So u think u know how to make money? Let me explain how much you are wrong.
"Little" database about where are my money
Little xls file to compare all industry and production buildings with or without upgrades
CLICK ME ![puu.sh]
Contain
-all base price for raw materials
-summary about all industry building
-all information to know about energy
-graphs about every all possible income
-Even MORE graphs
-Interactive, you can place your values
-protected from miss clicks and miss writings
-COOL COLORS
-tons of dollars
-and more dollars
-even $ are include
Now you can eat diamonds for breakfast and shine all day!
Look in the file then continue reading this guide.
Colonial Era
Its simple, take first quest and build that building, for reward take +10 fresh colonist (must have now !)
Next look on overlays (bottom tabs) and check for(in this order):
- pastures pig
- pastures lamas
- cocoa
- cotton
- coffe
- tobacco
For good start, if you have good place for pigs/lamas (green area), place 3 pig/lamas ranches. This buildings have the best income per worker, but they drop efficiency very quick. So maybe plantation you ask ? Sure, everywhere green place for cocoa? You won this era, place everywhere this plantation and look how money will come. There is only one catch, plantation needs lot of space. Key to gain more and more money in this era is to expand, expand and expand. Don't be afraid of debt and don't look for popular support for now. Always get 10-20 open jobs to attract immigrants. After this action just wait for mission from revolutionary support and build library. Next thing to buy is trading license from dutch (the cheapest), and look for trade routes.
What rewards take from missions
crown:
fresh colonist (always but if u have 150+ people take money to end this era faster)
revolutionary support:
always take revolutionary support (+3 educated workers), good option is to once take 2 free guards tower too.
Guidance for Colonial Era
- Always complete quest from crown as fast as you can, when they want to import something, take option to even reduce price for this goods or send double.
- In this era you don't need to build houses, focus on building 2-3 catholic mission 1-2 newspapers, grocery, 3-4 pubs and 1-2 operas
- Explore island to find good place for plantations
- extra rations and right to arm is cheap option to gain some % for popular support
- mines are the best option to gain income, but wait to the next era, they will be more important
- one fort and 3 guards towers placed near dock are enough to fight for independence
- 7 months until your mandate expire? Just wait, you will get one time option to extend it for another 12 months, then another 6 but for 10k
- low liberty ? delete all shacks near guards towers/forts
- put inventor in library and set budget to max to get research as fast as you can
- efficient (for me) way to research is: plantation upgrade->ranches->mines->trigger->lumber mill->newspaper->constitution
- You don't need to research constitution to advance to the next era
- short time left, no mission from crown, and only 3-4% to gain independence? Look in Almanac->politics->royalists scroll down and bribe people who have 1% approval
- for independence you need only 51% popular support
- you can place gardens near houses to increase beauty (increase house quality), but this is not a cold war era to think about it.
- one teamster office can transport 1k goods (100% efficiency). If your plantation have more than 2k waiting to deliver, build another teamster. Also place them near docks to shorten their travel time without cargo.
- managers? only landlord (catholic mission placed near houses), inventor (library), general (palace) supervisor (all important production buildings) but don't worry i like use just dynasty to that job (just too much clicking :D )
- small tip, full budget in docs make them arrive 1 moth earlier (5 instead default 6)
- good idea is to max budget to teamster office and construction office
- disaster relief is good edict when map have relentless disasters
- trade routs exist, if you are willing to check that each month, you can gain much more income.
- pink undergarments
- sending penulimo
- writing poet
- *expertive* *expertive* the King *expertive*
- Name the Great Egret afther the King
What upgrades are worth in this era
- plantation cocoa +100% efficiency (double production without building sth)
- plantation tobacco +100% efficiency (double production without building sth)
- plantation sugar +10% for other near sugar plantation (you need 4 close to get max bonus also good for preparing to next era)
- plantation cotton +20% AND DECREASE workers by 2 so 6 workers for 8 and faster working
- ranch cattle upgrade are good in paper but don't work well, you need to make money fast
Colonial Era gameplay
War, war never changes
So your island is free and gain possibility to start they own industry. But which choose, mass production one type of good, or mixed ?
First look what we have for our industry at start:
- lumber mill
- cigar factory
- textile mill
- rum distillery
Sugar ? Look below.
Wood industry? Keep and grow, but not as main target.
Meat/Cocoa/Coffee/Tobacco ? Keep, but stop expanding that.
Cotton and/or wool ? Look below.
First think we need to know, what mines we have on our island, and/or which i can control. Gold = we can make profits from this near the end of the era. Bauxite, sorry we can't do much now, but saving for next era will gain so much advance. More Iron than coal - best option for now, but in opposite option, need advance to next era to gain max profit.
