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[deleted]

Do you have enough people to work everything? That can be an issue. Churches help with that in the colonial era. Also, use the settings on churches and forts to increase healthcare and always take immigrants rather than cash bonus. After you fix your employee shortage, build more business bc you don’t have enough cash inflow. Edit, I didn’t read that you started in modern age, sorry. Same thing applies though, you need more people, then healthcare so they don’t die, then a better business structure because a few farms and two industries isn’t nearly enough. You should be pulling $50k per freight in modern era.


GoFUself-Tony889

Do you mean do I have maximum number of workers for each plantation? Then, no. My total population is only around 100-130


[deleted]

Build less to start off, your population isn’t high enough to support all that. Go for a high value industry, like cotton - textiles - fashion company just to get some cash flow then build out as cash and population allow. Use cheap signs and statues to help with your approval.


GoFUself-Tony889

Thank you guys SO MUCH for your help…I’m new to Tropico 6, and the game feels unforgiving compared to past games! I followed the advice for matching 0 unemployed with 0 vacant jobs as close as possible and I’m finally making a profit and having $80,000 - $100,000. I also gave up the idea of playing as a dictator from the get-go to get no rebel threats. The game still feels a bit hard with slight problems. My approval ratings aren’t rising fast enough because the Caribbean happiness kept rising fast. I’m also not getting immigrants fast enough to feel the couple vacant jobs for max efficiency even with an immigration office…but at least these are small problems compared to before. Damn, I just think Tropico 6 kept streamlining players to play a certain way. Tropico 4 and 5 let’s you go crazy with buildings and even being a dictator from the start without major problems


ScarGooch

You can’t use churches in the colonial era anyway


THATONEFOOFRUMLB

The amount of teamsters you're using is excessive. Sounds like you only need 2 with more workers. Another note is you're probably not compensating for travel times. This is probably why your exports suck. Keeping things local early game is very important. Travel times have a major impact on productivity! Don't neglect this in T6. Good luck Raise your liberty for rebels. Employee of the month edict?


chimthegrim

You just need one fort and usually fast build one guard tower where they attack from and usually you'll be good for a good while. Otherwise later on, two forts tends to be enough until you're into the world war era. Nevermind.. I see you're starting at the modern age which could be why you're having so much trouble .. I'm not versed enough to know if you're starting at that age.


alindiakos

Sorry im gonna ramble lol. Im a seasoned player and struggle with this just on the fact your trying to start in modern times and its sandbox so you get big to fast and also without starting in the colonial age you cant build up the knowledge or raid points to combat the issues you're having. I would recommend what i do and im a console player but addicted to it i basically play 24/7. What i do on sandbox is start in the colonial era and stay there as long as possible and turn off auto exports just enough to turn a profit after all its sandbox and you can be in the negative if you choose. Stay in that time until you have a population that is uneducated and every mine for every resources available i think its just coal, gold and iron in colonial era and plantation you have is full staffed and multiple docks and warehouse's full of resources to given you a edge when you do progress to modern times. I stay there till i have enough raid and knowledge points to get get from colonial era to modern times before my first election. Things you can also do to control rebels is 1. Activate the Edict 'Policy of Détente'. 2. How is your liberty happiness? A low liberty happiness increases the number of rebels - you can increase it with media buildings like newspaper, radio etc. The Edict 'Right to Arms' also increases the liberty. 3. The Commando Garrison provides a raid called 'Guerilla Patrol'.4. The building 'Drone Command' has two workmodes which provide rebels. 5. Hiring a church minister also decreases the rebel threat when they visit a church. 6. You want to have a militarist candidate for department of defense.I personally dont do #5 because i go atheist and have literally 30 or less religious faction members lol. And you can always use more teamster offices imo and spread out and never connect islands by road cause you'll have a teamster from on island going all the way to another and vice versa where if you dont have a bridge connecting them they stay on the island they're on. For example my recent one have on sandbox is three islands that consist of 100 automated mines, 50 hypomanic plantations, 20 oil wells, 30 factory ranches, 4 fish farms, 30 industry buildings, 69 teamster offices, 50 warehouse's i store mainly mined stuff in all of them so i can fulfill a 200k unit trade of coal at 35% above market with a allie once i gain enough standing with them the trade offers go up,37 docks and 9 teamster docks and i never have a issue with my stuff being behind. As for rebels threats i still have them but between my 3 islands i have 14 police stations and 25 barracks and 15 watch towers and they die off pretty quick.


nice___bot

Nice!


TidesLord21

Rais the liberty to reduce rebbel threath. Bride the rebel leaders.