
Hermano Grande Sometimes demands involve choosing between the whims of two rival factions. They soon became rich, and before I realized what was happening, the little town I'd began as something of an afterthought was funding the entire country. And wouldn't you know it, they started working. Then I gave them a grocery store, a chapel, a fire department everything a normal person needs, all in relative proximity to what was never meant to be a big operation. I gave their hastily assembled shanty town a tavern, and they were happy to have entertainment close by. They need the chance to chill with a nice drink as much as I do, and they shouldn't have to cross the nation to get it. I didn't realize they'd go so far for entertainment, but of course they would. I hadn't realized at the time that Tropicans needed to relax, but of course they do.

Due to how Tropico works, it took him weeks to get between both locations. I focused in on one of the employees to see why he wasn't working, and he had gone to the tavern on the other side of the island to relax. It almost seems silly, but it can be quite useful: In one game I'd thrown up a couple of gold mines and cheap housing hoping to make a quick buck, but months later the mines still weren't producing gold. Their desires, their happiness, their jobs and their homes are all available to see through in-game menus, but Tropico 6 actually lets players zoom in and watch any citizen they like.

Of course, it is technically possible to play Tropico 6 and never really pay attention to the people themselves. By the time I reached the Cold War era, my country was in debt, and without the funds to build a fire department, a single blaze set forth a chain reaction that took down everything I'd built. In one instance, a misguided over-reliance on basic crops kept my people well-fed, but proved almost worthless when trade demands shifted and it came time to start focusing on health and safety. A population-first approach is paramount: I learned quickly that having loads of money didn't really count for much if my people weren't happy, and by the time I was forced to start satisfying more modern demands, the money I'd stacked up ultimately counted for nothing. There's something very pleasing about guiding a nation through the generations. Productive Citizens Game menus offer loads of detail about Tropican citizens. To reach into the modern era, players will have to establish Tropico as a world power in a climate marked by advanced weaponry and the rise of nuclear power. By the time they've reached the Cold War era, Tropicans will expect niceties like electricity and automobiles, and new political factions will put pressure on the nation's policies. When World Wars arrive, players must choose sides and keep up with evolving trade and citizen demands. The Crown must be placated during the Colonial Era, or Tropico's mandate will expire and the game will end. To make it that far, however, they'll have to satisfy a few specific requirements at set intervals.Īside from making sure the nation doesn't go completely broke and that its people aren't on the brink of outright revolt, players will have to work with outside forces to progress in the game.

By building businesses, stimulating trade, and focusing on the needs of the people, players will bring Tropico through the Colonial Era all the way into Modern Times.
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I came into the experience completely fresh-faced, but the developers were at least able to build upon the foundation previously established by PopTop Software and further refined by Haemimont Games.Īs far as I can tell, it's a solid foundation: Players assume the role of El Presidente, a government and political leader in charge of a small island nation named Tropico. It's slightly coincidental: Before just recently, I had never played a Tropico game, and before Tropico 6, Limbic Entertainment had never developed a Tropico game. Starting fresh Tropico 6 allows players to view their nations from every possible angle.
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Bringing the nation of Tropico into the modern era is a study of how to deal with its people's quirks, and I'm stunned at just how entertaining that can be. Like here in the real world, Tropican citizens can be smart or dumb, effective or useless, and can contribute to the country or steadily drain its resources. Tropico is different: Yes, the player builds the nation and decides its layout, but overall success or failure is based on the happiness and relative comfort of the citizens within the nation as well as the relationships with countries outside its borders. When I go into city building sims, I tend to think in terms of very basic rudiments, of building placement or available services, electric or sewer pipelines, things like that. Before jumping into Tropico 6, I didn't imagine I would be spending nearly so much time in the game dealing with people.
