
Tropico 6 Wiki
Ok, here is my strategy that I posted in Discord recently.A little disclaimer, I am not a Tropico expert, but I have played a couple games in T6 and some in T4 and T5 as well. The following strategy just uses renewable resources. Of course supply chains requiring non-renewables can be profitable, but I am keeping it simple here. I cannot say for sure if this way is the most optimal, but they are at least simple and straightforward.
It gives you enough of a cash flow to afford basic services for your citizens.Colonial Era. This is where you want to focus on your industry. The focus here is building rum distilleries. Having enough plantations to supply 2 rum distilleries is a good start. You will ultimately want to end up with about 1-2 dozen plantations with at least half as many ranches. You can diversify these, but ultimately you will want a focus on things that go into rum distilleries. That means a good portion of the plantations will be sugar plantations.
You will also want many of the ranches to be llama, sheep, and / or goat ranches. This allows you to produce wool and milk, and you will need plenty of it later. During Colonial Era, it is recommended to wait until you have at least 500k in the bank before advancing to the WW era.
Tropico 6 is a great game for people watching. It's a satirical city builder in which every one of the citizens of your banana republic is simulated. You place a mine. You watch as a construction.
You can get by with less if you wanted to, but this ensures you have a nice safety cushion of cash when you expand during WW and Cold War eras.WW Era. The focus for industry here is textile mills, cigar factories, and maybe shipyards to a lesser extent.
The textile mills will use wool and cotton, so you may make a few more plantations focused on producing cotton. Cigar factories also can rake in a lot of money, and they require tobacco from plantations. Likewise, you can queue up some logging camps with half as many saw mills to make planks. These can be used to make ships for the shipyard, another useful factory. You can build these on an as-needed basis, but 2 of each would be a good place to start. You can also elect to build a creamery that will use the milk from the other ranches to make cheese, I don't think it is quite as profitable, but hey, who doesn't like cheese? Same could be said for a cannery (using fish and pineapple).
IME, this era is a quick one, so you may find yourself in the midst of the Cold War before you know it!.Cold War Era. The focus on production here can be furniture factories. By this time, everything is getting more expensive.
In my current game, I have at least 3 furniture factories, could build more if I wanted to. You will want to have several logging camps and a few saw mills to support the production. This will give you a nice stream of cash.
If you find yourself barely breaking even, MOAR FACTORIES!.Modern Era. Sustainable factories here are juicery (uses bananas and pineapples) and fashion company (cloth from textile mills or leather from tannery). At this point I build one of each factory (even ones like the electronics factory that require non-renewables) and just import the raw non-renewable resources (which I also did in T4 and that worked reasonably well in both games). You can use the waste treatment plant to get small amounts of rubber, nickel, and aluminum, the latter 2 which is now essentially unlimited (albeit in small amounts).Also, in Modern Era, offices will make you tons of money. Just watch out for relationship modifiers of other countries if you build off-shore offices, just FYI.Edited for clarity.EDIT 2: TEAMSTERS!
At least one per factory and possibly more on an as-needed basis if you see goods piling up, which you probably will eventually. Super glad you commented. I took your advice and I’m now in the Cold War era RACKING in money. Something I would add, it’s always better to have too much than too little when it comes to raw materials. I think you originally said do a 2:1:1 on the supply chain. I’ve tweeted to to 4:2:1.
Never have to worry about shortages and if there’s left over of the raw material, it goes to the docks to get exported so even more monies.In addition to what Vlad said, you want to make sure you’re setting up your colony in a funnel with everything leading to the dock. (Vlad did give me this advice on another post so he gets the credit). In the colonial era, I set up all my ranches and plantations out away from the dock area and and reserve the dock area for industrial buildings. That way teamsters are always bringing the raw material down.
Every thing flows to the dock. You don’t want to have a teamster pick up from a plantation near the dock, take the goods to industrial building way out in the middle of nowhere and then come back.
