Tropico 6

Tropico 6

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Edicts, who uses them, who doesn't?
I can't say that I've ever really really used edicts other than use one or two when T6 first came out as they just seem so minimal. It feels to me like playing an RPG game and you see that putting a point into an extra skill slot increases that skill by .07%

It just feels like their boring to me and don't provide enough lift to even bother looking at them other than the first time a DLC comes out just in case the developer sneak something really exciting into the DLC by an edict.

Do you use edicts very often, sometimes or barely ever. Just curious if you use them to try to create a special way of forcing something to happen or you don't even bother with them.

Thanks
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Showing 1-15 of 16 comments
Look, since Realmforge Studios became responsible for Tropico 6, the game has got some good edicts, even if there aren't many of them.

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 :world:
Kunovega Feb 19 @ 8:11am 
I use all the edicts when appropriate.

If you're not using edicts you're probably taking at least twice as long to accomplish whatever your goals are.
Gareth Feb 19 @ 7:25pm 
I turn on almost all of them, essentially I've learned over time the 2-4 that are bad news and everything else I turn on and level up.

Just NEVER turn on pollution dumping, that one kills you
Gareth Feb 19 @ 7:25pm 
I also spam Audience and Diplomacy Party pretty much on every refresh
Originally posted by Gareth:
I also spam Audience and Diplomacy Party pretty much on every refresh
I like yr avatar :lunar2019coolpig:
Kunovega Feb 21 @ 2:19pm 
Originally posted by Gareth:
I turn on almost all of them, essentially I've learned over time the 2-4 that are bad news and everything else I turn on and level up.

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.
Last edited by Kunovega; Feb 21 @ 2:20pm
Ved Feb 21 @ 6:13pm 
If you want no elections Martial law x Right to arms, want good tourist rating with that? legalized substances x cultural diversity, they all offer good options to spice up things and offer good sandbox expirience, they might look useless but if you stack them for example,
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.
Gareth Feb 21 @ 8:07pm 
Originally posted by dAT P1PSER:
Originally posted by Gareth:
I also spam Audience and Diplomacy Party pretty much on every refresh
I like yr avatar :lunar2019coolpig:
ty! We are all a bit like the hedgehog lost in the fog at times ;)
Gareth Feb 21 @ 8:11pm 
Originally posted by Kunovega:
Originally posted by Gareth:
I turn on almost all of them, essentially I've learned over time the 2-4 that are bad news and everything else I turn on and level up.

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.

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.
Gareth Feb 21 @ 8:16pm 
Originally posted by Ved:
If you want no elections Martial law x Right to arms, want good tourist rating with that? legalized substances x cultural diversity, they all offer good options to spice up things and offer good sandbox expirience, they might look useless but if you stack them for example,
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.

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,.
Ved Feb 22 @ 6:39am 
Originally posted by Gareth:
Originally posted by Ved:
If you want no elections Martial law x Right to arms, want good tourist rating with that? legalized substances x cultural diversity, they all offer good options to spice up things and offer good sandbox expirience, they might look useless but if you stack them for example,
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.

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,.
Well that's why i stock up on stage distraction favors 3x bank slush fund workmode and it works, you can also use edicts that increase standing to counter most factions that are pissed
Gareth Feb 22 @ 9:23pm 
Originally posted by Ved:
Originally posted by Gareth:

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,.
Well that's why i stock up on stage distraction favors 3x bank slush fund workmode and it works, you can also use edicts that increase standing to counter most factions that are pissed

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.
Kiaren Mar 9 @ 12:03am 
Penal Colony gets you extra workers, and fills up your Dungeons on "Convict Labor" mode in the early game. Nice source of revenue for Colonial and World War eras.

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.
Originally posted by Kiaren:
Penal Colony gets you extra workers, and fills up your Dungeons on "Convict Labor" mode in the early game. Nice source of revenue for Colonial and World War eras..
Penal Colony may be worthwhile for the passive income from the edict and for the increased immigration, but Dungeons on Convict Labor are an awful source of revenue in the Colonial Era as there is no way to automate the arrest of criminals

Originally posted by Kiaren:
Employee of the Month is nice in the end game when you have lots of industry that need minerals.
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.

Originally posted by Kiaren:
Free Wheels is near required as soon as its available.
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.

Originally posted by Kiaren:
Agricultural subsidies is absurdly powerful unless you are using NO agriculture. Doubling your output is just too huge.
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.

Originally posted by Kiaren:
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.
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.

Originally posted by Kiaren:
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.
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.
Last edited by joeball123; Mar 10 @ 12:19pm
Elgar Mar 10 @ 5:00am 
Originally posted by Kiaren:
Free Wheels is near required as soon as its available

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.
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