Tropico 2: Difference between revisions

From Before I Play
Jump to navigation Jump to search
m (Text replacement - "^-" to ""* "")
m (Text replacement - ""* "" to "* ")
Line 1: Line 1:
"* " Abandon everything you learned in Tropico 1 as totally irrelevant.
* Abandon everything you learned in Tropico 1 as totally irrelevant.


- Remember that on their lowest price setting, Tier 1 pirate entertainment buildings charge no fees. This is to keep your poor pirates happy. As soon as all of your pirates are making money, raise the prices.
- Remember that on their lowest price setting, Tier 1 pirate entertainment buildings charge no fees. This is to keep your poor pirates happy. As soon as all of your pirates are making money, raise the prices.

Revision as of 16:57, 11 March 2018

  • Abandon everything you learned in Tropico 1 as totally irrelevant.

- Remember that on their lowest price setting, Tier 1 pirate entertainment buildings charge no fees. This is to keep your poor pirates happy. As soon as all of your pirates are making money, raise the prices.

- Keep your pirate housing/entertainment neighborhood separate from your captive industry area.

- Don't be afraid to use the Black Market to equip your ships, or even to get a negative balance doing this. You'll make it back, because they'll have cruise-appropriate weapons from the get-go. Also, setting ships to harass (which requires Muskets, which you're not going to produce locally for a loooong time) keeps them out of harms way.

- Autosave is good, because losing a ship on a cruise--especially if it's a big one with your best crew and a lot of weapons--is a massive financial setback and will really piss you off. I personally don't mind replacing them realistically, but this is a game-killer for some people.

- If you're not going to be loading a previous save when your nice new Frigate dies, remember to always have a spare. Have three captains? Build four ships!

- Multiple ships cruising in the same sector at the same time will support each other in battle, but getting them to set sail at the same time can be a pain in the ass.

- Make sure every pirate has a house. This takes a lot of wood.

- You want two sawmills and 1.5-2 lumber camps per sawmill.

- Remember to scale up your entertainment facilities as your pirates gain in rank to keep them happy.

- Your biggest money-maker is cruising, your industries tied to it will generate losses (no income), and your entertainment sector will make enough money to cover its expenses/add a bit to your coffers--BUT the inputs required (beer, cigars, etc.) will offset this.

- Watch your international relations, as invasions are almost impossible to fight off. Consider being adopted by a patron to prevent invasion, but bear in mind this will reduce your cruise prey by a third. This is a good option if you have really shitty relations with one of the Great Powers and you've had a captive escape that's revealed the location of your island.