Once all those minuses start adding up, they have a significant impact on the overall environment, and the people's feelings about the environment lower accordingly. Switching ycur power plant tcĬutting down on pollution won't solve all of your environmental woes.The "Buildings & Structures" chapter provides a beauty score for every structure that you can build.A quick glance at this score indicates that most buildings rank in the negative.That's right, almost everything makes your paradise less attractive to the populace. Check the "Buildings & Structures" chapter for further information. Industries may have other options that you can purchase or select to cut down on pollution. You can switch your power plant to gas, which lowers its pollution output by half but doubles the maintenance cost.Again, use gas from the outset so that your budget is used to the expense.ĭo you have fishing wharves? Then switch all of them to clean waste disposal so nearby beaches don't get polluted. If you wait to pass it until later, the sudden increase in cost may be more than you can afford. It will cost more, but you will become accustomed to the cost throughout the game. If you don't want a sudden reduction of funds, pass this edict the moment you build your first factory. If you have a lot of factories, this will add up. Be warned, however, that factory maintenance will climb 20%. You can enact an Air Pollution edict, which will cut down on pollution by 50%. Fortunately, there are still a few things you can do. Planning ahead will only protect you so much.A power plant still generates smog, and a cannery still has a bad odor. If all the good farm land is upwind, you have little choice but to build your houses downwind. If you are very clever, you may even plan an approach such that homes are downwind of smaller polluters like farms and the like, although there is luck involved here. Never build your tourist facilities downwind of your power plant or cannery! Likewise, if you want the little people more content with their housing, keep their homes out of the path of the pollution. El Presidente, the conclusion you have doubtless reached is that you should build your industries downwind of your palace, if nothing else. Pollution extends in a cone shape from a building in the direction the wind is blowing. One of the first things you should always do before building is to zoom out while the game is on slow speed and watch the clouds roll past.Wind systems in Tropico are not complex-this is the way the wind blows all the time. To manage pollution requires some planning prior to construction. It will, though, become a larger and larger concern of your population. Depending upon the victory conditions you selected, it may not be a large concern. If you aren't careful, your island could quickly become a stink pit. Of course, it is heavy industry and power plants that generate the largest amount of pollution. Individually, their pollution scores are low but their numbers add up. Farms, construction offices, and teamster's offices all produce pollution. Roadways and other heavy-traffic areas also become polluted over time.You can prevent people pollution by passing the Anti-Littering Ordinance edict.Įven if you have no heavy industry, Tropico will have building pollution. these are just a few of mine.Pollution comes from two sources: people and buildings. I'm sure there's tons of other good tips out there. Plantations are cheap, smash 'em, build up other cool stuff there, and relocate the farms to new areas. Personally, by the time my soil degrades to the point it's no good, I've got a city that I'm wishing I could have more central area to develop. Similar to upgrades, be sure to hire some managers for your plantations to boost the quality. Hydroponic farms are the ultimate upgrade, doesn't matter what the soil quality is at that point. Just because something is in a red area doesn't mean you can't get it up to great quality. A huge proportion of the upgrades will add to the quality of the crops. (Other games they do, so wouldn't be surprised. I've never gotten far enough to see if a crop viability in an area comes back after a while, but my guess is no. Real crops are rotated for this very reason. If another crop does better in the area after a while, swap to it. just like real life they'll decay after a while.
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