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This is unacceptable for the "perfect island".
I agree with you said.
But it is not a major obstacle to development. I guess that's the way it is.
In my own saved data, at a medical level of about 60, about 20 people a year were dying from "inadequate medical care".
Most of them die of natural causes around the 70 mark.
Maybe that is the borderline.
Make All clinics quack-salber. And the pop shall then go to all clinics
If your complaint is that you have *any* health care deaths when you're presumably not even in Cold War yet and therefore unable to build a hospital... then the problem is your expectations. Why would you expect to have the benefits of modern medicine before it's even been invented?
Quack Salver is merely so you can have a functional clinic when you're short on College grads. If you have too many people dying from poor health care, it's because it takes too long for them to get health care or the quality isn't good enough. Are you upgrading the clinics? Is their budget high enough? Cause if you're just slapping down clinics left and right without upgrading them then your citizens are gonna get mediocre treatment at best. The Anesthesia upgrade is huge, buy it for every single clinic you have.
If you're confident you have enough room in all of your clinics to service all of your citizens, then increase their budgets. Better service means your citizens will need health services less often, which reduces congestion, which makes it easier for your citizens to get treatment.
Now if you're in Cold War and you're still buying Clinics, that's entirely on you.
In Tropico 4, even one clinic could keep a populatin of 50-70 from dying (as long as it was set on preventative medicine). Once the population got bigger, more clinics were necessary. Even without hospitals it was simple to keep everyone healthy; hospitals were for bigger populations
But in Tropico 6, even with hospitals on every corner you have 20 deaths a year of "bad healthcare" on larger populations
I always purchase the upgrade for the clinic, and only tried the quack-slaver once. On populations of around 100, I could minimize deaths to about 2 per year by building housing close to clinics (3 flophouses arrayed around a 3x3 square with clinic on fourth side), but those numbers eventually crawl back up to 8 or 10 dying a year. I keep clinics on base efficiency to keep the fee from being too high for people to afford. Raising the efficiency never seemed to make a difference anyway. Even with having at least one clinic for every 50 people, it's no good
I mentioned this in the review I wrote of this game. It's impossible to grow your population naturally in this game. You're always dependent on immigration. I've had games of Tropico 4 where I could go an entire 50 years with only a handful of deaths from lack of healthcare. Good luck doing that in 6
How much is "larger" here? And what's your percentage of broke/poor citizens?
I don't think the fee matters as much as the "required wealth" but I could be mistaken.
How's your island's faith happiness? If Faith is too low your citizens won't raise families.
I just posted a screenshot. Go to most recent screenshots on Tropico 6 and you'll see it. Five Clinics. All of them upgraded. Their service quality is 70. This is on a starting population of 100, mind you (though I've recently received a few dozen immigrants). There are more job vacancies than people, so unemployment isn't an issue. Aaaaaaaaaaaand 10 deaths from "bad healthcare"
If the link doesn't work it should be on my profile.
Are you playing sandbox with like every difficulty setting maxed out? Cause my settings are only slightly above normal difficulty.
I like to play with the difficulty settings maxed out, yes. But nothing in the descriptions of the settings say anything about it affecting healthcare. If it is due to difficulty settings then that's on me, I guess
I'm not sure how it could affect the game, but it could also be my computer, which can only run the game at the lowest settings
I'll experiment with lower difficulty settings
I have started a new game and are trying a "low tech" solution: saves & reloads. As the game obviously determines by coincidence if a tropican die or not, I play monthwise. Too many deaths? Reload.
I've started WW-era (1913), 150 starting pops and have now reached the year 1923. Statistics so far: 2 deaths by "low healthcare". 1 clinic, per 100 pop. Pretty ok, in fact, but it is a nasty solution.
That's funny because I've also noticed the inconsistency with which people die off. I've had games where only 2 people a year die from "bad healthcare" due to me trying out new housing layouts closer to clinics, with clinics on every street. Not perfect, but still an improvement. Then, suddenly, 10 people will just drop dead in one month by complete random
And you're telling me the only solution to curb this is save scumming? Wow
Kalypso needs to fix this crap now. Deaths in Tropico 4 never felt unfair
I have all of them
I could be mistaken but I'm fairly certain the healthcare level requirement goes up as a citizen ages, no? If so, that could just be a cluster of old Tropicans croaking all in the same year.