So, a couple things I should mention. I do not remember the exact settings I used, but my game was on the easier side AND I generated the map with plenty of room to expand. So, to take into consideration your map type and possible limitations is a great way to adapt.If boats don't do it, then find something that does. I recommend maybe a second boat factory. A creamery and cigar factory are also good if you can plop more goat ranches and tobacco plantations.I'm not certain of the benefit of diversifying in this game - shouldn't you just go for the best selling product (if there's the raw resources to do it)?Tbh, I am not exactly sure either. However, your citizens being able to buy a variety of goods at the grocer (or shopping mall in modern times) should be a good thing. For me, I like having variety.
Also, you can import resources you lack, even better when you can find a good deal for it.Maxing out wages and increasing efficiency is a good thing. The employee of the month edict should also increase productivity as well.
It should be worth it as long as you have enough teamsters to export your product without it piling up at the factory. Excess inventory makes no money. Boats can be good money!
I was really surprised when I brought them online. They immediately outperformed my Rum production as my top export.If you aren't producing as many as you expect, consider the proximity of service buildings to your shipyards. Shipyards need to be placed on the water, which is likely kind of far from your clinics, taverns, and churches. Your pops need to visit these buildings pretty often, and time spent traveling is time not working.
A bus stop to an entertainment hub, or placing those building close-by to create a self-contained district will lessen the time your workers spend not working!Obviously that advice also applies to every other building;). I suppose it can be if you have to import all of them. But that is a worst case scenario. You can still mine them if they are available. Off the top of my head, you wouldn't need to import everything, just steel, oil, and gold will suffice if you elect not to mine anything or if those resources are not available. Aluminum and nickel can be imported too, but they can also be produced in small amounts from an upgraded water treatment facility. Even then, that would still leave you with numerous trade routes, at least one for each nation (EU, Russia, Middle East, China, USA, and pirates).
It is kinda micromanage-y though.Edited for clarity. How I keep positive cash flow:Diversify! Get at least 2 or 3 industries going strong to start.
Then scale up from there.First build easy stuff like plantations and logging camps. Pick plantation types that are in the green. Look especially where to put the sugar and tobacco plantations. I'll build two logging camps and two plantations of each type, up to 6 or 8 plantations to start. Then I build the factories to exploit those plantations and logging camps. I build 1 lumber mill for every 2 logging camps. I build one factory per 2 or 3 plantations (1 rum distillery per 2 or 3 sugar plantations, 1 cannery per 2 or 3 pineapple plantations, etc).Scale this strategy along with the appropriate number of nearby housing, taverns, and so on.I also put the budgets of all my money making buildings at max.Once I have $30K - $40K in the bank, I start building weapons.
I'll make 2 iron mines, 2 nickel mines, and 2 coal mines. Then I'll make a steel plant and finally a weapons plant.Don't forget to do all your trade routes with the sweet bonuses on your export prices. Also build a customs office as quickly as is practical to boost your prices further.At this point I'm swimming in $100K plus in savings along with a bank earning me interest. One thing is that a lot of money comes from your export trade contracts, and what resources those hit is unreliable. More so since you need to account for the political implications of each contract. So you need diversified exports inorder to always have good export contracts going. This is a feedback loop, as the bonsues are based on foreign relations, if you are only exporting one thing your relations with one country will tend to worsen.
Through diversified exports you keep everyone happy, which means lots of bonuses.Another aspect is that you can sometimes see interruptions in certain supply chains or changes in resource trade values, and a non-diversified economy is thus more fragile. Even a fully profitable economic machine built on, say, cheese exports can flip into the negative and drive you into debt in those circumstance.So for a given map, my general strategy is:. start with food production: plantations, ranches, coconut harvesters, fishermen. Build to a level where you are exporting a little bit of every food reasonably available on that map. Typically at this point I'll also build logging camps and lumber mills. next, create the second-tier goods made from agricultural products: cheese, for example, which gets made out of milk.
