

I usually put those guys right next to the port. Probably wouldn't hurt to keep polluting factories (sawmill, for example) away from the rest of your town. I'd say the #1 thing to worry about here is landfill coverage, then edicts and building upgrades that reduce pollution. I think some buildings also have upgrades that give faction bonuses.Ĥ) There's a Pollution view in Island Conditions that you can use to figure out where things are bad. Aside from covering the normal bases (low pollution, crime, unemployment, high housing/food availability, etc), you can also accept missions from factions that you have low rep with. You can mitigate this somewhat by adding more police stations, but you're better off addressing the root cause.ģ) Dealing with rebels is, IIRC, just a matter of keeping all of the island's factions above a certain happiness level. Lack of housing is probably one of the biggest factors - if (affordable) housing isn't available, Tropicans build shanty towns, which create massive spikes in crime. the best place for wind turbines may be halfway across the map, as they generate more power at high altitudes).Ģ) Keeping unemployment down and access to housing up will greatly reduce crime in your city. You may have to build a chain of substations if your power plant is far from your city (i.e. You can extend that radius by building electrical substations. I am making money but would like to know:ġ) Power plants provide electricity to a certain radius around them. I did the tutorial and started the first level. I've played Simcity 4 and before as background, but Tropico seems a bit different. Edicts might help in that sense but some factions are just fundamentally opposed to the political philosophy of El Presidente.Įdit: don't take this the wrong way but did you play through the tutorial missions? I feel like the game was pretty good at explaining these systems.ĭlr(2)":3heik7he]Hi all - I did a search but couldn't really find answers to the following questions, any hints much appreciated. Or you can select them, see what they're unhappy about, and try to satisfy their needs and desires. You can select that person directly and have them arrested, detained, or executed which is a swift and ruthless way to quell dissent. You have all sorts of ways to deal with rebels and criminals. Been a while since I played but based on this screenshot I'm pretty sure it's that third one from the left. Also stuff like the most fertile areas for the various food crops and the like. You should be able to see statistics like crime, pollution, population density, etc and likewise where to place your police stations, landfills, and tenements by toggling the overlays, available in one of those menus just above your minimap. Does that exist in Tropico? An advisor is telling me about pollution and I issued one edict about it, are there other things I should do? I guess I am feeling that I don't really have a good handle on status



I'm used to the Simcity way of using zones to connect a grid, how does it work here? Is this the range where power is available? Selecting the normal plant doesn't show a grid. I built a power plant and nuclear PP and when I select the nuclear one it it shows a grid. I am making money but would like to know: Hi all - I did a search but couldn't really find answers to the following questions, any hints much appreciated.
