Tropico 6

Tropico 6

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Mura 8 月 3 日 上午 7:50
How to Deal with Complete Chaos on the Island?
Can you tell me how you handle the lack of logic and any kind of management in your island's districts? Let me explain in more detail: I always want to play with sector division (industrial district, residential district, etc.) because it looks correct and logical. I also want production districts to work at maximum efficiency—I want to control the economy, not rely on luck. But I constantly notice that my workers may travel to their workplace from the other end of the island. Or, instead of going to the nearest tavern, some prefer to visit the most remote one. Here are a couple of examples:

I noticed that a worker at a factory comes to work from another district located on the opposite side of the map, even though there are houses and all the necessary infrastructure for living right next to the workplace. Later, I found out that the worker lives with their spouse, who works in that distant district. After firing the spouse, they both moved into housing near the factory. But do I really have to manually click on every resident to find out if they live with family or not, then assign them accordingly? What if there are 500 or 1,000 residents? Are there any mods that fix this system? For example, if a husband works in one district, his wife shouldn’t take jobs in another district but should only look for work near their apartment.

I also noticed that in many cases, when residents go to fulfill their needs, there’s no logic to their actions. I have a production area with residential buildings and all the necessary infrastructure nearby (a church, entertainment for the poor and the wealthy, etc.). At one point, I saw a worker, after their shift, go not to the nearest church but to a distant one—which made no sense. These churches were completely identical, with workers present, etc. This can happen with anything—taverns, shops, etc.

How do you deal with these problems? I’ve played Soviet Republic, and in that game, everything works much better in this regard—I can be sure that a resident will work in their own district, visit only the nearest available places, etc. Is this possible to implement in Tropico?
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longjr97 8 月 3 日 下午 5:17 
I duplicate services all over the place, and switch to the same type of building so they don't (for example) go past a church to get to the better service cathedral. There's no controlling where they go, they just magically reserve a spot at the best service building for their need at the moment and head out. You'll even get people crossing paths because of the way the spots opened up.
引用自 Mura

How do you deal with these problems? I’ve played Soviet Republic, and in that game, everything works much better in this regard—I can be sure that a resident will work in their own district, visit only the nearest available places, etc. Is this possible to implement in Tropico?

How I deal with that problem is having more people than I need to do extra crap with I want. Kind of like growing extra crops knowing that animals are going to eat them, have them there to protect your main crop.

And no.
Citizens will try to find the type of job that want that is the closest to where they are standing when they look for a job. The intended direction could have been offset by wages or accessibility to desired goods. Because they choose to live based on where they work, they choose their work based on where they want to live. This is why some businesses are high pay and have no workers in the middle of nowhere, but low budget businesses are full of workers.

Also you cant really compare or expect it to be like alot of building sims such as soviet or anno because its not the same thing. Tropico is not meant to be complicated, one worker in a building always means profit. Its a political simulator thats too dark not to be disguised as satire. Youre not a tycoon trader, youre a dictator of a banana republic with a grin.
But I have to give you credit for realizing the importance of walking distance affecting production rates. I can tell you been through some stuff with the trade emphasis games. Most never realize the small but important mechanics.
I always find the game very unproductive until I enable the 'Employee of the month' and 'Free wheels' edicts. They cost a lot upfront, but if your economy can sustain them, they increase productivity immensely. Don't forget to put parking garages in the areas with services that don't have car entrances
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