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Tropico 5 mods less workers
Tropico 5 mods less workers













  1. #TROPICO 5 MODS LESS WORKERS MOD#
  2. #TROPICO 5 MODS LESS WORKERS PATCH#
  3. #TROPICO 5 MODS LESS WORKERS FULL#
  4. #TROPICO 5 MODS LESS WORKERS DOWNLOAD#

Even if the outside farmer can't also transport the goods, being able to at least harvest them is a much more efficient use of his time than more general jobs.

tropico 5 mods less workers

This would also apply to the cooperative farmers idea a few people have discussed in the comments. You wouldn't want a farmer refusing to cut his field if he couldn't also carry it to market because he got hungry. With the exception, of course, being his primary occupation. If the worker is not able to devote the time/distance resources in order to both breakdown and transport the goods, then he should not do either and select a job that he can.

#TROPICO 5 MODS LESS WORKERS PATCH#

I agree with this - the particular mechanic concerned might help with the specific problem this patch is trying to address. 1 to cut it, 1 to go pick it up.(80% of the time)" In my mind, if you go cut a tree or mine a rock… sorry but if you cut it, you grab it ! if you dont want to grab the log/stone then DONT go cut/mine it !!! thats simple !!! most of the time you need 2 Citizen for each log/stone/iron/etc. "btw, in my mind, the main problem with laborers/prof isnt the same as some people think. The idea is to keep farmers, tailors, etc from walking across the map needlessly to pick up a single item so they get back to work quickly should work become available. I'd love to hear some feedback on this change, or if you think other professions need tweaking for how long they take to do a job not in their own profession if it's far away. You'll need to have downloaded 1.0.2 for these exe's to work properly. Non-steam builds will still read 1.0.2 - but the fix is in the exe.

#TROPICO 5 MODS LESS WORKERS DOWNLOAD#

Or you can download new exe's (Banished_1.0.3_Beta_140531.zip) for non-steam builds. You can opt into the BETA on steam by right clicking on the game in your library and picking properties, then BETAs and then picking the 1.0.3 beta. However, all other professions will still stick closer to their home and job unless a job is fairly old and no laborer has done it. In this new beta build, laborers don't have any constraints on when they'll go to do work or how far away it is. However as many people have pointed out, laborers are waiting a long time to walk long distances in the current build, so I decided to start some fixes for version 1.0.3 sooner rather than later.

#TROPICO 5 MODS LESS WORKERS MOD#

One every other plantation block or so should be more than enough.I've been working on the mod kit, and also some tools to make it easier to roll out patches to all users simultaneously. Now you've created 2 decent sized blocks, from one large block, that are still small enough to accommodate your rising traffic volume.

#TROPICO 5 MODS LESS WORKERS FULL#

After the new plantations are in full swing, divide the farm land you've been creeping on into 2 blocks and demo the plantation.

tropico 5 mods less workers

As you advance, slowly start building into these plantations while building new plantations further out in the country to pick up the production decrease from building on your farm land. The best way to start laying out your blocks in the colonial era is to put down plantations all around the area that will be downtown. I usually build some apartments in and around my hotels for the local service staff. If I build a tourism center, it's generally on the other side of the island from my city so that the industry pollution doesn't affect it. Natural resource collection (farms, logging camps, mines, and ranches) are in the country. I build an industrial sector attached to the city, usually by the docks. I like to build a metropolis, to maximize my service providers, with good transit in and out. When should I build my 2nd teamster office: just when outputs are blocked? And does it matter where the teamster office is, really?Īnd what about construction offices? What is a good construction speed in the World Wars age? I want to find a happy medium but I don't really have any frame of reference for what is a good building speed in this game. Well how close is close enough? Eventually I start stretching my city out a bit to reach the 2nd or 3rd resource spots (coal, gold, etc.), but can I build a home 20+ tiles away from that mine and expect the citizens to work there? Or are these tips about home-work distance just advising you not to build all your houses on one side of the island and all your industry on the other?Īnd when I have to start expanding my city, but I'm not big enough yet to reach a 2nd shore for more docks, does building more teamster offices help? They're still transporting all the way to the one shore that I have developed. I keep encountering recommendations to build my citizens' homes close to where they work.















Tropico 5 mods less workers