism altogether.
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Showing 1-13 of 13 comments
RainingMetal Sep 21, 2021 @ 12:40pm 
How so? Manufacturing goods and selling them is the way of making money in this game. With my industrial establishment deployed, I can secure trade routes easily. And the Environmentalists get in the way. How is that making things harder for myself? Obviously, I don't go too overboard and avoid any potential crises with any faction, but the Environmentalists are the ones I have to go out of my way to prevent any fallout.
Baron von Tansley Sep 21, 2021 @ 9:57pm 
The Capitalists and Conservatives are by far the worst in my experience since they hate a lot of the most efficient edicts/buildings/constitution. I don't role-play so I try to maximize happiness and profits together and end up running into a lot of ultimatums from these two. I've definitely bungled myself a few times building mass wind turbines.

On rare occasions I trigger Environmental ultimatums, but it's very infrequent. I map out my city with roads so I don't build over any ore/oil that I want to exploit in the future, which staggers out the approval penalties a lot more. It might also help I that I use a decent number of gardens (but, mostly show-off houses) for the super strong entertainment buildings. (beaches, tropical bars, hang-gliding)
KhanWolf95 Sep 21, 2021 @ 10:58pm 
Intellectuals and Religious factions are garbage, most edicts makes them hate you more and the ones that make them like you are so few and are more negative to the rest of your island than good. Way to balance the game devs.
Kunovega Sep 21, 2021 @ 10:59pm 
Originally posted by Baron von Tansley:
Conservatives are by far the worst in my experience since they hate a lot of the most efficient edicts/buildings/constitution

Conservatives also have the easiest to fix solution.
Lobbyistico: El Presidente Club: Invite a conservative

You'll have the once and forever bonus and they will never drop below 70 again no matter what you do. Alternatively without it you can usually placate them with "The good old days" edict, even if you have constitution set to pacifist state, you build a fort and a few old towers and pause them without employees. You get a big tourism buff and a conservative buff. (and tourism is pretty efficient for profits anyway, might as well get the easy ratings boost)

On rare occasions I trigger Environmental ultimatums, but it's very infrequent. I map out my city with roads so I don't build over any ore/oil that I want to exploit in the future, which staggers out the approval penalties a lot more. It might also help I that I use a decent number of gardens (but, mostly show-off houses) for the super strong entertainment buildings. (beaches, tropical bars, hang-gliding)

Exactly, keep your city beautiful and clean up pollution and the environmentalist will usually keep quiet, or when they do make a demand it's either for something cheap (like a park) or a good idea anyway (like another metro or wind turbine), compared with other faction demands which are often just a waste of money (like how many more fire stations or roller coasters do you need? ~ you end up destroying one just to make room)

