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I think the main issues are that population grows too fast - Tropico 1 made population growth a really great challenge in itself. And the military NEVER get upset in Tropico 6. And uprisings/attacks need to be meatier. Palace guards and one extra military building seem to stop most issues.
Tropico 4 only 45% of players have the easiest achievement completed. Only 2.9% completed the modern times campaign.
Tropico 4 was easier than 3 which was easier than 2 which is about the same as 1
6 is on par with 3 difficulty wise, but 4 and 5 are easier, with 5 being the easiest
Judging by campaign completion is pretty meaningless when about half the people who even buy the game treat it like a fishbowl and only play sandbox. Or they start the campaign and lose interest due to repetition
Tropico has never been a series that compels the mainstream gamer to 100% it. People often pick and choose which missions and pieces they want to play from it and skip the rest
Please, please, please write a strategy guide or give us your best tips/tricks for each era. I have played both games, and while 5 was entertainingly difficult, 6 is kicking my hiney. No matter what industries I build or how much money I save, advancing to a new era bankrupts me every time.
Tropico 3/4 were moderately difficult, having a large/stable economy and keeping rebels/uprisings at bay is genuinely difficult for most people, and especially when you first start playing the game. Invasions weren't even part of the game as invasion meant endgame.
Tropico 5 is not difficult economically, the main difficulty from Tropico 5 comes from the huge rebellions that happened every month. Rebels in Tropico 5 attacked way too often, it was like you were always in a civil war. This was more of an oversight than a gameplay feature. Invasions in Tropico 5 were pretty easy to counter as long as you had guard towers and tanks.
Tropico 6 is probably the hardest game, it is legitimately hard to maintain a stable/large economy, it took me about 50 hours of playing to figure out the best combination of agricultural/industrial buildings and even then, I still have had times where I border on economic collapse because of embargo or other things.
When it comes to rebels,Tropico 6 rebels do hit and run attacks, they're almost impossible to counter and thus they will almost always set fire to something, unlike Tropico 4 or 5. And then in the case of uprisings, it really puts your military to the test, as with Tropico 4 or 5, uprisings have remained the same level of threat.
A huge kicker in Tropico 6 is foreign military invasion. In my last game, the Americans sent like 10 infantry squads at once from different directions. It was crazy and they caused a huge amount of damage.
Overall. Tropico 6 definitely has more difficulty in economy and military invasion. And thus this makes it the most difficult Tropico game.
is this really difficult for some people? I guess i have a lot of experience with these games, but its not toooo complex.
Some basic tips:
Agriculture is your main income. Find a vast open area and devote every square inch of it to fields. Try to specialise in one or two cash crops, rum and cigars are best
Once you've got your specialisations, use the trade screen to pick export routes for your biggest processed resources.
Build a pirate/commando/spy/hacker thing in each era, and set it to constantly repeat treasure hunt raid if you aren't doing something else
Pick blueprint rewards from quests to save on you having to pay for them. Try to only build things you already got free blueprints for
Build a new teamster depot whenever you see a field or factory not having its goods collected. Always run loose load, max funding, and the extra job position upgrades.
House everyone as soon as possible. People in houses pay you rent, people in shacks don't.
Houses don't require roads, you can hide them behind other buildings
Generally, don't waste valueable roadside real estate on anything that doesn't need a road connection
Get a bank or two as soon as you can, but only if you're consistently staying over 20k$. Defund the bank and fire people if you go into debt, it does nothing while you're in the red.
Manipulate funding and job positions on your power plants until you have just enough power for your needs
Build a single large residential district and a large industrial district. Stick a fire station in each one, set to building inspection mode
Look at your docks just before the container ship comes in. If you see raw resources being exported (like sugar or tobacco) you need more factories to process them. In general, don't export anything raw when you can make it into something more valueable in a factory
Don't build expenses you don't need. Police and military are largely optional unless you run into a problem. Even if you do get invaded, you can drop down an army base, rush-build it and instantly have a squad to defend you
And perhaps most importantly, take a break periodically, whenever you start making profit. Set it to 4x speed, sit back and watch a bit, build up money before continuing
Once you get to the modern era, just build millions of wind turbines and hydroponic plantations, watch your agricultural output skyrocket, build enough factories to accomodate all the new raw goods using the dock check described above, and start reaping millions
Hit and run attacks? Sure. But if they set fire to something, so what? The fire crews move automatically, and even if they don't get there in time, all you lose is one building, out of the ~500 you probably have. its completely insignificant.
