Tropico 5

Tropico 5

25 ratings
Data and Info
By Keeper
A quick guide on how to survive the more difficult situations... (work in progress)
   
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Trade Price (Era Compare View)
The following charts list the prices (as seen in the almanac) for each good. The trade price does vary slightly through the eras, as listed below, however it does not vary enough to completely wreck a ballanced economy. The reduction of prices from events (-20%) are usually a bit worse.

The charts have listed the amount of workers needed so that you can make choices based on how large your population is. For example if you do not have many workers and don't plan on imigration being big, then you may wish to forgo Cloth with its 12 (upgraded: 18) workers and instead build for Rum which needs only 8 workers.

Please note as well, this is price per 1,000. Not all buildings produce at the same rate. Many of their rates can be altered depending on factors such as location, managers, and surrounding building upgrades. So while the bannanas and sugar both ship for 0.8 if you have 4 upgraded sugar farms next to each other (+30 effiecency each, i think), they will produce more quantity - meaning more money for you...erm Tropico - than 4 upgraded bannana farms next to each other.

- #* indicates an edict, ruler trait, building trait, or mission trait may have effected price durring my playthrough -
- (-) indicates price remained same -
Plantations
Workers
$/K Colonial Era
(value per 1,000 units)
$/K
World Wars Era
$/K
Cold War Era
$/K
Modern Era
Corn
8
0.4
-
0.3
-
Bannanas
8
0.8
-
-
-
Pineapples
8
0.9
-
-
-
Sugar
8
0.8
-
-
-
Tobacco
8
1
-
-
-
Cotton
8 (6 with upgrade)
1.1
1.3
1.2
1.1
Coffee
8
1.3
-
-
-
Cocoa
8
1.5
-
-
-



Ranch & Warf
Workers
$/K
Colonial Era
$/K
World Wars Era
$/K
Cold War Era
$/K
Modern Era
Milk
4
0.7
0.8
0.9
0.8*
Wool
4
0.9
0.85
0.75
0.7*
Meat
4
1
1.1
1.2
1
Fish
4
0.3
-
-
-



Natural Resources
Workers
$/K
Colonial Era
$/K
World Wars Era
$/K
Cold War Era
$/K
Modern Era
Logs
6
.6
-
.65
.7
Planks
8
1.5
-
-
1.7*
Furnature
6 (14)
n/a
n/a
2.8
-*
Coal
5 (8)
?
.5
.4
.5
Iron
5
?
1.2
1
0.9
Bauxite
5
?
?
?
?
Gold
5
2.5
-
-
-
Uranium
5
n/a
n/a
?
?



Industry (Goods)
Workers
$/K
Colonial Era
$/K
World Wars Era
$/K
Cold War Era
$/K
Modern Era
Cloth
12 (18)
n/a
2.8
-
2.6
Canned Goods
10 (6)
n/a
2
-
-
Steel
8
n/a
3.6*
4.5
3.4
Pharm.
6
n/a
n/a
2.5
-
Fashion
?
n/a
n/a
n/a
n/a


Industry (Lux.)
Workers
$/K
Colonial Era
$/K
World Wars Era
$/K
Cold War Era
$/K
Modern Era
Cigars
14
n/a
2.8
-
3.5
Rum
8
n/a
2.7
-
2.5
Jewelry
4
n/a
7
-
7.3*
Vehical
10 (4)
n/a
n/a
n/a
12.4
Chocolate
8
n/a
n/a
n/a
3.6*
Electronics
8 (6)
n/a
n/a
?
8.9
Production Rates
Plantation
Monthly Production
(at 100% efficency)
Colonial Value
(Production x Trade Rate)
World Wars Value
Cold Wars Value
Modern Era Value
Corn
400
160
-
120
-
Bannana
-
-
-
-
-
Pineapple
250
225
-
-
-
Sugar
300
240
-
-
-
Tobacco
250
250
-
-
-
Cotton
250
275
325
300
275
Coffee
200
260
-
-
-
Cocoa
175
262.5
-
-
-

What does this mean?
In the Colonial era, if you lined all your plantations up on you island and gave them equal access to teamsters, equal fertility in the soil, equal workers....the cotton plantation would turn the most profit. At a prodution of 250 per month and trade of $1,100 per 1000 units of cotton, 250 x 1.1 = 175. HOWEVER, your island will not have an equal set of plantations. There are upgrades for plantations, and more importantly, in the next era factories open up. If we include......wip
Income Per Worker (coming soon)
Will compare the factories based not only on amount of goods and value but also number and cost of workers.
Building Efficency (coming soon)
Will include what efficency does, and at what rate, and the amount of products made by one production building.

In previous games of Tropico (#4 to be precise), each building had a worker's wage that could be changed by El Presidente. This wage system effected workers job quality, what buildings the workers could afford, where they could afford to live, and how much love they could afford to give you.
Tropico 5 has simplified the wages into the building budget. The biggest addition is that now the budget also effects the efficency of the building. So if you increase the budgets (pay for more equiptment and wages and whatnot) you get more products.

In my test the buildings all scaled directly with efficency:
a building producing 100 goods per month at 100% efficency would produce 100+50 at 150% and 100+73 at 173%


How to increase the efficency:

---


How best to take advantage of Efficency:

Every worker is a person. And every person needs multiple services to keep them strong enough to serve El Presidente. Healthcare, food, entertainment, residencies, religion, police, religion.... Each one of the buildings that provide these things can only serve a certain number of people. For example, the mission can accomadate 100 citizens. So if you have <100 people you only need 1 mission, and therefor only need to pay for one mission. This is why it may not always be good to try to increase your population quickly.
"But won't Tropico make less income if we have less workers? How is that going to help any Swiss Bank accounts??"
This is where efficency comes in: In the colonial era, if you build 8 sugar plantations you will have 64 workers in the sugar plantations. You now have the religious needs and housing needs of 64 wokers influencing your popularity for the upcoming revolution. However, 6 upgraded sugar plantations (+30% each) will give you close to the same amount of goods for only 48 workers. Use the maximum budget on the plantations (+25% each) and placing 2 upgraded cattle ranches (4+4 workers for 10+10% increase on every surrounding plantation) and you will have sugar plantations that are 75% more efficent than normal. So to get the same quantity of goods as 8 plantations, you can build 4 to 5 fully upgraded plantations (and 2 ranches) needing only 32-40 (+8) workers. Add in the bonuses from agricultural subsidiaries, constitutional choices, upgrades from the car factory, and bonus from fertile land and you can have one plantation producing as much as two or three would normally.
Less workers mean we don't need to supply as much housing, churches, clinics, food supply, ect. However, the drawback to going full efficency is that upgrades sometimes cost more than the building itself, so you need to put in more of an upfront investment. If you have a very level island with vast fertile land, it may be cheaper to set up more basic plantations and upgrade then later on. But on a cramped island, everything can be compacted due to efficency.
4 Comments
I Don't Understand? 30 Jul, 2022 @ 1:40am 
Good info thx
Mister Daniels 5 Dec, 2014 @ 4:01am 
Thanks, nice gif.
Keeper  [author] 20 Jul, 2014 @ 12:06am 
Updated to include most Industry (goods and lux) Prices:llama:
CM PUNK 19 Jul, 2014 @ 2:29am 
Industry (Lux.) Trade Price no change?