Rum from sugar, etc. For each of these, build a factory and then add two of the appropriate supply buildings. Repeat until you have all tier 2 agricultural products showing up at your docks. Now that you are exporting a wide variety of foods, your next step is to expand into the higher yield mining products: Take the same general approach: Identify mining nodes available to you, build mines on them, and then build factories that consume those products. Which factories you build will depend on the map: If you get iron, coal, and nickel, you'll build weapons and steel factories.
If you have gold, build jewelers. If I have lumber mills going, I'll also build a shipyard at this point too.
The end goal, is to be have at least one factory going for each good you can export, plus at least one factory for each good that gets consumed by each factory. Once you get back to agricultural goods, 1 plus 2 per factory of each.
From here, I'll diversify into tourism.All of this is in addition to whatever you are building to complete missions. I haven't beat the game or anything so YMMV.Try your hardest to max out and maintain an alliance with a strong trading partner. The better your alliance is, the better their trade offers will be. The best way I've found to do this is to be very diverse at first so you can complete multiple small trade deals quickly.
Farm and ranch as many different things as you can. Sometimes you are limited as to what you can grow but the more variety you have, the easier it is to be constantly trading.
Also using 'praise' at the embassy speeds things up nicely.Eventually your goal should be to lock in as many large, long term, high market value trade deals as you can. If you can lock in 4-5 long term 15%-20% deals for industrial goods like rum, cigars, ect. You pretty much don't have to worry about money anymore. If you get multiple alliances to high levels, you can just trade for raw materials and have a bunch of factories making processed goods. Once I am able to do that, its like playing with the cheat codes on. I never run out of money. I think the main advice is to push for End products, because with the exception of Gold and Oil most raw materials will give you quite mediocre profits.Hence, in the colonial era, go mainly for Cigars and Rum.
In the world wars era push boats and canned goods etc.Some people might look at the relatively low value of industries like Juiceries and Canned goods and not realize that the amount of goods pushed out in insane.The only industries that I would be cautious about are Cars and Weaponry, because it's generally not worth it to set up mines in all corners of the map. Only go for them if the raw materials are conventiently available.The end game is usually Apparel (Fish-Crocodile Factory farms-Fashion Company is good. Although Wool/Cotton-Textile mill-Fashion company works just fine. Slightly higher pollution though), Juiceries (Usually primarily bananas and Coconuts since banana hydroponics are slightly better than pineapple), Pharmaceuticals and Offices. Although by then I've usually fanned out quite a bit, since Shopping galleries that are fully stocked makes people really happy.Still, Banana&Coconut Juice, knock-off leather jackets and office drones is usually what makes El Presidente Filthy rich.
.: April 21, 2001.: April 24, 2001.: April 27, 2001Mode(s)Tropico is a developed by and published by in April 2001. Has developed and published a number of the games in the series for. The games see the player taking the role of 'El Presidente', the ruler of a fictional in the during the era from the 1950s onward.The game is tongue-in-cheek in its presentation of, using a great deal of humor while still referencing such topics as, and the interventions of powerful companies ( is implied) and the Cold War (the and ).
This is similar to the previous 8bit Game by, except in Dictator the success is measured by the amount you put away in your. Tropico features Latin-styled Caribbean music, largely performed. The game won the Original Music Composition category in the 2002.Tropico has several expansion packs and new editions, including Tropico: Paradise Island, plus a combined copy of the original and Paradise Island entitled Tropico: Mucho Macho Edition (released on June 27, 2002). A sequel, was released on April 8, 2003. The third game in the series, was released in the autumn of 2009. A fourth game, was released on August 26, 2011, and a fifth game, was released on May 23, 2014.
