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What was done for the Going Viral DLC fits very harmoniously into the gameplay, even if most of these edicts are situational. It is clear that the guys tried to come up with interesting solutions, although they are only available through purchase.
It seems to me that I usually actively use ~10 different edicts in each party. I have all the DLC and I'm not limited in my imagination at all. Most of my edicts are aimed at improving the well-being of my people, that is, I try to minimally infringe on their rights, although this is not always possible
If you're not using edicts you're probably taking at least twice as long to accomplish whatever your goals are.
Just NEVER turn on pollution dumping, that one kills you
That one is actually really easy to manage, you just can't turn it on early. Once you have all nations high enough you can mitigate any loss by maintaining good trade routes.
Similar to offshore offices, you don't want to use them until you are easily maintaining above the max displayed ratings so the negatives never impact you.
Mandatory siesta x economy candidate +7% efficency on buildings with max budget negates mandatory siesta 8% & if you get one of el prez perks that increases efficency of all buildings by 1 you get good job quality & no negative effect of laziness, in my opinion edicts allow you to get your ideal island while still not pissing off population.
This is true, I may have overstated it when i said it 'kills' you. It puts a notable, ongoing and unremovable tax on your reputation. As you mentioned you can manage it, but I found I had to put a lot more effort into constantly distributing trade over the various countries because if you miss one it can start to dip <100.
It essentially puts trade/reputation onto 'hard mode' for the remainder of that game. If you like that, its playable.
Martial law is a fun one, I like to use it from time to time as it changes the game dynamic in a fun way. if things are getting dull on your map it can be a fun way to mix it up.
Martial law on, no more elections. sweet! Right?! Except there is a huge tax on all your standings with the various factions and they become a LOT more demanding. There is a constant ping of ultimatums coming in. Ironically, you have to work twice as hard to keep your approval rating high while its active. The irony being the only time you actually 'need' this edict is if your approval rating is so low you are going to lose the election.
Anyway, definitely a fun one to level up and play with,.
Yeah I do kind of similar, heavy reliance on the broker and a good source of swiss dollars. Although if your income is doing well you can also get by just by hitting Audience edict before the elections, can usually get it in twice.
The other nice trick is colonize Mars and put it into the faction rep, once high enough you can pretty much run with Martial Law on without any notable impact.
Employee of the Month is nice in the end game when you have lots of industry that need minerals.
Free Wheels is near required as soon as its available.
Agricultural subsidies is absurdly powerful unless you are using NO agriculture. Doubling your output is just too huge.
Building Permit is very nice if you want to use Swiss Funds.
Literacy Programs make High Schools and Colleges worth using.
Audience is REQUIRED on hard mode. The factions lose support over time, and won't stop pestering you with ultimatums unless you use this on cool down.
Tax Break is REQUIRED on hard mode if you allow elections. The factions will be tanking your reputation a ton, so early on this counters their insane demands. Unless you want to spend a ton of money bribing citizens.
Diplomatic Super Party is very useful on hard mode during Modern Times. The foreign powers keep losing support over time, and there are not enough trade routes to keep them topped up. This edict will take care of that.
Good Days and Legal Substances are nice for a tourist heavy economy. But who bothers with those? By the time you can get Filthy Rich tourists, you already got a heavy industrial base.
Employee of the Month doubles the work shift duration for both miners and factory workers, and as such does not actually help supply "lots of industry" - each mine is basically two mines, but each factory is also basically two factories so if you needed a mine for each factory before enacting the edict then you'll still need a mine for each factory afterwards.
It may also be worth noting that the buildings that produce crops, animal products, and forestry products are not affected by Employee of the Month, which may result in an imbalance in those production chains, and that doubling factory output and consumption has ramifications for your teamsters' work load.
Free Wheels is an expensive-to-maintain edict that probably doesn't do nearly as much for you as you seem to think - Tropicans with a wealth level of Well Off are observably capable of taking cars to and from Parking Decks without enacting the edict, most workplaces can be set to provide a Well Off or better wage, and maxing the budgets at most workplaces is probably net-positive anyways, for both political and economic reasons - and on top of that making personal cars the dominant mode of transportation is not a particularly good idea in the first place due to all the unnecessary traffic that they generate.
If a 25 to 35 point increase in the efficiency scores of your agricultural buildings is "doubling" your agricultural output, then I would strongly advise you to take a long, hard look at what you're doing, because that to me says that something has gone seriously wrong with your agricultural sector.
All of these statements are factually incorrect. Maintaining sufficient popular support to win elections without ever issuing Audience or Tax Break is not that difficult regardless of whether you're talking about the scenarios on Hard or sandbox on max political difficulty and Caribbean happiness, and the ten trade deals you're allowed to have simultaneously are more than sufficient to max your relations with all five Modern Era powers and keep them there even with the penalties from Offshore Offices, Tax Haven, et cetera stacking up.
Unless you're using the Reclaimers from New Frontiers, tourism is significantly more scalable than heavy industry, and it is not that difficult to reach the Modern Era quickly or with nothing more than light industry and agriculture - doing so from a max difficulty Colonial Era sandbox start by the mid- to late-1910s is feasible even without using the Trading Post to print money, buying Convincing Talks from the Broker to rush through the World Wars, or banking knowledge to start work on the bomb almost immediately upon reaching the Cold War, and doing so by the mid- to late-1920s or the 1930s is almost trivially easy.
I would also point out that sandbox games can start in whatever era you choose, and that the Modern Era is the most common starting era for base-game and DLC scenarios.
Funny because I NEVER EVER use it. I don't build parking decks either : I rely exclusively on public transports (buses, metro stations, etc) which work extremely well in Tropico 6 IMHO.