![]() Keeping their basic need to be fulfilled helps ensure their vote when election time roles around. They’ll need various types of housing and entertainment to suit their economic status as well as healthcare, religious buildings and protection from criminals. Of course, these various buildings all require humans to run them and as well all know humans are annoying creatures with a seemingly endless list of demands. Finally, there are paid upgrades like enabling electricity in a house or adding power drills to a mine. There’s a drop-down menu that gives a few options dictating how the building will run, so in an apartment complex you could have a door guard who helps the local crime rating stay low. Or you can drop the budget if you need to save some cash. You can bump up the monthly budget, for example, which in a workplace increases overall efficiency and gives the workers a better wage, in turn letting them live in better houses or afford cars. You’ve got a degree of control over how the various buildings operate, too. Like the real world as you move through the different eras of time raw resources become worth less, so you always need to be expanding your industry to pump out more refined goods for export. From there you’ll construct production chains, turning your simple goats milk into cheese, planks into boats, bananas into juice and iron into steel and then into weapons. You’ll kick off with some basics like farms that grow pineapples or bananas, ranches raising Goats, and lumber mills churning out logs. On the surface its business as usual for the Tropico series you take a banana republic and attempt to turn it into a thriving paradise that churns out money like a faulty ATM. Anyway, considering each scenario can take a few hours to complete there’s plenty of raw content to pummel through, plus the standard sandbox mode. I’m looking at you Tropicoland, a complete bastard of a scenario largely due to the game’s issues with tourism. The scenarios are mostly fun to play through but there are a couple where the difficulty spikes upwards. ![]() Throughout these missions the loyal Penultimo returns, narrating each adventure, providing help and acting as the main source of humor. Tropicoland has you building a tourist economy, while another mission is all about running a rum empire while dealing with other nations, and yet another has you attempting to arrest a kingpin of crime. Rather than having a straight campaign there are 15 stand-alone mission, each focusing on different aspects of the game. It’s a change that I enjoyed personally because having lots of space is something I find less interesting than having limited space and endless stuff to build. Instead, you now have to contend with building bridges and ports to connect various bits of your industry together while contemplating what buildings to fit where. What they’ve done is split the maps into different islands, so technically the overall space is larger but only because most of it is water. So for this sixth entry the developers promised bigger maps, and they are! Er, sort of. People who were willing to spend considerable time building a city wanted more room to expand. ![]() A complaint of the previous games was the lack of space on the maps. The biggest change – at least the one the developers are touting as such – are multiple islands. In case you weren’t aware the Tropico series are city building games with an emphasis on humour as you control El Presidente and preside over the Tropican people in whatever manner you see fit, be it crafting a Communist society with free housing and top-notch healthcare for all or just declaring Martial Law and crushing any who dare question your rule. Having enjoyed the previous games I came into this one looking forward to once again controlling a slice of the Caribbean and somehow managing to cock it up in new and inventive ways. It’s amazing to think that this city-building franchise is in its sixth game, yet here I am reviewing Tropico 6. El Presidente is back and ready to rule a tropical paradise once again.
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