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The DLC's are all of varying quality, but if it's missions you're looking for specifically, certain "pointless" DLC's are actually quite enjoyable.
Pirate DLC and Plantador DLC are both excellent in almost every way, so be sure to pick those up. Plantador's mission is especially fun.
Propaganda DLC and Apocalypse DLC are both fairly bad on their own, but their missions are pretty enjoyable.
Junta DLC's mission is quite interesting to play, especially if you're not usually the militaristic type, and it's the only mission that's actually challenging for Tropico veterans (Plantador's is only challenging early on, Junta stays challenging because no immigrants are allowed and the island isn't well suited for the usual low-manpower tourism strategy).
Quick Dry Cement DLC's mission is fairly unique, but the building it adds is game-breakingly overpowered, and you're pretty much forced to use it in the DLC's mission.
All the other DLCs' missions are either lackluster or flatout bad (looking at you, Academy DLC, you worthless pile of junk).
Modern Times is of course a great DLC, well worth the price. A lot of the missions actually force you to play differently than you normally would when it comes to starting out and all that.
The value of individual DLC's imo aside from the missions, is the extra buildings. To follow on with [quick dry cement] for example; if you build two cement factories early in the game, like asap, then your contractors build faster and faster to a maximum rate long before their experience kicks in, and I never feel the need to quick build. I only usually have two construction buildings and I generally overwhelm them with stuff I've laid out. With the two cement factories and only two construction buildings things go up in good time. Though I suppose "in good time" is a relative term. :-)
The Pirate Heaven DLC adds smuggling to your game and can take some of the pressure off the costs of imports. Especially if you run a nuclear power plant. One pirate hut can keep that running on the cheap for the entire game. It's also good for maximumising the stocks at your shopping malls and taking up the slack in your corn production. Five pirate huts can bring in a lot of goods.
The VooDoo DLC brings in a new building for tourism that has several ways of running it to accomodate your tourism set up, and if you select the new trait for El Presidente you can lower the need for your citizens to visit clinics.
Probably none of the little ones are necessary but are fun add-ons just the same. Modern Times takes you from a pretty, say 19th century "50's" construct into a 21st century construct of colorless, ugly buildings of glass and steel that pollute your skyline. :-)
As for the DLCs, I agree with what has been said above.
1.Modern Times (expansion) Must Have
2. Plantador - Awesome, Must Have, especially if you have Modern Times (MT overwrites a building that the Plantador "brings back"... in a way)
3. Cement - Awesome, almost too overpowered. Optional due to it being TOO good.
4. Pirate -Awesome, overpowered as well, but not as much as cement.
5. Junta - Good. Useful, but not vital, it does add a few cool decorative items that are neat.
6. Apocalypse. Alright. It's really useful to set the building to a faction you don't like to make them hate you less. It's overpowered in that way. If a faction hates you, you can just set the building to that faction, and it improves their approval greatly.
7. Acadamy - not great. It technically is better than the college, as it gives college education AND also gives fighting skills. It converts graduates to Militarist faction, which can be a really good thing, or a minor annoyance.
8. Propoganda - useless. If things are bad enough on your island that you think you need this DLC, then too bad. This DLC is too weak to be effective. I only build it for decoration around my base.
9. Voodoo- worthless. I've yet to build it more than a few times as it seems to do next to nothing.
10. Megalopolis- Annoyingly worthless. The building isn't great and the housing quality is poor, it degrades in quality over time. I so no point in building it unless you like to annoy yourself with trivial "repair" costs. Why this DLC was ever made, I don't know.
11. Vigilante - broken. I ALWAYS have an abundance of Teamsters on my island to transport goods. RARELY does any production building have the "overloaded" symbol above it on my island. And when it happens, it is resolved quickly. NOT SO with the Vigilante DLC. The Labor Camp will have the "overloaded" icon above it FOR YEARS. The Teamsters don't see it for some reason. But, let's say it does work. It still isnt great. I suppose it is a farm that has no wage cost, and it fits into the game design, if you want your island to be a tropical North Korea. So it has novelty value, but it is broken. I suspect it may work if the Work Camp was the ONLY farms you had.