![]() ![]() I usually add two new lines to the rotation: furniture and jewellery, if I'm already doing something with gold. If it's ok, go for cloth (3) instead of steel products.Ĭold Wars - shipyards and textile mills are still strong here. ![]() You can go into mining, steel and weapons if your island is a rock with abysmal crop and livestock conditions. World Wars - 4 shipyards are the way to go. As a rule of thumb:Ĭolonial - plantations, good old gold mine also boosts it nicely. I'll add an overview of all of them in point 4. First of all, you have to make sure you are targeting correct production lines, preferably the ones that are less demanding and give you nice profit. Again, please take a look at an extensive guide for it below for more detailed solution:ģ. The good start in each era is extremely important and if you don't prepare for the next task, you'll lose. Slight variation of this rule is the Battle Royal mission. For more info, take a look at the guide below: You have to be quick and you have to play aggressively. The Referendum, where you have just 20 years and you won't get any more. The second exception was already mentioned previously. The mission takes ages and once you're done, you'll be waiting until you just get enough gold to get to the last task. Again, it's not super important on easy but the better the job you do in an early game, the easier the mission becomes. Building your economy first gives you solid foundation to everything that a mission might throw at you as well as flexibility to build couple more buildings because you just have enough money for it. Sometimes you will be asked to cripple your island, either directly (Better Red Than Dead) or indirectly by triggering massive crime (Speakeasy) or causing the whole world to attack you (Superpower Defense). Why? Tasks in this game are not time limited (exception - The Referendum) so you should make sure that you can build stuff, your citizens want you to be re-elected and then you should work on mission specific requirements. Ignore the first goal! I know it's counter intuitive but if a task giver wants you to export electronics, make sure you don't build a factory for it. Usually that's a solid starting point but you need to ensure that you can expand quickly and that your economy can actually survive the expansion. you have a goal, starting era and somewhat of a build city. Savant can be super useful in early eras (Colonial & World Wars), Charismatic is giving too little boost to be worth it. Spatial Sense Prodigy was my default choice, primarily because of teamsters' capacity. Obviously I'm not referring to making him look like a dictator, mafioso or hippie with a pacifier and rasta cap but to pick his trait. Some will be mission specific and for two missions I'll link a guide that will be much more precise. Obviously the guide is compatible with lower difficulties, you'll be fine with just following what's required in the mission and if you're stuck, check strategies here. ![]() I'm going to cover tips and tricks, general strategy and so on to approach Tropico on hard difficulty. ![]()
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