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Tropico 2 pirate cove replacementdocs12/12/2023 ![]() You don't staff your rum distilleries or cigar factories with high school educated labor that you cultivate over the long-term, you kidnap uniquely-skilled individuals from across the Caribbean to serve that end. The industrial goods you do produce are designed to further the above ends - cannons, sword, and ship's biscuit to outfit your pirate vessels, hooch and cigars (not to mention prostitutes) to keep your pirates happy.īuildings from farms to manufactories to pirate schools require no currency, but resources (namely, lumber) and inputs to build or function. Pirates don't work your buildings, so you need slaves in order to work them for you, and this means you need both pirates and slaves (called 'captives' in-game) - there's no getting by with one or the other. You don't have citizens as such, you have slaves - and they too, need to be kept with a modicum of comfort or else you'll find your island embroiled within a slave revolt. As such, the main focus is on building a pirate fleet, avoiding detection from the major European powers, sending off your pirates on raids that could easily see them all wiped out, and keeping the surviving pirates as happy as possible so they don't decide that you're next in their crosshairs. Exports are possible, but hardly the focus, and the Smuggler's Cove is really something you build after you've already built up your economy through the aforementioned plunder. In Tropico 2, you are running a plunder driven economy. This is not how Tropico 2 works, not in the slightest. Everything else is an elaboration on that idea, from refining raw or unfinished goods into industrial commodities, or building tourist and entertainment-oriented buildings to profit from rich foreigners. You build nodes, you work the nodes using your citizens, and you reap the profits from those nodes. In every other Tropico game, the economic focus is on supply chain management in an export or services-driven economy. If pirates keep working at other establishments either raise wages at the palace or close other vacant job slots (shift + click to close and open).Tropico 2 is radically different to any other game in the series, beyond its pirate thematics. I was once killed by a frying pan, fun times. You CAN BE ASSASSINATED, so watch out for that. ![]() Have guards at your palace as soon as captives start becoming restless and use watch towers. Having "industrial areas" where factory like buildings (mines, blast furnaces, cannon foundries, gunsmiths, etc.) are placed close together creates a more efficient island.Ĭonfigure map settings, you can make the game go from easy to impossible. They don't need sleep or food but keep in mind that their cost goes up every time you purchase another (not sure if that's a fact). Use skeletons from the graveyard for work. Use skilled cooks for captive food tents, food is prepared significantly faster. Use decor for order and fear or anarchy and defense (captive benefit and pirate benefit). However there really isn't any good way to combat or prevent pirates of incorrect rank entering certain buildings. Low ranked pirates in high rank establishments will not be satisfied, vice versa. ![]() Go on cruises or share money using an ability (one of the scrolls) to hand that money out among a ship's crew. In a lot of cases, the money they spend doesn't eventually find its way back in terms of wages, only a small percentage of that amount. Make sure to keep money in circulation for pirates to spend. Pirates without homes but employed on ships can sleep/rest on said ship. Pirate homes are a must have for pirate happiness as they rest and stash their hoard in their homes. ![]() Not sure about this one, but ships probably help as well. This is tedious but you can free up space and improve pirate happiness by doing do.įorts are a must have for any large island, they help fend off enemies during invasions. Wealthy captives can be ransomed manually by clicking on them and then (I think this is in the upper right part of their info box) clicking on a sack. ![]()
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