CHAPTER SIX
BUILDINGS
My PresidentΘ, I hope you brought your hardhat. Building construction will take up a large portion of the conscientious Grand Administrator's time, as will subsequent building administration, requiring a thorough understanding of the complexities and vagaries of building construction and administration. As per Section 3, Paragraph 42 of the Tropican State of the Interior Act of 1938 (Document not attached), we have prepared a new report available for your use. BUILDINGS TYPES Buildings serve a variety of functions on Tropico. When you enter Building Mode (see Chapter 4: Interface), you will be presented with a set of subgroup tabs arranged by building type/function. These are: ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() CONSTRUCTION Building Placement To construct a building, enter Building Mode, select a structure, position your cursor on the map so that the building lights up green, and click to place. If the building stays red and you cannot position it so that it turns green, it likely means either:
![]() Location considerations Some buildings have special location considerations that will be important in determining where you place them, such as mineral density, agricultural value or crime. When this is the case, an Eye icon will appear at the bottom of the Circle Window. When the eye is opened, the ground in the Main Window will become colored to show the rating (using the same coloring scheme as used in Info Mode for the given information type). If you're not sure what overlay is being shown, move the mouse over the eye for hover help. Sometimes the colors can be a distraction - click on the eye to toggle it closed, which turns off the colors. Construction Management Once you have placed the building, a yellow ghost version of the building will appear on the construction site. The building must be built by laborers- it has no effect until it is fully completed. Over time, laborers will clear any trees, level the ground, and construct the building. The yellow building will become solid as it is built and finally becomes full color and open for business when it is finished. Laborers: The laborers are dispatched from your construction office. To speed construction, make sure your construction office is fully staffed, and consider building additional construction offices as soon as possible. Build priority: If you have multiple buildings under construction, the laborers will typically work on the one closest to their office first. To change their priorities, click on an uncompleted building. You'll see a set of green arrows indicating construction priority - make one building high priority and another low priority. Canceling construction: Should you change your mind while the building is under construction, a red X button in the bottom left corner of the building's information panel can be used to cancel construction and regain part of your investment. Construction Considerations A wise leader must weigh many considerations when deciding on a new location to be used as a construction site for a facility. We recommend the application of the following guidelines in site location. "Flat sites are better." The slope of the land in a site is important to whether a building should be developed there. Laborers will attempt to level the ground in order to create a proper plot of land on which to lay a foundation. This causes a delay in construction, adding time to the overall project. A flat site will allow for much more expedient construction. Similarly, in a few cases the grade of the land coupled with already present neighboring buildings may create a location inaccessible to some buildings. Attempting to place a smaller building on the site should meet with success. Finally, once constructed, a building must be accessible. Citizens forced to traverse extreme slopes will not be able to reach buildings as quickly. "Lots of trees mean more time to build." The laborers must take time to chop down trees on a plot of land in order to clear it before construction. As with grade leveling, this process takes time, and sites without trees allow for much faster construction. As an extra note, trees near farms and ranches will not be automatically removed during construction (only the trees on the actual building site). The farmers will chop those trees down when they have free time, but not otherwise. The presence of trees in the fields and pastures will create a detrimental affect on the efficiency of the production at those farms and ranches. This guideline should of course be ignored in the placement decision regarding logging camps. "Long walks mean less efficient workers." As citizens must walk from location to location, a compact and well-planned city layout will create much more efficient traffic flow. If a city is spread out, workers will have to walk farther, thereby depleting their stores of energy more rapidly and necessitating an earlier departure time from work. "Take into account building effects." Many buildings, such as the electric power plant, police station, and guard tower, radiate effects on the world around them (electrical availability, crime control, and government control respectively). Be sure you take into account how the new building will affect an area, as well as the affect other buildings may have upon the new structure.