Was released on March 29, 2019.The game was re-released in the three-game pack Tropico Reloaded, packing the original game, the expansion pack Tropico: Paradise Island, and the sequel Tropico 2: Pirate Cove into one release. It is available both digitally on and, and on disc. A screenshot depicting the strategy oriented gameplay.Regardless of any other stated victory condition, the main goal of any Tropico game is to stay in power. If the island's populace disapproves of the player's actions, they may vote their leader out of office. Individual factions and powers can also end or disrupt El Presidente's rule.
Rebels can defeat the army and storm the Presidential palace. If the army is dissatisfied, it can stage a.If 'El Presidente' manages to stay in positive view of the and the they will supply him with foreign aid money. If either of the Cold War superpowers becomes unhappy with the player's regime, it may launch an invasion to overthrow it. The superpowers may build a military base on Tropico, protecting the island from the other and offering monthly payments. If an army base is established in the country, it may ask for specific tasks, and low satisfaction will lead them to overthrow 'El Presidente'.Tropico can be played in two gameplay modes: or custom game/random map. Scenarios are predetermined game conditions with defined goals that must be accomplished in order to win.
The game includes several scenarios, each with a stated level of difficulty. Custom games allow virtually all starting conditions to be controlled. The player can customize the map of the island, adjusting its size and steepness to personal preference. Many other aspects of gameplay, such as political and economic difficulty, can also be customized to make the game easier or more difficult.
The custom game also allows the player to choose how many game years the simulation will run for (a minimum of 10 years, a maximum of 70), and what conditions will determine victory (if any). The game also includes a tutorial level, which teaches the player the game mechanics and controls of the game.The player is able to issue a number of governmental, some of which require funding or the availability of particular buildings. Edicts are used to achieve various game effects, from appeasing one of the superpowers by openly praising them, to instating or giving a tax break to the populace.Before starting a custom game, the player may either design their own 'El Presidente' character or select one from a list of pre-made leaders. These include real-life figures such as, and, fictional rulers such as Hernando Blanco and Sancho Baraega., who is a pop musician commonly known at the time for the song ', is also available as a dictator persona. After the player has chosen a leader, the player can customize their profile by specifying the strengths and flaws of their character's personality, the means by which they came into power and their social background.
These choices affect the attitudes of factions and superpowers towards the player, and can also alter the costs or consequences of in-game actions.The game calculates a score for the player at the end of the game. This score is based on a variety of factors, including the happiness of the island's citizens, the health of the island's economy, how much money the player has set aside for his own retirement in a, and the level of difficulty chosen at the start of the game.Politics and factions While 'El Presidente' has absolute rule over the lives of the Tropican people, politics play an important role in gameplay. The player must decide whether to hold free elections, attempt to manipulate the election by, or to reject democracy and run the island as a dictatorship.
These decisions will have direct effects on the Tropican people's happiness, liberty, and respect for the leader. Often the player is judged on 'democracy expectations' versus 'democracy results', which will influence the public's opinion of their leadership. Having free elections increases the respect of El Presidente among the population, but if their support gets too low, there is the risk of El Presidente losing the elections and being forced to resign.
A successful leader will have to either meet the needs of the populace, the political factions, and the wider political world, or establish and police a totalitarian and watch the army carefully.If pushed enough the Tropican people may choose to rebel against 'El Presidente', conducting against various buildings on the island; if the rebellion grows strong enough this will result in the overthrow of the player. A sufficiently dissatisfied military will likely instigate a coup. Often threats to power can be measured based on a unit's and his. For example, a citizen with poor leadership but strong courage may not be likely to start a rebellion but may be willing to join it.Most Tropicans are aligned into several conflicting political factions, with some citizens being a member of one or more such factions:.: Generally one of the larger factions, they are most concerned with adequate housing, healthcare and employment for the masses, and low pay disparities between workers on the island. They also prefer a pro-Soviet foreign policy.
