Tropico 5

Tropico 5

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DarthPresidente 29 JUN 2014 a las 11:20
DarthPresidente's Mod Index
A list of my mods. All can be found at http://www.tapatalk.com/groups/tropicomoddng

  • Mod Loader v3.0[www.tapatalk.com]
    • Required File for all my mods.
    • Handles mod loading.
  • All Buildings Unlimited[www.tapatalk.com]
    • Removes the building limit for most buildings in the game
  • Almanac Fix[www.tapatalk.com]
    • Fixes how economic numbers are displayed in the almanac so it shows a rolling 12 month period.
  • Amendment Fix[www.tapatalk.com]
    • Fixes Flexible Principles so it works as intended
  • Bigger Boats[www.tapatalk.com]
    • Increases capacity of ships
  • Bigger Hotels[www.tapatalk.com]
    • Increases capacity of hotels
  • Big Huge Deposits[www.tapatalk.com]
    • Increases capacity of mines, fishing, and oil deposits
    • Adds edict to replenish mines, fishing, and oil deposits
    • Fishing spots now show actual quantity instead of generic description like "abundent"
  • Bribe The Troops[www.tapatalk.com]
    • Toggle military buidings to be immune to coups
  • Cap Crusher[www.tapatalk.com]
    • Increases the games citizen and tourist caps
  • Cheater's Panel[www.tapatalk.com]
    • Adds a new menu screen to the game that can spawn invasions and disasters, grants funds, and adds some very convenient short cuts like: QuickBuild All, Repair All, Rebuild All, Extinguish All, Irrigate All, and Pump Out All
  • Click For Immigrants[www.tapatalk.com]
    • Repeatable dock upgrade. Adds 50 immigrants.
  • CorruptionMod[www.tapatalk.com]
    • Changes how corruption is calculated.
  • Custom Dynasty Names List[www.tapatalk.com]
    • Define your own list of dynasty member first names to choose from
  • Dictatorship Unleashed[www.tapatalk.com]
    • Changes the cost and impact of citizen actions (Kill, Bribe, Banish, and Discredit)
    • Alters how rebels are chosen
  • Drug Trade[www.tapatalk.com]
    • Adds drug crops and production buildings to the game
  • Expanded Citizen Actions[www.tapatalk.com]
  • Extreme Faction Odds[www.tapatalk.com]
    • Adds several new citizen actions like Poison, Educate, Employ, Get Married, Have Child, Make Manager, etc.
  • Forced Labor[www.tapatalk.com]
  • Instant Education[www.tapatalk.com]
    • Changes the frequency citizens will seek work or education
    • Adds edict to force citizens into open job positions
  • Job Training[www.tapatalk.com]
    • Allows education buildings to enroll students even if there are no openings for that level of education
  • Logging Tweak[www.tapatalk.com]
    • Speeds up tree growth time
  • Magic Forest[www.tapatalk.com]
    • Spawns an instant forest in an area
  • Mass Upgrader[www.tapatalk.com]
    • Creates an "Upgrade All" option for most building upgrades
    • This mod replaces the older Electrify mod
  • More Housing[www.tapatalk.com]
    • Increases housing capacity
  • More Power[www.tapatalk.com]
    • Increases electrical output
  • Other-B-Gone[www.tapatalk.com]
    • Displays a list of all goods stored in the building. No more dreaded "Other"
    • Production buildings will show both the current amount stored and the storage capacity as Amount / Capacity
    • Production buildings will show blue for input resources and green for output resources
  • Palace Mover[www.tapatalk.com]
    • Allows you to build a new palace. Once built the old palace will destruct.
  • Pause Not[www.tapatalk.com]
    • Dialogs won't pause the game
  • Real Estate Agent[www.tapatalk.com]
    • New Edict: Destroy All Shacks (Deletes all shacks on the island)
    • New Edict: Ban Housing (Disables housing and evicts all citizens)
    • Changes how citizens choose their housing
    • Changes how shacks are placed
  • Refinery Fix[www.tapatalk.com]
    • Fixes the upgrades in the Refinery when the deposit is depleted
  • Resource Manager 4.0[www.tapatalk.com]
    • Eliminates teamsters moving resources as a game mechanic. Buildings automatically ship resources
    • Turns Teamsters Office into a warehouse that can store excess goods
    • Allows controlling of imports and exports at the docks
    • Adds drones as a shipping option in the Modern Era
  • Road Rage & Sea Rage[www.tapatalk.com]
    • Increases speed and recklessness of cars and boats
  • Silent Select[www.tapatalk.com]
    • Prevents sound effect from playing when selecting a building
  • Smart Autodestroy[www.tapatalk.com]
    • Logging camps and Mines won't auto-destruct until all resources have been moved out.
  • Tourists: Dock Here[www.tapatalk.com]
    • Allows you to prevent a dock from receiving a tourist ship
  • Zero Fog[www.tapatalk.com]
    • Eliminates the fog of war
Última edición por DarthPresidente; 30 DIC 2019 a las 9:43
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Mostrando 1-15 de 87 comentarios
Droidhacker 28 JUL 2014 a las 22:38 
do you have the unlocker mod there?
Dave1029 29 JUL 2014 a las 9:44 
Do you really need the mod loader?
David Davidson 1 AGO 2014 a las 14:58 
Finally drugs have come to Tropico.
You should really focus on that mod; you can't have a Caribbean island dictatorship without drugs.
I've no idea how easy/hard it is for you to mod things, though I think the drugs should be a 3 step thing.
Step 1 - Grow the drug (note that hydroponic plantations do not currently work with the latest version and there are text issues when selecting growing options on normal plantations)
Step 2 - Process the drug; turn coca into Cocaine, Opium into Heroin (or you could turn it into morphine instead if you wish, then let your pharmaceutical factories have it as a resource) and turn cannabis into 'pot' (I assume you mean hash, cannabis and pot are one in the same, turning weed into hash compacts it by removing plant matter)
Step 3 - Disguise and market it, which is already done with your presidente's special blend factory.

