Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Thanks for the reply
Hey, I had the same question and I'd like to bump this post to double-check if anyone has any ideas how to reduce lost resources from demolishing buildings... Also, if you destroy teamster buildings, I think the teamsters carrying resources also lose their loads... Is that right? Can anyone help me understand this better/ think of ideas to rearrange buildings without so much loss?
Plan better, there's almost no reason to ever need to rearrange buildings if you just put some real thought into their original placement
"Almost" being the key word which means they should offer the ability to remove original placement to place elsewhere.
I think the game supports playstyles of changing industries and buildings actually. Putting lots of plantations on mono culture and ranches on humane exploit is a great way to utilize the value of the land until it's used up, then it makes sense to move food production elsewhere and industrialize, tourist-up, or redevelop the depleted land areas with more advanced buildings.
That's the way I play. I move my economy from agricultural, to industrial, to business and tourist businesses. Then, I build more sustainable ranches and plantations in permanent periphery locations that feed into the highly developed city center, which no longer has raw resources to exploit.
What is frustrating is the developers obviously recognized the importance of being able to move some of the more expensive buildings with relocation options, but neglected to give options for everything. So what I'm left doing is constantly micromanaging and monitoring buildings I plan for demolition until they're at low enough resources to justify removal. Like the OP I just want an option to empty buildings and designate them for deconstruction. Or, a way to move them. Seems very straight forward and obvious to me that this should be included.
Anyways, I'm still interested if anyone has ideas besides just criticizing my and the OP's questions. I don't care if you think it's a stupid question, I'm searching for a solution and you can keep your other comments to yourself. "Plan better" commentators might as well be playing the game instead of on the forums. No reason to talk about the game is it's already perfect and you understand everything.
That's what I do. There is no option to close a building, unfortunately, so firing has to be the next best thing.
Yeah, it's almost that in real life all the stuff you have in storage goes "poof" when you don't need the area anymore. What a great statement...
Kalypso keeps saying that Tropico 6 is being developed by a different studio/company from the previous Tropico games. They say it like an excuse. Tropico 6 looks amateurish compared to the previous games in terms of gameplay mechanics and bugs/glitches.
That is also the logical option, as the goods need to be transported out, and after you can demolish. Really se no problem with that.
I can't imagine a time I'd ever need LESS teamsters but if you REALLY need to, watch each worker, when they're doing leisure activities, fire them then rt-click to block their work slow so they don't get rehired - do it for everyone, voila, pointlessly delete the building.
It's a five year old thread. Move-building probably didn't exist at the time.
Cheers and closed