The Capitalists

On the plus side I rarely have a problem keeping them happy, they want you to make money and I generally focus on making money, but if you do annoy them enough for a demand they usually ask for something expensive and at a time when it's not efficient to build it.
Fivealive007 Sep 22, 2021 @ 5:45am 
Capitalists because of the edicts I use. I generally use media buildings to convert people to communists to make their faction as small as possible. Even if i do something that can anger the communists by then im so popular with them it doesn't matter.
Last edited by Fivealive007; Sep 22, 2021 @ 5:47am
Magistar Sep 23, 2021 @ 3:32pm 
Originally posted by RainingMetal:
How so? Manufacturing goods and selling them is the way of making money in this game. With my industrial establishment deployed, I can secure trade routes easily. And the Environmentalists get in the way. How is that making things harder for myself? Obviously, I don't go too overboard and avoid any potential crises with any faction, but the Environmentalists are the ones I have to go out of my way to prevent any fallout.
Mines that are far away peform pretty poorly since they only work when someone is there. Usually you see it takes 6 months to get there, 6 months of production then 12 months of doing nothing. Just ordering in some stuff via de docks might be a better idea.
RainingMetal Sep 23, 2021 @ 3:58pm 
Originally posted by Magistar:
Originally posted by RainingMetal:
How so? Manufacturing goods and selling them is the way of making money in this game. With my industrial establishment deployed, I can secure trade routes easily. And the Environmentalists get in the way. How is that making things harder for myself? Obviously, I don't go too overboard and avoid any potential crises with any faction, but the Environmentalists are the ones I have to go out of my way to prevent any fallout.
Mines that are far away peform pretty poorly since they only work when someone is there. Usually you see it takes 6 months to get there, 6 months of production then 12 months of doing nothing. Just ordering in some stuff via de docks might be a better idea.
I just place residential buildings right next to each workplace because I can't be bothered to figure out how workers get around (tried using bus stops, but they never use them). I tend to put extra docks if things get jammed, but I usually go with processed goods. I rarely import things unless it's to satisfy a superpower demand, as they tend to be re-sold right away. I couldn't be bothered to toggle enabling the export of certain goods.
Magistar Sep 23, 2021 @ 4:44pm 
Originally posted by RainingMetal:
Originally posted by Magistar:
Mines that are far away peform pretty poorly since they only work when someone is there. Usually you see it takes 6 months to get there, 6 months of production then 12 months of doing nothing. Just ordering in some stuff via de docks might be a better idea.
I just place residential buildings right next to each workplace because I can't be bothered to figure out how workers get around (tried using bus stops, but they never use them). I tend to put extra docks if things get jammed, but I usually go with processed goods. I rarely import things unless it's to satisfy a superpower demand, as they tend to be re-sold right away. I couldn't be bothered to toggle enabling the export of certain goods.
Well to be honest that does not really help much since rest is just one of the many needs. They will still need to travel to visit the doctor, food, fun, faith, etc. When they are away doing that they will not produce anything.

Bus stop can be beneficial in terms of production BUT is really expensive. The mine itself are usually hardly profitable, especially when you check profit per worker. So if you add the cost of the bus station you have hardly gained anything. You should try importing and see how it goes. Just make sure you disable auto-sell for goods you are importing...
RainingMetal Sep 23, 2021 @ 5:03pm 
I also tend to spread those respective facilities out to cover every worker's needs. It's not like the other work spots are any more flexible, at least not until you reach the modern era and have modernized farms that don't need certain fertility.
Magistar Sep 24, 2021 @ 3:16am 
Originally posted by RainingMetal:
I also tend to spread those respective facilities out to cover every worker's needs. It's not like the other work spots are any more flexible, at least not until you reach the modern era and have modernized farms that don't need certain fertility.
I usually have max 3 plantations of which one is corn that usually can be placed pretty close by.
RainingMetal Sep 24, 2021 @ 4:54am 
You really go all in with the imports, don't you?

I always imagined imports without a serious discount wasn't worth the trouble, so I go all in with production. I never notice any pauses in activity as a result.
Magistar Sep 24, 2021 @ 9:58am 
Originally posted by RainingMetal:
You really go all in with the imports, don't you?

I always imagined imports without a serious discount wasn't worth the trouble, so I go all in with production. I never notice any pauses in activity as a result.
That's because this game requires you to look at profit per worker.

If I see a coal mine making 500 profit anually then I know it's not worth it. The 6 workers it employs need a ton of services. So creating that little value they are basically a negative impact on my economy. If I employ the same workers in a factory then they create hundreds or even thousands of dollars for my economy.

But I admit tropico 6 makes it extremely hard to know if imports are worth it because industries do not tell you how profitable you actually are. They only tell you the monthly and total production value of the goods produces.
Last edited by Magistar; Sep 24, 2021 @ 10:00am
RainingMetal Sep 24, 2021 @ 10:10am 
But you'll need said materials in order to make the goods from said factory. And having a means of getting the goods outside of importing is reliable in the long run in my experience. Besides, as someone who regularly sends pirates to "rescue" immigrants and uses the immigration office to further control the stem of immigrants, I tend to create lots of job openings.
Last edited by RainingMetal; Sep 24, 2021 @ 10:11am
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Date Posted: Sep 21, 2021 @ 12:16pm
Posts: 13