For buildings of the same name in other Tropico games, see Fisherman's Wharf.
- Clean Waste Disposal: Fish guts are disposed properly, minimizing pollution.
- Back to the Sea: Halves upkeep but increases pollution by 50%.
Upon completion, there are junk items; steel drums, tires, LP gas tanks and boxes, which may give a slightly ugly aura. Being a workplace, the construction materials(corrugated metal roofing) used are a bit of an eye-sore for the player, but are neutral for Beauty. Trash and/or a trash-can/dumpster may appear as foot-traffic and surrounding structures cast off pollution. Crime and Pollution may be a mild irritation, more so if being frequented by non-employed Tropicans.
Tropicans normally enter at the closest Egress point(marked by 'E') and decide which door(front or back marked by 'D') to use regardless of distances(random behavior). They enter the building, shortly after emerging from a random door; having gotten their Meals magically transported to their Home, then proceed to a convenient Egress. Workers tend to follow the same random entry/exit behavior.
Quirky behaviors have been observed of Wharfs that are slightly below ground level. Tropicans will go to one Egress and quickly appear at the other or fishing boat if a worker; skipping the Door phase, saving some time, obviously.
Production hasn't been seen to go over 800 units/year without avatar assistance; be it visiting a farm or via production traits. And, Output Storage capability seems to be ~1000units max, though it might be similar to Factory Input limits of ~1500units, nearby Teamsters usually haul-off all but 200 regularly.
- "Your fishermen will supply the population with fish. Fish can be canned and exported. But remember that no one likes that particular smell on their clothes and a romantic evening around the Wharf is out of the question."
- "The wharf can provide some good nutrition and material for canned food."
Placing one near the Dock is helpful in providing Meals to new arrivals.