Tropico 4

Tropico 4

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LukeTheDuke Oct 27, 2013 @ 10:45am
Advice on what food is easiest to produce/most profitable
So I bought this game today, played it for 5-6 hours straight, and it's pretty good. But I ended today's long session with having fallen into somewhat of a spiral of debt. I fall down to -$10K-$15K before my exports make me more or less break even before it's back down again. I earn most of my export money on two tobacco farms. My other farms consist of a sugar farm down at the beach, a pineapple farm at a higher point and a 2-3 corn farms. I also have two fisherman's wharfs where one have just stopped producing for a year.
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Showing 1-7 of 7 comments
Sounds like your game went too long and you'll still running an agrarian economy. You should have built a cigar factory next to those tobacco farms, a cigar is worth much more than few leaves worth of tobacco.
Anakin_the_Green Oct 27, 2013 @ 6:27pm 
For a quik nonstop production try salt mines. a good $2000 profit a year with inefficeint placement.It also does not count as "digging up the envirment which is a plus.
I at the begining of the game always have a big debt staying arount -$10,000.

Looks like you have a wide spead economy that is a problem. If you focused on one crop let us say coffe you would have gotton a better gain later when you get industry.
When you get later and getting profits then branch out to suger and tobacco.

Exports from Farms that could be used as food (fish,pineapple,corn,etc) will first be used for food and then used for exports

What do you consider long 2 years in game time? or 2 hours real life
Gaminnewf Oct 28, 2013 @ 7:15am 
Well, food wise the only profitable food would be the fruit farms ( Banana, Paupaya, Pineapple). As for profit, the best way would be the mines, especially the gold mines, salt mines, and logging helps too. Later on, once you've accumulated enough money, you can make a factory or two to help turn these resources into more valuable products. Iron - weapons factory, Gold - Jewelry, fish and pinapple - Cannery. Hope this helps. =3
LukeTheDuke Oct 28, 2013 @ 8:57am 
I am so overwhelmed by all the options the game offers you. I have a military junta government (two guard stations, two armories, two military bases + conscription enabled) and I'm a Capitalist President. I have a ton of industries, resources (rum factory, cigar factory, lumber mill + furniture factory, weapons factory, two power plants, three iron mines, one gold mine, one salt mine) but what makes me thorned is that I don't know whether I should import, let's say, lumber and gold to make furniture and (fine) jewelry instead of producing it myself. It's hard to figure out cause there is the balance between a North Korean style Juche-ideology where being selv-served with materials and resources, and the Capitalist-industrial side of making big bucks relatively quick and consistent.

So far I've only build one hotel and some cheap tourist stuff (soveniour shop, scenic outlook, cocktail bar) because I want to dedicate most of the island's land to industrial and military installments. I have a grade school, high school, college so I one day can restrict my current 'Open Doors' immigration mode to be in line with the Nationalists. I do not care one bit about the Enviromentalists nor the Communists but I'll appease the latter OK due to my good food quality and many clinics. I want to be praised by the Millitarists, Capitalists and the Nationalists - preferably in that order.

I want my society to go from top to bottom like this:

1. El Presidente
2. Penultimo
3. Ministry/Military
4. Industry/Science
5. Working Class Man (miners, teamsters, construction workers, other workers)
6: Tourists ( I don't really want them..)


Any further tips??? My dream is that the superpowers will be more dependent of ME than my military-industrial paradise is of them.
The Nega Druid Oct 28, 2013 @ 10:44am 
Salt is awesome as an export. So is Cement. They keep you flush the first few years rather easily. If you have Modern Times, the best money maker for the first few years are Fish Farms. Set them on Extra Fish Production at first then swap them to Fish and Oysters and you'll make sooooo much money

But really, one of the best things you can do at the start is build an industry, it doesn't matter which. If you want to be really cheap, build a Lumber Mill and import Logs and export Lumber. Then proceed to go to a Furniture Factory. Importing is insanely profitable when you can turn around and sell the goods so much.

Sugar and Rum is wonderful and some of the best money around.

Tobacco and Cigars are second there.

Iron and Weapons, set to Land Mines, are incredibly profitable, especially if you import the iron without any nodes on your island.. Why you would set it to hand guns is anyone's guess...

Concrete, Fish Farms, and Importing logs for lumber is a great starter economy though. Pineapple is also very profitable, even uncanned.
burtod Oct 29, 2013 @ 7:40pm 
mid to late game traffic can destroy export economies. Try to incorporate rotaries/roundabouts and double lanes i high traffic areas. If your goods are sitting at factory, they are not being sold, if your workers are in traffic, they are not producing. For junta-style, kill that liberty for role-playing purposes. Eliminate faction leaders you don't like, build a labor camp if you have the dlc, and make widespread and completely random arrests. Labor camps are more profitable than factories sometimes. And Importing goods to refine and resale is a great strat, build a second or third dock to keep it flowing.
Eadrick Tudoria Oct 29, 2013 @ 8:24pm 
For me it's Sugar/Rum

I always use the Booze Baron characteristic and any traits that either up farm or factory production or increase export prices of sugar.

I immediately set up at least 4 sugar farms at the start of any game that has good land for sugar, I then build a Rum Distillery ASAP. I set wages for high school education jobs so that the Rum Distillery is the 2nd or 3rd best paying job on the island, after Palace guards and High School teachers (if you have a high school).

I usually hold off on giving the people ANYTHING until I have a steady economy....there's no use for a church, pub, landfill, or childhood museum if you are bankrupt and your economy is stalled. I almost always use the International Aid edict at the beginning of the game to cover food and health for a while. Aid angers the nationalists, but it helps you squeak past the first elections if your map has elections enabled.

Build Sugar farms or plantations away from town but not too far from the docks. My rum distillery is always built across the street from or next to the docks. Once this is up and running, the game is cake, with the exception of a few campaign maps.



Last edited by Eadrick Tudoria; Oct 29, 2013 @ 8:31pm
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Date Posted: Oct 27, 2013 @ 10:45am
Posts: 7