

You will need to budget some of that space for new residences, (2 hydro farms in the space of half a plantation=more population density,) more factories to handle the new output, more waste management facilites to handle the pollution and subsequently more of everything, (almost,) to handle the increased population.Īfter you reach max population you can "filter" out the un-educated people by continously hiring high school educated workers to fill the factories and hydro farms. Bear in mind, you will basically have the capcity to increase your overall plantation production rate by 200-400 percent when you fully convert to hydroponic farms. So yes, the problem might not be teamsters. So making sure that your resources have somewhere to go, (more docks, which can only transport so much,) and making sure you min/max industry, (build more factories to handle a surplus of raw materials,) will help you avoid industrial inefficiencies. I think the solution is to add factories which process the raw material, since in most cases the factories Ive looked at convert say, 10,000 fish, 8000 pineapples, and 7,000 meat, into 3000 canned goods.

However all of my factories are producing, and most of the farms which arent producing because their supply output storage is full, will periodically begin producing again. I have 6000 population and 62 teamsters offices, 62 parking lots and 18 docks, but I have no more beach space, (isle enoreme on sandbox.) something interesting, some of my docks are still exporting coal even though I mined the island out 100 years ago, which leads me to believe that this supply back-up extends nearly perpetually if you harvest more resources than you need.
#Output storage full tropico 5 mod#
This mod aims to make all the buildings consistent in terms of how they model absenteeism and material shortages, by addressing one of the two buildings that isn’t consistent with all others.Still getting this, I think after a certain point your docks can only export so much product and the excess gets stuck in the production buildings. So maybe the game is trying to model that with the concrete and asphalt plants, but if so, that’s an inconsistent approach. Having said all of that, in real life, of course, Soviet states did have serious issues with absenteeism and material shortages, including hoarding. Worse still, since the USSR had the goal of full employment, if you try to replicate that in the game, it’s quite likely that there will occassionally be labour shortages at specific enterprises, and factories with only 5 employee slots are quite likely to have no workers at all on occassion, even with a well-designed transit system. Of course the player has some control over this process, but it isn’t enough to accurately model how employment worked in Soviet states. Factories don’t have lists of employees who are expected to arrive at designated times, thereby ensuring the plants are always staffed – instead, workers start each day without a job, and essentially walk or commute until they find one. Sure, I know this isn’t realistic, but here’s why I’m doing it anyway: because the way the game manages workers and shifts is unrealistic.

NOTE: If you like this, you will probably also like my other mod, which does the same thing but to the asphalt plant: Concrete plant with a much larger (100t vs 0.5t) output buffer (output storage).
