![]() At this time, they will store the harvest in the farm, waiting for a "trucker (yeah, that was the word in my language, but its the guy who carry things around)", he will come, pick up the harvest and take to the port, or market, deppending if you planting corn or some "eatable" food. That will take some time to grow up and finally, the farmers will come back and harvest. You build the farm, some people will take the farmer job there, they will prepare the land and seed the "commodity (sorry don't remember other word" you select. Well, that depends a lot, if you zoom up an watch the production yourself, you'll see everything i s matematically happening, for example: I use Windows 7, I hope that is not a problem. At one time, my farm has a profit of 3000 dollars, but then, it goes into minus. Pirate unrest and captive escapes must be managed, a steady source of income must be ensured, and relations with the colonial powers should ideally never reach an invasion.Originally posted by StalkerCZ:I also have problems with undersatnding the industry. Ultimately, the player must oversee these elements and more to stay in power for their full term. Each section of the map has ratings for risk, wealth and traffic, as well as which colonial powers are likely to be encountered. Players begin with a single sloop but may construct multiple ships of varying strengths to direct on a province-style strategic map of the Caribbean. Managing your fleet ensures a steady source of income and more exotic resources to your island. Your pirate galleon, ready to set sail for plunder! Pirates will require entertainment facilities and homes to be satisfied, while captives require feeding tents and bunkhouses. All construction projects require lumber at least, with increasing needs as complexity grows. You must provide buildings and infrastructure to keep both your populations in line and to increase in maritime strength. Captives can be press-ganged to piracy, though they will begin as the weakest, lowliest type available.Īnother core element is that of construction. Should they grow too bold, however, they will attempt to escape your island, and will attempt to reveal its secret location to the colonial powers. To be kept in line, they must be instilled with fear and order, both provided by various buildings at your disposal. ![]() These slave laborers do all the heavy hauling, resource gathering, crafting and establishment staffing on your island. Pirates are creatures of anarchy, and being around buildings which radiate lawlessness increases their satisfaction, while order decreases it.Ĭaptives are the lifeblood of your economy, and are gathered from shipwrecks on your island and taken on pirate raids. They will not partake in any manual labor, and will demand a full complement of entertainment establishments on your island: grog, gambling, and wenches. Pirates serve on your ships and keep captives in line. Unlike Tropico, there are now two distinct population types: pirate and captive. One of the core aspects of gameplay is managing the island's population. Observe the gambling pits, the dive bars and the houses of ill repute. The game has a number of scenarios available, and there is a customizable sandbox mode. ![]() The goal, as ever, is to stay in power for the full duration of the game while fulfilling any number of side goals. Additionally, the main source of income is in pirate raids, wherein your ships are sent to patrol various ocean routes to commit piracy. As pirate king, the player rules over a tropical island and is tasked with amassing resources, building up the island's infrastructure, and managing its inhabitants. Overview A bird's eye view of a mature pirate coveĭeveloped by Frog City Software, this sequel to Tropico shares many elements with its predecessor, while deviating in others. ![]()
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