Factories in World War Era
Why we need that information ? If u have iron and coal mines (more iron than 1-2), your priority is to research steel as fast as you can (when in colonial era all research are done, we need only 3 research to start steel production). While waiting, build mines but don’t invite workers for now. Build some stable food resources (corn is best option, but fish are the most efficient and cheapest). End builds in progress, destroy bananas plantations, or another buildings needed only for ending quest (like 8 guards tower, save 4 and you will be fine).One more think, be aware we need people, a lot more. Deal which protestors but save money. When you hit steel technology and have offer, take cheap iron trade rout and start import. You just ask why, because one mine give you only 375 iron/month, (max budget) but to operate on fully power, steel mill need 500. Conversion rate is 1 coal and 5 iron = 1 steel.
Now time for some math:
If you mine all resources on your island, for one still mill you pay:
-350$ for budged
-228$ to produce resources
total: 578$
So how will income look:
1 929,60$ (after pay operating cost) Just for one month on base 100% eff.
So how much little tricks can help us:
upgrade +20%, max budget +25%, supervisor +10%
total 155% and give us:
3 106,38$ so yearly we can expect 37 276,56$
This one factory operating on full power, can pay for all your other buildings (just sum all buildings budget).
Another important note, how much people need to make this happen, well if we count base mines we need about 31 people + teamsters, but this workers in still mill are make 388$ per person so its much. There is one huge disadvantage, to increase production we need to start import more, and more so overall income will drop a lot (u can't beat local minded price using custom office).
Overall my recommendation 7/10 good income but heavily depend on which island we play.
So you have good island for tobacco, yes we can make lots of money on that business. Place your first factory, and increase effectives as much as you can, but don’t upgrade factory. Why? Just wait till you can support 5 working factory. This upgrade make "free" factory for each 5 working. Income from this business have one big advantage, place plantation, then next to it factory and that’s all. You increase income from materials you have.
One factory need 12 educated worker, and need at least 800 tobacco to work on 100%. Conversion rate is 1 to 1. Overall income from one factory is 15 000$/y, that's not a steel mill but still better than basic production. Import for this type of industry is worthless 140$ for local production resources, base import cost is 800$
Another think, one plantation on basic stats which only upgrade, generate 500 tobacco.
Overall recommendation 5/10 not bad, but you don’t make industry monster from this.
For that, we need good condition for sugar plantation, as above example import is not an option. Interesting way is, every sugar plantation must be place near each other, to get extra + 30% from upgrade to production. So speeded sugar plantation don't get max efficiency. Production is simple in factory, put 1 sugar and you get 1 rum, basic production is 600, 8 workers from high school is not an huge number. Now time for some nice think. Every full supported 4 factory, we can run another one for free whichout increasing production of sugar. Income is really nice 140$/moth for resources, 280$/month budget. Quick calculation give us 14 400$ per year, that’s really good for only 8 workers in factory. Key to get as much as you can from rum? Support 4 or 8 factory, other option waste potential income from workers.
Overall recommendation 8/10 easy, quick, increase relation to one super power, and pretty efficient for small islands.
Your see steel mill can explode income, time for real magic. :)
Textile mill is designed to produce cloth from cotton and wool. Interesting fact is that the factory, can operate at half producing power, if have access to one resource. Hard to find good spot for cotton plantation/wool ranch ? No problem we work which that.
Basic require 12(!) workers and we can increase that number by another 6, gaining +50% to efficiency, but wait we have another upgrade +30%. Production is 1 wool/cotton = 1 cloth. Base production is 800 (400 for only one resource). Now time for real money, when we locally can produce both (cotton and wool) our spending which max upgrade is only 350$ budget and 224$ resources (on basic 100% efficient). Overall that’s only 574$ for... 1806$ on basic production and... 3598$ just per moth, yearly we get 43176$. WE HAVE A WINNER.
Not so fast, mass production of cotton is not a problem, but wool... Each moth it's decrease it production, require mountains etc. How to avoid that problem ? IMPORT ! Base price on world market is 850$ per 1k, our need cost us 612$ per factory. So 112$ for cotton and 612$ for wool give us 724$, income for basic production drop to 1306$ and max upgrade 3102$. Overall if you can manage to produce wool and cotton yearly income will be 43176$ and if you import only wool, that will be 37224$, so this is steel mill level of income. What are advantages ? Easy to expand (place more cotton and increase wool import), stable income, fast investment return.