In the time it takes rebels to destroy one building, you can rushbuild and staff a guard tower next to it, to shoot at them while they're doing that.
Your troops will go out and do stuff on their own, as long as there's a base set to defense
In T6 i've yet to lose more than three buildings in a single assault. I just rebuilt them and stuck down another guard tower adjacent to them for the next time
You have to turn them on in sandbox, they do not ever occur during missions (except the volcano map.) Even then you only get them once every couple years. Droughts are probably the worst of them.
Rebels are pretty lame and broken. Most of their actions are just them fire bombing a building, an action that is unstoppable because you can not intercept them. Once you have a fire station they are just annoying. Very rarely will enough rebels ever spawn to destroy a building as it was in previous games.
Yeah if you know how to use the broker and gain the funds then factions become irrelevant quickly. Although if you piss off the intellectual faction they will wipe out your swiss funds.
The effect of crime is minor, it does reduce the efficiency of buildings nearby. However you can also greatly benefit from crime through using shady deals to one of the largest swiss incomes.
Foreign superpowers give a blockade at like 40 relations. At that point is it easy to just throw down a few trade deals and fix it. Then again, as you said use diplomatic super party.
After you figure out the game mechanics it does lack difficulty severely. Commando raids to maintain support, broker funds to manage factions, and trade deals to manage superpower relations.
I played in the sandbox mode on max difficulty on everything. Even only started in modern era with the 20k and lowest population. It was just a slow start building up, then once you hit that growth point the game is just over because everything is trivial after that point.
Those claiming the game is difficult have either not figured the mechanics yet or are doing things in a way it causes their problems.
I get concerned now when I see people saying the game is too easy without explaining why, at what level difficulty they are playing, whether they are referring to missions or sandbox. I have seen devs for other games change the easy play to make it harder and that can hurt many players.
@Bored Peon, thank you for your post. Your posts are always good and I appreciate it.
I like the Broker but do consider having broker candidates for the Ministry a cheat. I like the way the Swiss Bank account is handled which IMO makes it much more useful and was one of my wants in prior games.
You don't even need the military buildings to defend against superpowers, as while they WILL come after you if your relations are high enough, (And I mean actually launch a raid on your island, not a full scale invasion which is just game over) making both of them happy is INSANELY easy outside Modern Era. In Modern Era it gets more tricky, especially if you actually piss someone off as that makes it harder to repair relations with trade deals, whch also stop being beneficial for you, but it's still possible to please everyone. It was somewhat of a problem on Tropicoland where my relations with USA got lowered to 20 and I could not be bothered to get them back up, but I managed to get enough military buildings up in time when they invaded.
As for economy, it can be pretty tricky indeed outside the Modern Era if you don't take it slow and steady. I was playing on Normal and already pretty much at the level where getting an economy up is not a problem for me, it is growing the island ASAP that is. But if you focus on your industry first, making sure your citizens can get employed there, you should not have any problems getting your island to make money.
Thanks.
Well the Ministry ones come at the expense of losing the regular benefits, kinda of a decent trade off. The same way building permit and special tax does. It is the embassy missions and faction demands that are "too easy" without a good trade off.
The Shady Deal is the one method that can easily make the most. This is because making one shady deal will increase the crime rate around that crime lord and generate $$100 a month. That causes more crime lords to spawn, the first time I used them I was making $$1800 a month off shady deals.
While the broker is a great addition it also makes it too easy. My hard run through Superpower Defense I finished with like $$500k in funds. There comes a point where you make so much you can repeatedly refresh the broker to just buy the deals you want or need.
I think the "end game issues" where the game hits that too easy point happens in all builder type games. Simply because to have anything challenging at that point you need to lose like half your city in a disaster.
As I said previously my disappointment came in the sandbox mode where even with the highest difficulty enabled it was still too easy. The only way I can think of to make it harder is messing with the ACH (even more), but that quickly becomes overwhelming.