Tropico 6

Tropico 6

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Mason 2 月 26 日 下午 12:06
Reclaimer is completely imbalanced and should be nerfed.
For those who are unfamiliar, the Reclaimer building produces iron, coal, gold, nickel, aluminium, oil, and uranium from buildings which require those resources (or create them, like uranium mines) based on the amount of pollution on the Reclaimer building. There are three intertwined problems which make the Reclaimer busted.

1) The reclaimer does not reduce pollution seemingly at all. If it does, the effect is so slight as to be meaningless. This means it does not reduce its own efficiency.

2) Industry buildings create pollution even when they're not actually making anything. This means (for example) you can slap a steel mill next to a reclaimer and with no previous resource extraction (mines), you can create magic steel out of air.

3) The amount of resources produced by the reclaimer outstrips raw resource production from actual raw resource buildings, and unlike mines, the reclaimer never runs out of pollution and does not have employees.

Edit:
You can actually turn the industry buildings off, and the reclaimer produces the corresponding resource anyway, provided it never runs out of the resource in question. You can therefore create a maximally efficient reclaimer with one each of the below:
Tannery (Pollution)
Steel Mill
Jeweler
Battery Factory
Plastic plant.

Costs one employee to run the tannery and the filter replacement/electricity costs. The actual production plants can be mothballed. Ergo "3. these setups really only work when you have not just workers but workers AT work" turns out to be wrong.
最后由 Mason 编辑于; 3 月 12 日 下午 2:08
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striker101 3 月 3 日 上午 12:19 
yes, with the right set up 2 reclaimer factory yards can power a full economy to millions, but i think the reckaimer is balanced and here is why,

1. all those resources being moved around all over the place create a real tangible need for Teamster operations and therefore the more efficient the reclaimer is ( and by extension the factories near by ) the more pressure on your workforce will be composed of teamsters to carry the massive amount of goods
2. things like the virus medicine mega yachts and especially space ship parts require MANY of the resources that are reclaimed.
3. these setups really only work when you have not just workers but workers AT work

for my part i do hope we find bigger use cases for THAT amount of resources
Mason 3 月 4 日 下午 3:19 
Yeah, feels like cheating I guess, or rather it feels like it's so optimal that you have to use it.

There is one other thing which you reminded me of: The reclaimer works at full function even if the pollution producing buildings are staffed by a single person who never shows up. I don't think this covers the cost of replacing the filter but just something to note.
Mason 3 月 14 日 上午 8:07 
I did more science and now I know that reclaimers are even more busted than I thought.

The optimal way to use reclaimers is to place three directly next to each other, a battery plant and a steel mill across the street, and a plastic factory plus an electronics plant behind the reclaimers, make sure the steel mill is within range of all three reclaimers (you need to offset the battery plant 1/2 squares).

Place your favorite pollution generators on the side, only takes two charcoal makers or tanneries set to the proper work mode.

This setup is so optimal the only possible way to generate more money per worker, per square, per maintenance dollar+salary, or per megawatt is this exact setup but also with a uranium mine within range of the reclaimers.

Edit:
More science, if you add a waste treatment plant to the range it adds uranium to the output. This also gets you nickel and aluminium so you can replace the large and unwieldy battery plant with it.
最后由 Mason 编辑于; 3 月 15 日 上午 7:58
LotR[Henchman] 3 月 29 日 下午 2:16 
I think it's fun and good as is. Not because it isn't overpowered, but because it helps surpass limits set by the general wonkiness of infrastractures - both for workers and wares.
But then again i'm not playing the game as something challenging.
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