3/10/2023 0 Comments Tropico 6 reddit![]() ![]() Lobbyistco allows you to activate “Mercenary Service” from the El Presidente Club, which removes all upkeep cost of military buildings. Like the Commies, they support you from word go. “Coup” also gives you a bunker for your palace, which is nice, if you survive. Their ultimatum is the only one that directly causes a game over. Rodriguez is my second favorite faction rep after Sunny. “Hacking Attack” can lose you hours, if not days, of progress as it takes all your Swiss Money and Knowledge. The main reason they’re so high is because of their ultimatum being super OP. A lot of the modern times tech is well appreciated by them. Having the El Presidente Club also helps if you set environmentalists to “build anything” as you won’t sacrifice your Industrialists standing nearly as much. Environmentalists help a lot for tourism. I only put them this high because Sunny Flowers is the most entertaining faction representative of all of them. Not having your buildings work is a real blow. If you wanna make a utopia, these guys work well. They’re probably the second funniest faction after the Militarists. Overall, not bad.Ĭommunists are supportive of you from the start, which is nice. Sister Francesca has enough personality to entertain the player. Religious is actually a pretty good faction. Their ultimatum’s effectivity usually depends on your economy. The Capitalists as a whole are fine, they make sense for the most part. My goodness is Mason Belmonte insufferable. By the time they even get mad at you, you probably don’t have enough industry to make the punishment effective. “Maximum Exploitation” has one of the most avoidable effects in the game. Honestly, the Industrialists’ biggest fault is their ultimatum. Hector Delgado lacks personality when compared to characters like Sunny Flowers or Rodrigo Rodriguez. Their ultimatum is easily countered using Martial Law. They don’t like any of the buildings that usually make the late game so fun. The reason I put them here is because they hinder your progress so much. I’m basing these on personal opinion, but feel free to discuss, respectfully, in the comments. I imagine you can do a max of 12x12 tiles (8 to 24 employees) per plantation/farm. There's a base amount of employees and it multiplies per x amount of tiles extra. Plantations based on scale Drop a main building and scale the tiles. Option to dig/dry lakes Not too detailed, but it would be nice if stuff like housing happiness would improve when it's close to water. Like a grocery store broken in 5 parts AND a small and big grocery store - Veggie plantation Plantation that produces stuff like tomatoes, cucumbers etc. Crocodiles: Upgrade for meat/cannibalism - Just like later on: farm animals need food for more effectiveness From start/based on size (corn in a lot of cases) - Elementary schools More variations in job type, there's enough time before college people are needed - Extra shop types that build on crops/waste products of farms/plantations Coffeeshops, bakeries, butchers, vegetable stores etc. Ĭleaning company that auto-clean areas based on the type of buildings Mansions have less garbage than bunk houses for instance - More waste products on farms/plantations/industries Just like manure has an extra layer to the gameplay - Upgrades for farms (like the space platform in T6, but simpler) Cows: upgrade to unlock milk and manure. Not simply squares and blocks, but maybe some residencies with tetris-like shapes. More visual variations for buildings (Bunk)houses, tenements, parks, restaurants, bars etc.: things that you build a lot of. I know this has been done before, but with the new DLC's some requirements already have been met!
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |