

I've found that maxing out the budget of every building on the island can lead to teachers/professors taking other jobs and ultimately slowing down education. Note that museums usually turn a profit and help out boosting entertainment happiness, so you can get away with making it a high priority to build them.Ģ) Funding: Always, always, always maximize the budget of high schools and colleges. With this complex fully upgraded, it's fairly easy to encounter a shortage of illiterate workers if you provide too many high school jobs at once (like when one upgrades to hydroponics farms). If you build high schools in the EE blocks, the bonus will be lower. When all 8 museums are built and upgraded, each high school will get a +200 effectiveness bonus from the field trips. Where HH is a 4圆 block with room for two high schools, MM is a 5圆 block with room for two museums, and EE is an empty 4圆 block. A crude diagram of the layout is as follows: I'm in the habit of setting aside land for an "education complex" which I can fill in as I can afford it.

Museums can be upgraded with "field trips" to increase the effectiveness of nearby high schools. The food variety will result in a much higher food happiness, and will also boost the effectiveness of Restaurants. I try to build every food type corn, banana, and pineapple plantations, a cattle ranch for meat and milk, and a fishing wharf. The effectiveness of Docks affects the time it takes for regular freighters to come at 100 effectiveness it takes 6 months with 150 effectiveness, it only takes 3 months. It'll give you time to fix up your approval rating. If you're not confident that you can win an election, declare Martial Law right before it happens. I almost completely ignore housing until very late into the game.
#Tropico 5 building tips upgrade
The upgrade for Religious buildings that boosts nearby housing quality by 10 affects shacks, so you can have shacks with around 30 quality higher if you have Landlords. I completely avoid Parking Lots to keep as many people off the roads as possible so that the Teamsters have to deal with as little traffic as possible.įor military, groups of 4 or more Guard Towers together are basically invincible, and they'll attract nearby enemies. The hard part of the game is getting started and setup, so this can give you a great early start.

Once you hit World War you can start building Cigar Factories. If you have the soil for it, Tobacco is a great colonial resource with its upgrade costs 3k to boost effectiveness by 100 while very slowly degrading soil.
