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@Gary from Greggs
Why not simply starting the game, starting a fresh new game and having a look on your own, as I can see you own the game already?
Because, there have been several updates being done recently and depending, when you stopped playing, there is quite a lot for you to explore and enjoy.
@T0asty
Please get back to us in the respective threads to get the problem sorted and spread the false information the game being broken for everybody, as this is simply not the case.
Thank you for understanding.
-cheers
Basically there are a couple of pretty rough bugs that theres been radio silence on.
Clinic and other fun, religious, etc. type buildings.
It's possible for a clinic worker(s) to go into their own building seeking healthcare. If both workers go into their own clinic this effectively locks down not only the workers but everyone in the clinic. So now your workers from farms, ranches, teamsters etc won't be able to work. This same effect happens to a lesser effect on buildings with more slots available but it's still possible for the entire building to get locked up. A church having one nun visiting her own church effectively locks up ~8 visitor slots and then the people visiting just have to wait. I've had churches with up to two nuns visiting their own church making the building effectively a money sink and useless. Since the building itself is always the closest building they will visit it as long as their are visiting slots available.
AND the one that just wrecked my game was around car parks.
Any buildings that give cars have a car limit, so once all of it's cars are stuck the rest of your population gets in line waiting forever to queue for a car they will never get. So you can have like 100 people walk into the car park building with one coming out every 3 seconds, so hundreds of your population can be in a car park coming out one every 3 seconds and it destroys your economy.
But the only reason those are so frustrating is this is a pretty cool game. Im currently enjoying it more than Tropico 5 :)
♥♥♥♥♥♥♥♥♥ dude, I had those moments in my campaign when all my economy went to ♥♥♥♥ for no reason and didn't know why. Thanks for putting some light onto it.
I agree: Tropico 6 is a little bit of Allll RRRRight! Not perfect, though. Obviously, there are a few bugs but if you are aware of them you can work around them for the most part. I've never played MP Tropico in any version, so I can't comment on that.
As far as gameplay is concerned, Trop6 is tougher than Trop5. You have to be prepared to use all of the tools in Presidente's box. You don't get a magic DLC building that makes the economy switch to Baby Peanut Mode.
the game is on 40% sale this week - I was thinking of getting it... but I think I'll wait
plus I'm waiting for more expansions and DLC
Any of them in 5. Or was it 4? Now that I think of it, maybe 4. The game was pretty challenging, but the DLC buildings solved those challenges like they were cheat codes.
Honestly, Tropico 6 would be way better if I could wrap my head around how to actually win one of the maps. I'm playing on the easiest setting, and for some reason I'm not grasping it.
Tropico 4 is still the best one, IMO.
Tell me to git gud, whatever. I don't care. Tropico 6 just isn't as good as the previous entries in the series.
I do think 6 is pretty good. It certainly looks good, the music is better than most, and the writing is super-sharp and witty.
With the Missions on 6, economy is the top priority. You really need a fat bankroll in both Tropican and Swiss funds to be able to weather the demands and events. I find that diversifying industry helps rather than depending on one large industry. I strive to build at least one of everything.
Mines are good economy-starters. They employ a lot of people, but you can also normally put more than one mine on a deposit which makes mining profitable and far more reliable than importing raw resources.
You can't really advance in the mission objectives until your ledger is well in the black. Ignoring the factions causes you major headaches, though, so you have to be prepared to bribe faction leaders and print money to fund all of that. An asylum helps to keep Tropicans' expectations in check, either using the Red Pill to gradually make people love El Presidente or the Blue Pill to eject excess pops. Raids are crucial to balance population, feed industry, kill Caribbean happiness, and keep the rebels manageable. A Statue Of Liberty is really nice to make immigrants happy, then you can afford to get rid of the malcontents and replace them with robotic foreigners that automatically love Tropico.