Overall recommendation 10/10 import or local product, who care we have 37k yearly using only factory upgrades, add agricultural subsidies (+50% to effectives of farms on island), base upgrade for cotton plantation 20% eff and decrease workforce by 2, +25% for max budget and additional +10% for lev 5 supervisor.
Overall recommendation 5/10 good in industrialization time (sell trees then build sth on this cleared place) good think for future and don’t need educated workers.
Base price for 1k jewelry is 7000$, local production for one factory cost us 198,33 but one mine can't support one factory so we need to import lots of gold. 1551,67$/moth 18620$/year if we can support, but that's nearly impossible. After importing gold we end at 1000$ month and 12000$ per year + cost of energy. Surprised ? No? So look at workers, this four man/women is worth each 387,92$/month (local mine) and 250$ (import), which give us the best income per worker.
Overall recommendation 7/10 Best income per worker is nice, but we need energy and tons of research, so better use that in next era.
Overall recommendation 3/10 Can work in special condition: good island only for coffee, pineapple, meat, tons of fish deposit. No natural resource and huge problem which finding educated workers
Game not worth effort.
Ypres, Somma, Fall Weiss and D-Day
El presidente, it's finally happen, all European powers are attacking each other. This is good time to take advantage on this situation...
If you think colonial era was hard, now real game start. Housing, healthcare, entertainment and religion are most important in this era. Wait, there is more, now we have 4 faction which we must deal. Which militarist and religious, we can handle but this times give us another life value: Economy.
Communist and Capitalist will heat us and we can't make them both happy (for this times). Many players sympathize which communist and when game continue, they have uprisings, rebels from nowhere and overall chaos. Why? Because if communist win in this era we need to deal which all they demand in future. One homeless? Job happiness below 60? time to fight. There will be always disproportion which salary, deal which it red guys. Communist like cooperate which environmentalist, be prepared to fight for your island and your ideals. After research more constitution option (should be first research) for army take conscript, you can change that in future if you want, but now we need to build our economy and all high skilled people are need somewhere else.
First to do in this era is to build small military, destroy forts and replace them which barracks, 2-3 near palace + 4-8 grouped guard towers, will be enough for now. Look in the edict tab and take agricultural subsidies. This add +50% to plantation eff which only 600$ per month. Next pick your main source of income (in video below, it will be rum). Build 1-2 factory, set budget to max, ok we increase our income but work just start now. Time to attack our political enemy, again edict and take smear campaign. Description is rather enigmatic. So easy explanation. Decrease number of people which support target faction. Who will be our target ? Yes, the communist, you need to remember to act that edict always when is enable (2y work, 2 year cooldown). On start disproportion is about 1 capitalist to 2-3 communist. We need to change that balance of power. From that point rebels will start attack us so be strong, you are El Presidente, leader who know what is best for country, you are leader not a friend to people. Workers start strike ? Don’t be afraid of sending army, we don’t have enough money for bribe. Banish crime lords, build army. Overall it will be hard. Probably for now, all people don’t like you, no homes, no health care and basic entertainment. After building army and basic industry, time for cleaning, step by step destroy old industry, build one clinic and put 1-2 tenement, from now on it will be our main housing building. Your research should focus on:
- steel mill
- army base
- dry dock
- custom office
For accommodation I personally use that type:
(Thx man from official forum for this trick it's work very well)
World war Era gameplay
How to alliance
This minigame have now own rules and was changed since Tropico 4. We have two super powers axis and allies. Now let's agreed axis make ww1 and ww2, kill many people from their country and start horrible mass murdering in the name of nationalism. For more information look for example here[en.wikipedia.org] and here[en.wikipedia.org]. Well now back to game. When you look for ally pick axis. Why? After complete their quest/quests (yes we can have many rewards) you get reward and there are small option "1 free industry building". Which buildings are industry? Think again... Bingo! It's steel mill, cannery, lumber mill, textile mill. In this category we have 2, the most profitable buildings in this era. Even if you don't have cotton plantations and wool ranches, still take that, and import materials. Good think about axis is, when you are invaded they send their 3 tank division, with better attack stats than yours. Most of their mission is to build/have factory or have to have/build military.
On the other hand what allies have to offer:
Export fruit, coffee, sugar,(...), stop export rum. Reward from their missions you can choose 1 raw material building (plantations, mines, logging camps, etc.). If we think about real game it's not worth, other thinkable option, is to increase top export price by 10%. This can be good, but custom office works better and you don’t need to produce some lame products. When you accept their offer they can send two squads 1 tank and 1 infantry.
Now how to get alliance? First we need min. 80 standing which that superpower, then in embassy when u click alliance, you are invaded by opposite super power. Forces are always the same 4 squads (1 tank 3 infantry).
