Tropico 4

Tropico 4

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Best production?
Whats the best thing to produce for money?
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Showing 1-15 of 23 comments
TTMXMP Oct 6, 2017 @ 2:53pm 
Originally posted by Airplane Lavatory:
Whats the best thing to produce for money?
Depends on your island. Mines are always good for fast money. What resources do you have the most of?
- MrTT :cure:
AirplaneLavatory Oct 6, 2017 @ 2:59pm 
Originally posted by TTMXMP - Mr¸ ┬╦:
Originally posted by Airplane Lavatory:
Whats the best thing to produce for money?
Depends on your island. Mines are always good for fast money. What resources do you have the most of?
- MrTT :cure:
Mineral and rock wise is pretty fair, however i have fantastic farm land and lots of trees
Yolofessional Oct 6, 2017 @ 4:27pm 
min/max i would say spiced rum with the booze baron perk is the most profitable by area required for production.

overall i would say tourism, due to the synergy it provides larger population islands. the required entertainment and pollution control are nice for the end game.

mines are probably the best 'fast money' but the deposits do run dry. plus the pollution can be crippling.

farming always is my most important industry. i include ranching and logging with farming- basically things that have infinite input supply. in the case of logging this requires a horticulture station, but thats a unique instance.

the key with farming is refining your products.
Last edited by Yolofessional; Oct 6, 2017 @ 6:15pm
Beffe Oct 6, 2017 @ 5:50pm 
I've just dicovered tonight: an Oil-Refinery with a complete village nearby (houses, market, church and doctor) produces a hole million of profit within a few years.
Uzi Master Oct 7, 2017 @ 12:21am 
Industry buildings of most kinds. Specifically ones set to import, under ideal circumstances (Though without carefull planning this can lead to gridlock)

Mines are good for starting cashflow.

Tourism is pretty bad as far as making money is concerned.
Floof Oct 7, 2017 @ 1:27am 
booze baron.
start is a bit tricky, then rest becomes ez
AirplaneLavatory Oct 7, 2017 @ 12:26pm 
Originally posted by Nyxon:
booze baron.
start is a bit tricky, then rest becomes ez
To have booze baron do i have to start a new game?
AirplaneLavatory Oct 7, 2017 @ 12:27pm 
Originally posted by Beffe (de):
I've just dicovered tonight: an Oil-Refinery with a complete village nearby (houses, market, church and doctor) produces a hole million of profit within a few years.
Whats the reasoning behind this? Im just curious because i wouldnt think nearby buildings would do anything
Floof Oct 7, 2017 @ 1:03pm 
Originally posted by Airplane Lavatory:
Originally posted by Nyxon:
booze baron.
start is a bit tricky, then rest becomes ez
To have booze baron do i have to start a new game?
no, just build a rum distillery, 2-3 sugar farms and your money problems are pretty much gone for a long time.
AirplaneLavatory Oct 7, 2017 @ 1:23pm 
Originally posted by Nyxon:
Originally posted by Airplane Lavatory:
To have booze baron do i have to start a new game?
no, just build a rum distillery, 2-3 sugar farms and your money problems are pretty much gone for a long time.
hmm, ill have to try this out for sure, would 2 distilleries and 6 farms make me even more?
Beffe Oct 7, 2017 @ 5:34pm 
Originally posted by Airplane Lavatory:
Originally posted by Beffe (de):
I've just dicovered tonight: an Oil-Refinery with a complete village nearby (houses, market, church and doctor) produces a hole million of profit within a few years.
Whats the reasoning behind this? Im just curious because i wouldnt think nearby buildings would do anything

All ppl has to satisfy their needs, frequently. They need food (from a market or a farm), entertainment (bar, restaurant etc.), religion (church), medical care (clinic, hospital). Therefore they leave the building where they work, to do what they must do. And this decreases the production of that building.
The shorter ways ppl have to go, the more efficient they work, the higher production of the building. This is how I understood why production stops sometimes, despite complete workforce.
Uzi Master Oct 7, 2017 @ 10:07pm 
There is nothing in the games code to make people prioritize closer service buildings over ones farther away though, unfortunately. Not an issue when playing in modern times, with the metro, but without it this is the main reason for gridlock; everyone goes farther than they need to for everything. Well that, and the fact that they drive through intersections in the slowest way possible.

Anyway, when you have a small population, placing all buildings close together keeps things very productive. But when you get to large populations, it doesn't necesarrily do so and the presense of service buildings nearby can even lower that buildings productivity by making the workers wait for everyone else heading to that area. Best tactic is to try to make your islands road system a loop, with as few intersections as possible.
Beffe Oct 8, 2017 @ 4:44am 
Originally posted by Uzi Master:
There is nothing in the games code to make people prioritize closer service buildings ...

How do you know that?
Uzi Master Oct 10, 2017 @ 9:50pm 
Observation. If there is anything in the code that's supposed to do that, it isn't working.

Click on a service building on a large island, look at the locations of all the people heading towards it (there should be arrows so long as the building window is open)

You can usually see plenty of people who have much closer options prioritizing that building.

If Tropicans have a choice, they will go to the building with the highest service quality, not the closest one.
Beffe Oct 11, 2017 @ 3:48am 
Originally posted by Uzi Master:
Observation...

If Tropicans have a choice, they will go to the building with the highest service quality, not the closest one.

OK, this is an usefull hint. I will check it.

However, if you are not the developer you should not give statements about the code.
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Date Posted: Oct 6, 2017 @ 2:44pm
Posts: 23