"Agricultural Value determines crop and livestock success." (farms and ranches only) As agriculture is highly dependent on the quality of the soil, we recommend determining the ability of the land to support the types of crops and livestock you wish to use before the creation of a building involved in the production of said products. This information (for overall crop conditions, as well as individual crops and livestock) can be gathered in the Info Mode, under Resources and Environment: Crop Conditions. Agricultural value is, in turn, based on factors such as soil quality, soil wetness and rainfall, which can similarly be found within the Resources and Environment subgroup. "Look for electricity." Many buildings require electricity for operation. Similarly, some upgrades to non-electrified buildings require electricity. Make sure these buildings fall within the range of an electric power plant or substation. BUILDING ADMINISTRATION After construction is completed, the President must accept the duty of administration of that building. This may at first appear easy since a selected building's information panel in the Central Control Panel does not contain any tab buttons. All information for a building is contained on a single panel. However, this panel includes a variety of controls, and the amount of control changes from building to building. ![]() Basic Information All buildings have one interface element in common. When any building is selected, a square appears on the left of the Central Control Panel, listing information important to that facility. This can include the name of the building, profitability, megawatt usage, and amount of products in the output store, among other information. While a few structures, such as the Electric Substation, only have this basic information panel, the vast majority have at least one of the following control elements. Staff Controls: Most buildings have a staff employed there. This is displayed by a row of small figures at the bottom of the building control panel. When a position is empty, the figure appears as a gray silhouette. When filled, the figure appears as a small version of the employee. This usually takes the form of the type of employee used as staff at the building (i.e. doctors at the clinic) but will sometimes briefly show up as the form of the person accepting a job before they have arrived at the building. For example, a farmer who changes careers to become a teamster will appear in the teamster office panel as a farmer until he actually arrives at the office.
If you do not currently have any properly educated citizens capable of working at the building, a simple click on the mortarboard icon will bring up an approval form for bringing in a qualified employee from off the island. If you grant approval, you will be charged a fee and the qualified person will soon arrive at the port. While useful early on, over time, this grows expensive, and you'll want to consider building a high school and eventually, a college.
Residency Controls: Housing and tourist lodging buildings show the adults currently living there. As in the Staff section, this is displayed by a row of small figures, now at the top of the building control panel. When a room is empty, the figure appears as a gray silhouette. When occupied, the figure appears as a small version of the resident or guest. Only adults are displayed here. Minor children live with their parents, but are not shown here. Unlike the Staff section, you cannot directly limit the rooms available. The number of employees determines room availability. A half-staffed motel, for example, can only fill half its rooms.
Building Upgrades: Quite a few buildings can be upgraded. When this is the case, the upgrade window(s) will be set in the top of the building control panel. They will be dimmed out prior to upgrading, with a hammer button in the corner of each panel. If you move your cursor over the panel, a detailed description of the benefits will appear in the Info Bar, along with the cost of upgrade. To purchase an upgrade, click on the hammer button. A window prompt will pop up, letting you know whether you may purchase the upgrade at that time. Accepting the upgrade will cause the new additions to appear on the building. Upgrades are built immediately, and do not need laborers. Some upgrades require electricity prior to being built. The Info Bar will notify you of this. Pop-Up Building Options Most buildings have a set of extra options used to set crop type, service quality, work atmosphere, fuel type, or other similar settings. When this is the case, the Pop-Up Options window will sit beneath the Staff and/or Occupancy panels. The current setting will already be displayed, with an arrow sitting on the right side. Clicking on the arrow or the selected option will cause a list of options to pop up. As your cursor passes over an option, a detailed explanation of the resulting affects will appear in the Info Bar. Tourist Off-Shore Accounts (Bank only) This control is only available to the bank while the Tourist Off-Shore Banking option is active. A new panel containing a grid of check icons will appear above the Staff Control panel. Each check icon represents one tourist's offshore account, and the accounts make money for the Tropican economy. Livestock The cattle and goat ranches display the livestock in what should by now be a familiar manner. The possible cattle or goats are shown as grayed-out livestock silhouettes. As the cattle and goats are raised and produce more offspring, the silhouettes will fill in to display the population. The Info Bar provides the name as the cursor moves over the livestock, and you may select that animal by clicking on the filled silhouette. |