We can take 3rd option and stay neutral, then build two embassies, invite both side and use praise option when someone drop below 60, to get max foreign help. Another fact, when we want end era and need to sign treaty, task are different and depend on relations. 0-40 only invade, 50-80 choose invade/task (axis 30 new immigrants, allies pay 30k $) more than 80, np ok we sign.
Cold war on full power
Cold war time!
Welcome El presidente in this strange times, when some people have freedom and other, was imprisoned even for jokes about government. Times where many nation fight for they independence, and many conflicts are provoke by super powers…
In this era you should have working economy, military force which can defend you from even uprising. This era open new opportunity for income and finally tourism start working. First look at my xls file (link in last chapter) and find tab “price change”. Some price for products, drop their value, some increase.
Industrialization really change look on your island, but cold war make this even stronger. It’s time to abandon cannery, cigar factory, rum distillery or even textile mill. From previous era only lumber mill, jewelry factory and steel mill will be helpful. It’s happen your industry finally can generate income.
Overall recommendation 7/10 nice income, clear island, make money and expand.
Overall recommendation 0/10 basically it’s free money, and yes in normal tutorial it will go to 8/10 but we want make tons of cash.
Overall recommendation 11/10 you can’t find better factory and upgrades make thinks only better.
Black Gold
Oil well vs Oil refinery
4 workers 100 oil 6 workers 300 oil
25 per worker 50 per worker
Upgrades
-----------------------------------------------------------
+20% eff nothing
+50% eff max budget +50% eff max budget
-----------------------------------------------------------
170% 150%
42,5 per worker 75 per worker
Oil refinery wins
Now time for our income
With max budget oil refinery generate 30754,8$ yearly which make one worker worth 5125,8$/year. Need more example ? Look on vehicle factory, they make only few $ more, with make us rich. Only requirements are 30 power, again in this era power is not a problem.
Bonus yearly income on max efficiency is only 48420$/y and 8070$ per worker. Good option is to make 7 refinery, and import coal in two ships (2 month travel time). Extra 150 coal will generate extra 400 power. 7 refinery need 210 power so we have 190 not used energy. What about oil well? Make that only to convert all natural gas in to energy (power plant with upgrade) and oil go to pharmaceutical factory. Other thing is to not increase it’s effectives, yea we can produce 70 oil/gas more, better wait to next era and use upgrade for other 15k resources. That’s a lot of power.
We have two option: coal and natural gas. In ww era we have only coal so we can’t change but in cold war use natural gas. 100 unit is converted to 500MW. Costs are equal 217$ oil well (but oil we can sell or use for pharmaceutical) and 217$ power plant. One MW is 0,87$. Beat that nuclear! When we discover peaceful atom and we have uranium deposit, just switch off oil well and power plant, other think is just import is not an option. Base price for one unit of natural gas 1,99$ uranium 3,5$. No resource? Import coal and wait to next era.
Tourism
In Cold War era we gain access to tourism. Calculate all income per worker or overall income is impossible, but expect 500k$ or more monthly on full power. First think to know is that on our island we can only have 200 families (400 people) at one time. Second, tourist are grouped so we can split that number to many types or focus on one group. Making this efficient and profitable, need a little analysis. Tourist spend their money on two thinks:
- Accommodation
- Attraction
Cuban crisis
Cold war era gameplay
Magic, despair and clothes
Overall recommendation 4/10 in this era we have better options, this factory look good only on paper. Use to replace furniture factory.
Overall recommendation 4/10, another waste potential, what a lost.
Overall recommendation 10/10 make gold to platinum, who wants more ?
Overall recommendation 0/10 free money once again are not worth interesting.
Hydroponic farms
Five stars and Tropico
Many option but we can’t expect invasion from china or eu. :( Again Usa and Russia are our enemy if they even want to try liberate (Russia) or give independence (Usa). Many missions will be around building tourist buildings from Middle East, exporting clothes from China. Building offices and other economy and foreign relation buildings from EU. Our old rivals will be only to give mission like export sth or stop export sth to someone. Problems with bad relations? Build nuclear program to forget about that.