Their leader is generally a farmer or a Che Guevara-esque revolutionary.: They stand in opposition to the communists and are a small, but influential faction. They are concerned with economic development, the provision of expensive luxuries, and low crime rates for the island. The capitalists prefer a pro-American foreign policy and are often led by a top-hat-and-bow-tie-clad entrepreneur. Religious: One of the larger factions on the island. This is due to the high value that many Tropicans place on their faith. They often are concerned with access to and quality of religious institutions on the island, as well as the island's morality. Appeasing them can often result in major reductions in liberty as they are swayed by edicts such as ', ', ', and '.
The religious faction tends to be led by either a priest or bishop. Having cathedrals and churches on the island encourages the growth of this faction (when citizens go to church they become more religious), but having not enough of them can keep this faction's size down, though its few members will oppose the government.: This is one of the smallest factions on the island and tends to have the most detractors. They are most concerned with access to education as well as maintaining a standard of liberty on the island. They can be one of the hardest factions to please and occasionally pose a threat to power, especially if the player is running an regime. Their faction is often led by a professor or teacher.: This is a medium-sized but powerful faction mainly concerned with the size and well-being of the island's military.
They are one of the biggest threats to power, as armed members of this faction may launch a coup against the player. Prioritizing the militarists' support may result in a decrease in liberty and can cause non-militarists to rebel. The militarist faction is generally led by a soldier or general.: A very small faction. They are most concerned with the natural beauty of the island and reducing pollution. As such, they oppose logging and mining operations as well as most industry. Often they are in direct conflict with the interests of the capitalists or the communists. The leader can appease them by building garbage dumps to contain pollution, or issuing edicts relating to the environment, such as an anti-litter ordinance, but this will generally result in increased maintenance costs and decreased productivity.
They can be pleased by frequent planting of trees (which can be done along the sides of roads prior to those roads being completed).Factions can be manipulated both positively and negatively mainly through edicts and buildings. For example, the player may choose to bribe the leaders of factions to attempt to curry their favor or, if the factions' leaders become too much of a threat, he can have them assassinated or imprisoned. The island's media outlets can be directed to distribute for a particular faction, and schools can be either parochial or military in nature.Development. This section needs expansion. You can help.
( October 2017)After the completion of Tropico, Steinmeyer was uninterested in developing further games in the series. However, later in 2001, Take-Two Interactive requested an expansion pack to capitalize on the game's success. Reception Sales Tropico was a commercial success; of declared it one of ' few 'certified hits'. In the United States, it claimed fifth place on 's computer game sales chart for the week of April 22. It placed sixth the following two weeks, before holding at tenth for the May 13 – June 2 period. On NPD Intelect's monthly charts, Tropico took places nine and 19 in May and June, respectively. According to NPD, the game sold 67,000 copies in the United States by October 2001.According to Phil Steinmeyer, the game's highest sales came from 'the U.S., Germany, and Britain, respectively', in its first seven weeks.
He noted that Tropico did not fall from the top 10 of these markets' computer game sales charts during the period, and that it reached #1 on Germany's chart. As of November 2007, Tropico had sold 1 million copies in total.
Critical reviews ReceptionAggregate scoresAggregatorScorePC: 83%PC: 85/100iOS: 86/100Review scoresPublicationScore9.25 out of 1077%MacHome JournaliOS:John Lee of summarized, ' Tropico tends to be slow, with no tedium-breaking clash of arms like other city builders, but there's enough innovation to give it charm.' In, Kristian Brogger praised the game's visuals, music and 'wonderfully intuitive camera system'.
He called the game 'an absolute must-have for anyone who found anything from SimCity to Zeus even moderately interesting.' Tropico received the 2001 'Outstanding Achievement in Musical Composition' award from the, and won 'Best Music' awards from,. Computer Gaming World 's staff called the score 'brilliant' and summarized it as 'easily the year's most evocative soundtrack'. Tropico was also nominated for GameSpot's 'Best Single-Player Strategy Game' and 's 'Best Strategy Game for PC' awards, which went to and, respectively. Legacy Tropico was followed by a sequel, in 2003. While PopTop remained involved as the sequel's producer, the game was developed.
