Tropico 6

Tropico 6

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davaeron666 Feb 21, 2019 @ 6:57am
Tropico 6 Tips and Strategy For All
I thought about a topic that could create a list of useful tips ( for beginners or long time Tropico fans ) about that great game. If once you ragequitted one of the Tropico game please take time to read. Feel free to comment your own advice as Presidente !

- You will need in the early game ( colonial era ) more than one construction office pretty soon if you want to get things done in reasonable time and about 1 teamster for every three/four plantations or any other good producing structures ( loose calculation based on my short experience, open to debate ). Place some near the docks to accelerate exports and some near your area that produced manufactured goods from raw resources like cigar factory, creamery or planks mill etc. These buildings will need to move in and move out goods efficiently for maximum profit. **edit : check jlking3rd post below for important corrections !

- If you play in sandbox mode, even with infinite money, refrain from starting the game in the colonial era with more than 100 Tropicans... It makes for a hard revolution transition as the ratio of revolunionists vs Royalists or ''normal'' citizens takes forever to achieve as you cannot fulfill revolionists demands as fast as the overall population growth. ( you don't get immigration office yet ) If you know how to couter that problem please comment.

- Consider multi-culture for your plantations as soon as you get 4 different plantation type. The multiplier bonus can get very interesting fast.

- Don't overspend. It seems quite basic but it is not because your second or third export boat gives you 12k $ that it will give you that much every time. There is some irregularity in the amount of goods your teamsters will bring to the docks each months. If you think you are making good money, wait a few months without building anything and just listen to your Tropicans. They know what is wrong on the Island. **Communist bias intensifies** Watch the treasury go down as your citizen salary is paid and other expenses are deducted each months. It will gives you hint on how much you can spend each month/years.

- When your finances are stable, do not hesitate to demolish or relocate buildings and roads. Things changes and evolve throughout the eras and you might need to plop that high school right in the center of that slum area where a corn plantation once stood or that casino could make gazillions of dollars next to your wealthy neighbourhood .

- Take time to read alternate operating modes descriptions for your services buildings and all buildings in general. They can serve your immediate needs ( win election or else ) and many changes do not cost a dime. I'm thinking about chapels and military forts as early era examples. Chapels can provide basic services like healthcare by decreasing their religion output. Just build another cheap chapel. It can be a good trade if you do not have access to clinic. Fort does similar things. If there is a urgent need of housing, cramp them up. They will be happier than being homeless.

- Edicts are powerful tools but they often have equally powerful negative effects. Some cost a ton of cash each months, others gets a part of your citizen discontent. Use them lightly and make sure you have good monetary surplus when activating an edict that has monthly cost. Bankrupt can come quite quickly.

- Again I do not have a ton of experience in the game but I think your 4-6 early missions of your pirate cove ( colonial era and maybe subsequent era ) should be treasure hunt. Unless you are given a specific mission or you are in desperate need of citizens, treasure hunt gives good money value in blueprint or cold hard cash. Sometime raiding 10k early can allow you to build that cigar factory that will make your island renowned. Cough Cough.



I will add more.....what are yours ?

Last edited by davaeron666; Feb 22, 2019 @ 4:41pm
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Showing 1-2 of 2 comments
jlking3rd Feb 21, 2019 @ 7:18am 
I think you are better off placing your Teamsters close to where people live and play. Along with going to work, a teamster will also visit his home, religious, entertainment, food and health care buildings. If he has a short walk from those to the teamster office, he will waste less time walking. Once at work he will drive. So you don't want him walking a long ways to the dock or areas of production when it is faster for him to drive to those.

In the Colonial Era, set up two sugar plantations and a rum distillery. There is usually a 300 unit rum export from the Crown. Those can easily completed with just one ship visit.

Almost always take the mandate extension from the Crown, and almost always take the +10 revolutionaries from Sophia.

When you are ready to leave the Colonial Era, build a couple of newspapers right in the middle of your housing and set the work mode to 'The Independent'. This will turn more of your citizens into revolutionaries.
davaeron666 Feb 22, 2019 @ 4:41pm 
Originally posted by jlking3rd:
I think you are better off placing your Teamsters close to where people live and play. Along with going to work, a teamster will also visit his home, religious, entertainment, food and health care buildings. If he has a short walk from those to the teamster office, he will waste less time walking. Once at work he will drive. So you don't want him walking a long ways to the dock or areas of production when it is faster for him to drive to those.

In the Colonial Era, set up two sugar plantations and a rum distillery. There is usually a 300 unit rum export from the Crown. Those can easily completed with just one ship visit.

Almost always take the mandate extension from the Crown, and almost always take the +10 revolutionaries from Sophia.

When you are ready to leave the Colonial Era, build a couple of newspapers right in the middle of your housing and set the work mode to 'The Independent'. This will turn more of your citizens into revolutionaries.
Awesome info. TY
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Date Posted: Feb 21, 2019 @ 6:57am
Posts: 2