Never ending story
Tips for this era? Increase production and effectives. Replace power plant with geothermal. When all uranium will be depleted, replace uranium power plant too. Remember to upgrade cathedral to add more capacity and issue free Wi-Fi edict and destroy all remaining churches. For accommodation use Mansions with max budget for filthy rich (workers from maxed budget when on start was rich), modern apartment for this few rich people, apartments with road near for all factory workers. Tenements are for dockers, teamsters and farmers. Other worth to mention nice think is we have access to night club. This is the best entertainment building. From now on casino and night club only provide services, four Cineplex are for poor part of island, also invest in upgrade ”romantic comedies” another 20% to birth rate. Now you can change politic from immigrant nation to guarded haven, that change relation with nationalist a lot. High birth rate and max population stop the problem of not enough people on island to run industry. In general now all buildings designed to generate research point are a waste of money. With two or three colleges on max budget and steam cell research edict, we can easily discover all tech tree, after that turn off steam cell research. Smoking ban? When all people can afford for hospital and have access to housing and food, health and life expectancy is not a problem. Small tip, 3 stadiums (one with only tourist only option and upgrade) are for all population.
From now on only teamsters ride roads on island, add commuter program to reduce that to maximum. Less pollution and faster transport it’s win win situation. We can even place all people in narrow corner, spam metro station on all island and they just go to work on the other side of island.
When you hit December 2005, good job! You win! Despite all problems, assassins, and super powers you survive 200 years of history…
If you read this, thank you for your time and I think you are prepared for everything in multiplayer mode.
Edicts
- Building Permit - more money for swiss account. Only for role play
-/10 - Census - find special citizen, police and spy agency do the same
0/10 - Disaster Relief Fund - When you play with natural disasters, it will help in the long run save some money.
10/10 - Extra Rations - Enact when you can easily produce large quantity of food.
7/10 - Mardi Gras - just use full payment in entertainment building
0/10 - Martial Law - Use only when you can loose election.
10/10 save some my games - Military Drills - Enact in time of trouble, when you have too much rebels to kill.
8/10 - No Free Lunch - self explaining
10/10 - Right to Arms - When you have police forces and big brother, enact that to increase liberty.
7/10 - Tax Cut - Martial law is your friend.
0/10 - Urban Development - Use only when you want to create mass housing.
5/10 - Wealth Tax - better drain their money throughout housing and entertainment buildings
0/10
- Agricultural Subsidies - 50% boost to production. Always have that to lower employment in that area.
10/10 - Amnesty - it's probably working ?
0/10 - Early Elections - What for ? Only to change EL presidente to someone else from your family
2/10 - Global Research Initiative - Only when you have good relation with foreign superpowers.
2/10 - Industrialization - 10k is a lot, you cant instantly fill 5-6 factories. Use only when you switch from one industry to another.
2/10 - Literacy Program - Faster learning, must have.
10/10 - Mortgage Subsidies - Nah ? Go away communist.
-100/10 - Paid Healthcare - Clinics and hospitals will start to pay for themselves.
8/10 - Prohibition - Rum is one of the best stable income.
-9000/10 - Smear Campaign - Spam, spam and spam that to lower population of some political groups.
100/10 - Social Security - It's not so expensive.
4/10 - Sovereign Debt - Only in time of crisis.
5/10
- Big Brother - Reduce crime by a lot.
8/10 - Contraception Ban - there are always too few tropicans.
100/10 - Geological Survey - 10k to increase all mining resources on island.
10/10 - Hydraulic Fracking - Same as above but for oil
OVER 9000/10 - Immunization Campaign - Lower death by illness.
10/10 - International Summit - Hmm it could work ?
0/10 build nuclear silo like real dictator - "Organic" Campaign - Gtfo greens and who cares about agricultural goods price in this era ?
0/10 - Provoke the Rebels - They probably attacking now for free.
0/10 - Secret Police - reveal rebel leader to execute.
10/10 - Sensitivity Training - they stop complaining about army base near housing area.
8/10 - Tourism Campaign - For early tourist trap.
6/10 - Waste Sorting - lower pollution -> better beauty -> better house quality.
9/10
Modern Times Era
- Commuting Program - less useless (not teamster) cars on the roads.
10/10 - E-Government - Only for mandatory likes for El presidente.
-/10 - Free Wi-Fi - with other bonuses, cheap housing have better quality than the expensive.
9/10 - GM Crops - less food, less workers.
10/10 - Host the Olympics - build 3 stadiums, enact.
7/10 - IT Education - Workers work longer in their life.
100/10 - Legalized Substances - enact or don't enact your choice.
0/10 - Nuclear Test - not worth.
0/10 - Same-Sex Marriages - more people live together, so they use less space in housing areas.
10/10 - Smoking Ban - More problems, and close some of the industry.
0/10 - Social Engineering - final weapon against communist (focus capitalist to lower communist, focus industrialist to lower greens, etc.)
100/10 - Stem-Cell Research - enact to research all tech tree then repeal.
5/10
Modern Times gameplay
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