Tropico 2 was the final game in the series to be published. No further entries were greenlit until November 2008, when bought the Tropico from Take-Two and announced, developed by 's. The game was released in 2009.
Afterward, Haemimont Games developed (2011) and (2014), both published by Kalypso., developed by and published again by Kalypso Media, was announced in June 2017 and released on March 29, 2019. References. Retrieved 14 August 2006.
(Press release). August 27, 2009. Archived from on 20 February 2012. Retrieved 18 March 2013. ^ EDT, Mo Mozuch On 3/28/19 at 11:57 AM (2019-03-28). Retrieved 2019-04-01.
Retrieved 14 August 2006. Steinmeyer, Phil (2006-08-15). The blockheads house.
Archived from on 2006-05-05. Retrieved 2012-01-02.
Steinmeyer, Phil (March 4, 2002). Archived from on August 3, 2004. Steinmeyer, Phil (January 16, 2002). Archived from on August 8, 2004. ^ Keighley, Geoff (October 2001). 'READ.ME; G.O.D.' S Fall from Grace'.
(207): 30–32. Walker, Trey (May 9, 2001). Archived from on June 3, 2001. Walker, Trey (May 23, 2001).
Archived from on October 23, 2001. Walker, Trey (May 30, 2001).
Archived from on June 9, 2001. Walker, Trey (June 6, 2001). Archived from on June 22, 2001. Walker, Trey (June 13, 2001). Archived from on July 7, 2001. Walker, Trey (June 20, 2001). Archived from on July 10, 2001.
Varanini, Giancarlo (July 18, 2001). Archived from on February 3, 2002.
Steinmeyer, Phil (September 18, 2001). Archived from on April 27, 2002. Kim, Tom (November 14, 2007).
Archived from on March 25, 2008. Retrieved May 3, 2019. Retrieved November 9, 2018. Retrieved May 7, 2019. Bauman, Steve (July 19, 2001). Archived from on August 7, 2004.
Brown, Ken (July 2001). (204): 80, 81. ^ Brogger, Kristian; Fitzloff, Jay. Archived from on February 28, 2005. CS1 maint: multiple names: authors list. ^ Lee, John (August 2001).
'Finals; Tropico'. Lifecycle 2, Volume 3 (8): 89. Harms, William. Archived from on February 14, 2008. Bub, Andrew (May 17, 2001). Archived from on June 12, 2001. Staff.
MacHome Journal. Archived from on November 7, 2003. Madnani, Mikhail (May 2, 2019). Retrieved May 3, 2019. (Press release).:. March 1, 2002. Archived from on March 6, 2002.
^ GameSpot PC Staff. Archived from on February 4, 2002. Staff (March 2002). '11th Annual Computer Games Awards'. (136): 50–56.
^ Editors of Computer Gaming World (April 2002). 'Games of the Year; The Very Best of a (Sometimes) Great Year in Gaming'. (213): 69–73, 76–84. CS1 maint: extra text: authors list. Staff.
Archived from on October 13, 2003. Retrieved November 9, 2018. Retrieved November 9, 2018.
Cross, Jason (May 13, 2002). Archived from on August 7, 2004.
Chick, Tom (May 2002). ' Tropico: Paradise Island'. (214): 91. Brogger, Kristian; Kato, Matthew. Archived from on February 28, 2005. CS1 maint: multiple names: authors list.
Bub, Andrew (March 8, 2002). Archived from on June 12, 2003. ^ Walker, John (November 17, 2008). From the original on July 8, 2010.
Callaham, John (February 27, 2003). Archived from on April 1, 2003. Spasov, Boian (March 17, 2015). From the original on March 18, 2015. (Press release).
July 18, 2017. From the original on July 18, 2017.External links. at. monthly column in the about the Tropico development by Phil Steinmeyer (archived, 1999).