Tropico 2: Difference between revisions

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* 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.
* 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 cruis TEMPORARYDASHCHARACTER specially if it's a big one with your best crew and a lot of weapon TEMPORARYDASHCHARACTER s 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.
* Autosave is good, because losing a ship on a cruis - specially if it's a big one with your best crew and a lot of weapon - s 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!
* 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!

Revision as of 18:49, 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 cruis - specially if it's a big one with your best crew and a lot of weapon - s 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.