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Tropico 6 Review – Winning Hearts And Minds, Then Imprisoning The Rest

Source: Tropico 6 Review – Winning Hearts And Minds, Then Imprisoning The Rest

Tropico 6 Penultimo Islands

After playing previous games, step into the shoes of El Presidente with Tropic 6 instantly felt familiar. At this point, much of the new game seems to be old hat. Players control the economic, social and political state of an island nation while the always loyal and humorous Penultimo supports every decision you make. But while the new game doesn’t bother the gameplay formula too much, the extra features make it cool enough that it doesn’t feel overly redundant.

Expand the world in Tropico

Each new Tropic game serves as an evolution from the last. If you played Tropic 5, you will find that not much has changed. But it’s one of those “If it ain’t broke, don’t fix it” moments. Some aspects are revamped, replaced or renamed, but the basic objectives remain the same. By researching and executing policies while developing industries and commerce, you can become any kind of leader you want, whether it is a ruthless dictator or a benevolent representative of the people. However, the new features make all the difference when striving to become a supreme leader.

Tropico 6 Manor

It is time to take things in hand.

The most obvious change besides the updated charts is the increase in real estate. Instead of presiding over a single island, Tropico can now span archipelagos. Goods are transported between the islands using special docks for teamsters, with more specialized docks for tourists and citizens. Covering your infrastructure across multiple islands can be quite a challenge, especially when setting up bus networks as an alternative to cars, and it’s sometimes easy to overlook remote locations when expanding an area. Otherwise, any additional space is welcome, as it presents opportunities to truly develop and diversify Tropico’s industries.

Aside from a bunch of docks and bridges that take up a prominent place on the beach, there are surprisingly few water-based structures. There’s an offshore office and a dive bay, but nothing really takes full advantage of all the ocean space you have available like tidal generators or offshore apartments. Tropic 5‘s Water based The DLC features a much larger selection of ocean structures, so it’s likely players will have to wait for a future update before seeing a better assortment of aquatic buildings.

However, I was very happy to see the return of Pirate’s Cove, which is a nod to the second Tropic Game. With this structure, players can perform raids to acquire resources ranging from minerals to immigrant workers. More importantly, Pirate’s Cove – alongside a handful of other structures – can engage in heists to steal a national monument. Each type of structure can only be robbed once, but the bonuses from those monuments can be a game-changer.

Tropico 6 Archipelago

The maps of Tropico 6 Islands can be massive and difficult to manage.

My favorite heist is the Samarkand Registan, which automatically graduates every Tropico child from high school, instantly increasing the player’s strength. Meanwhile, the Great Pyramid of Giza cuts construction time in half, and the theft of the White House will cut editing and running costs in half. So, depending on your goals, there is a lot to consider when stealing from a national monument. In addition, each wonder increases the ranking of tourists, so they play several roles.

Industry and Global Trade

Tropic 6The interface of is better organized than that of its predecessor, with structures placed in general tabs such as Industry, Military, and Resource gathering. With the possible exception of entertainment and luxury entertainment, there isn’t much redundancy or vagueness in the categories.

This time around, instead of assigning managers to customize how buildings operate, each structure can be configured to have a specific way of working. For example, setting a plantation to have a multi-crop working mode will reduce its efficiency, but the soil will not degrade, and the efficiency can be increased by having other multi-crop plantations nearby. This adds a new dimension and compensates for the way the majority of structures are carried over from previous games. I just wish you could preset buildings for working modes while they’re being constructed instead of having to keep them.

Trade also takes on another dimension because it is now linked to political relations. Players can choose to sign trade treaties with major factions for higher income, but doing so will lose the approval of their rivals. This is easily manageable at first, but becomes quite complicated in the modern age when there are five different nations to appease. I quickly found myself taking less lucrative contracts just to earn extra points with one country and keep everyone happy.

Starting point of Tropico 6

Builds an entire economy from scratch. No problem!

These systems are complemented by a new advisor called The Broker, who has offers like scoring extra points with a faction or instantly unlocking technology using payments from your slush fund. He turns out to be an extremely useful character, although I wish there was a way to hijack directly from the national treasury to boost your secret Swiss bank account.

As I said earlier, it’s the subtle changes to the formula that make Tropic 6 shine. The constant micromanaging and balancing across multiple factions and systems that drew me in and kept me hooked.

The only complaint I have is that there isn’t usually a lot of commentary on why a particular building isn’t working. For example, I installed a museum of modern art in the wealthy district of the city next to a luxury hotel, a wonder, a high-end restaurant, a parking lot and a subway station. Still, I ended up losing money because no one visited it despite the prime location. Previous games didn’t offer that kind of comeback either, but I think it’s time for the series to begin.

A multiple choice story

Unlike previous games, Tropic 6 does not have a dedicated campaign. Instead, it offers a long list of missions that each tell the mini-stories. That’s not necessarily a bad thing, but it does remove the narrative flow that connects the colonial era to modern times for new players while also introducing new systems for those who return. Additionally, a failure kind of breaks the “flashback” nature of some of the missions. But the truth is, unless you feel very strongly about having a long Tropic story, players probably don’t miss much with the loss of the campaign.

Most standalone missions only cover one or two eras, but they do feature some weird and challenging objectives. One of my favorites is running an island that didn’t believe in housing construction. Sure, cabins littered every corner of the island, but I saved a ton of money on housing maintenance and logistics. Completing a set of missions unlocks more, with 15 in total.

Tropico 6 Sos Islands

Although the game is very similar to its predecessor, that’s not what bothered me the most. Instead, it’s the little bugs, like suddenly being unable to build a road strip or structure even though there are no obstacles. Or worse, being unable to build on a location that you could before. I also got the impression that approval ratings tended to fluctuate too much. There were times when my support jumped from 40% to 70% after giving a speech and then dropped back down to 39 on election day, even though happiness in most areas was over 60. The people of Tropico are very inconstant.

As with features, those little things add up. For example, why can’t cows produce milk? Why does fertility deteriorate when the multi-crop working mode is activated? And why, for the love of all that is good, each bus garage only supports one bus and ride ?!

Yet none of these issues kept me from being completely addicted to the game. Hours went by without my realizing it. I would be obsessed with all the ways I could improve and optimize my nation. So, despite its flaws, Tropic 6 is a worthy addition to the series and worth it to rule the Mad Island Nation.

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