This would add an extra building into the mix, you could probably use the distillery as the building as it's the closest building that would look like 'drug factory' (which it technically already is) to the masses. Have the distillery process one resource; coke, H (or morphine, the Heroin synth basically goes Opium > morphine > diacetylmorphine) or hash (pot).

Drug edicts as well as having morphine shipped to the axis or allies during the world wars period would be awesome too. Both allies and axis suffered morphine shortages during the wars, prices could skyrocket then. In the modern era the morphine can be processed further through the pharm factory then legally sold.

EDIT: I'll be copying this over to your forum under 'drug trade mod' since I'm not sure which one you would view first.
Última edición por David Davidson; 1 AGO 2014 a las 14:59
Knifey (Shooty) 1 AGO 2014 a las 18:15 
Publicado originalmente por DarthPresidente:
What unlocker mod?
It's a guess but i think they mean, to unlimit or extend the popcap.
DarthPresidente 11 OCT 2014 a las 21:44 
New mod added: Dictatorship Unleashed. No more instant uprisings from citizen actions. Smarter rebel choosing. Be all the dictator you can be! Highly customizable.

Default Configuration:
  • Banish, Discredit, and Kill do not generate unrest
  • Banish, Discredit, and Kill cost 20% more
  • Banish faction standing impact is twice as severe when done to a faction leader or the faction leader's spouse
  • Discredit impact on the target's personal tilt (a factor in approval rating) is changed from 30 to 40
  • Discredit impact on the target's family personal tilt is changed from 10 to 20
  • Kill does not automatically raise the rebel threat when non rebels are targeted
  • Kill impact on the target's family personal tilt is changed from 30 to 50
  • Kill impact on bystander's personal tilt is changed from 5 to 15
  • Citizen's approval rating must be below 50 to become a rebel
  • Citizens happiness rating must be below 60 to become a rebel
  • Rebels that achieve a happiness rating >= 80 leave the rebels
  • Rebels that achieve an approval rating >= 80 leave the rebels
  • When calculating Rebel Threat this mod replaces the money check with an approval check. Overall approval less than 50 raises the threat level. Overall approval greater than 70 decreases the threat level
DarthPresidente 16 DIC 2014 a las 19:49 
Cap Crusher, Resource Manager, and Other-B-Gone have been updated to work with 1.08. The other mods should work as advertised with the new version.
NekoHime 17 DIC 2014 a las 4:09 
Hey Kalypso. You might want to consider including some of these in the game as options. The Palace upgrade that triggers a heir would probably be a welcome sight. The Rebel mod would likely make everyone less complaining about rebel problems too.
DarthPresidente 29 DIC 2014 a las 8:09 
Added a new Mod: Cheater's Tower

Edit: This mod is now obsolete
Última edición por DarthPresidente; 4 MAY 2017 a las 16:57
DarthPresidente 10 ENE 2015 a las 7:44 
Updated the list to include Mass Upgrader and Zero Fog
Vertibird 10 ENE 2015 a las 9:18 
Seems like cheatlist for tropico 5 instead of modlist :)
Anyway keep up the good work
Abalister 10 ENE 2015 a las 19:27 
Let's just hope achievements are blocked with mods.
DarthPresidente 10 ENE 2015 a las 19:40 
Publicado originalmente por Abalister:
Let's just hope achievements are blocked with mods.
Achievements can still be made with mods loaded.


Publicado originalmente por Vertibird:
Seems like cheatlist for tropico 5 instead of modlist :)
Anyway keep up the good work
Guess it depends on what you consider a cheat is and how you use the mod. Even the Cheater's Tower has dual purposes. It can grant money and research but it can also be used to spawn all sorts of disasters on yourself.
Abalister 11 ENE 2015 a las 7:25 
Publicado originalmente por DarthPresidente:
Publicado originalmente por Abalister:
Let's just hope achievements are blocked with mods.
Achievements can still be made with mods loaded.

That's sad. Hopefully devs fix this.
Zabaa21 6 ABR 2016 a las 18:37 
Hi DarthPresidente can u update the Cheater's Tower to the last version, because, it dont works for me. I dont see any build..
[LS] Volker 30 JUN 2016 a las 10:52 
The website to download is down
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