Tropico 6 tips and tricks10/31/2022 ![]() ![]() State sanctioned pirate raids are a useful, if not necessary, means of supplementing the economy (even the educated population, via kidnappings), especially if you’ve started out small. Yes, fans have all seen that they can steal world wonders like the Eiffel Tower, which is absurd, but it highlights the new raiding system that comes into play at the outset. Tropico 6 does have some new bells and whistles that were appealing, but these more garnish the experience rather than drive it. This level of involvement, even more than in Tropico 5 (where I once fired disloyal soldiers one-by-one) alters my harder feelings about driving the economy hard, putting up luxuries, and accepting some level of poverty or homelessness as a symptomatic of both. Layers help identify the coverage and quality of resources and amenities to certain buildings, but often I found myself going down to an individual citizen level to find out where they were living (and why) in order to determine where a bunkhouse or an apartment building should go next. ![]() My power plant ended up surrounded by slum housing for probably the same reasons that happens in real life, too. Clustering things together is more efficient and less sightly, but over time it makes for a more authentic looking island. I actually missed the deadline for the very first shipping contract the Crown imposed on me, where in Tropico 5 that was largely a matter of constructing a plantation and making sure there was available space down at the city docks.Įven with unlimited money in a sandbox mode, the simplest vision my inner autocrat has for Tropico requires constant management. ![]() (Workers getting to the library has a similar effect in lengthening research time, under a new system there). Sticking the teamster office all the way down by the docks was a nice aesthetic choice, but that compounded in both workers showing up there and then ferrying the crop back to the ships. But in an initial run-through, it took me forever to get my first tobacco export contract filled, because I’d gotten too cute with where I placed the farms and where I placed the poor housing. In Tropico 5, productivity was mainly solved just by balancing the population number with the jobs available, because building output was constant whether workers were there or not. Straight away I noticed that a building’s productivity suffered, even in colonial times, if its workers were not in affordable homes nearby. Tropico 6 still feels like a more challenging game, more consistently thwarting my grand vision, because employment and housing - the quality-of-life conditions that affect everything on the island - need more management to keep everyone sheltered and on task. ![]()
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