This all adds up to a vastly different game compared to any other Tropico game, to the point where it may as well not even be in the same series. There is no keeping your island in line through tyranny and oppression (for everyone on the island, anyway) like in every other Tropico game. Historically, pirates operated under libertine ideals of meritocracy - your rule is only as good as their respect for your capacity to rule. Keeping your captives too scared to escape - or worse, start a slave revolt - and your pirates happy and drugged up enough to dissuade them from putting your head on the chopping block. Every building generates one or more of these auras, coupled with living spaces, so it heavily influences your city planning. Buildings generate auras that contribute to keeping your slaves in line or making your pirates happier - pirates like living in anarchic areas that are well protected by defensive buildings, and captives are kept in line with fear and order. 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. Wish me luck, and I hope you give it a shot.Tropico 2 is radically different to any other game in the series, beyond its pirate thematics. Found your question when considering restarting it now, but wanted to determine of I needed to adjust my settings for Win 10. It was good enough for me to log into a forum like this for the first time ever.I think. Just tell me how you liked Tropico 2 and how was your experience with it.Īlso does it have endless mode where you can continue playing after reaching objective? Fonzer, I can't say if it has endless mode or not, but I can recommend the game regardless. So in Tropico 1 i once managed to be presidente for 170 years i think but that was long ago at least i was presidente for longer than the normal expected life in humans on a random map.Īnyway i never really got into Tropico 2 even though i have it, maybe because i never played long enough or i didn’t like the sudden change to pirate theme and didn’t learn most of it’s mechanics. I only played tropico 1 with add-on and really enjoyed playing it. Fonzer: Did anyone enjoy or play Tropico 2 pirate cove?
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