7/4/2023 0 Comments Tropico 5 teamstersAt the start of a game, you must create a dictator avatar, and that character can have children and heirs in order to maintain your dynasty. The primary gimmick of the Tropico series is that the player isn't a mayor (as most city simulators claim) instead, you play as a dictator who is granted governorship of a small Caribean island-nation by a European power. The game has also been released on XBox 360, and it has also been announced for a PS4 release sometime in 2015, but I've been playing the PC version. So when Tropico 5 went on sale on Steam, I picked it up and put it on the shelf till I took a break from Civ. I gave Children of the Nile and Caesar IV a go a few years ago, and both were pretty good, but just didn't hold me over for very long. So I've started looking at more niche titles. Cities XL has so far been the best of the bunch and has a very wide scope, but it's developer has folded, and the game has never truly felt complete. I spent a large chunk of time a few years ago playing Cities XL, but never got around to reviewing it (maybe I'll post a retro-review in the future). ![]() Without a decent, new iteration of SimCity for me to play, I've been looking high and low for new city simulator games in order to scratch that particular itch. Island-hopping can make it feel disjoint and confusing, and minor mistakes in early missions can compound the difficulty of later missions. ![]() This isn't a game that I'll be playing for years like other city-sims.Ĭampaign successfully introduces concepts and provides a modest narrative with a sense of progress. Music is catchy but repetitive, and the tongue-in-cheek dialogue wears thin after a while and is detrimental to the game.Ĭampaign offers plenty of play-time, but the overall limited scope, map size, and population cap restrict the replayability. Map and buildings are well-detailed and the cities look organic and alive. Learning curve for the deeper mechanics is steep, and interface isn't as helpful as it could be. You wont be able to catch them all and some will be homeless and leave, but everytime you re-hire you'll have more and more finding housing, and eventually you'll be able to float fully producing industrial complex.Remeber that its better to have a few factories producing slightly less than max, that means all of the raw materials are being converted and there is some space to convert more.Dictatorial theme adds a well-integrated challenge usually reserved for empire-builders. Every time they are full you will likely end up with homeless high school educated people, find where they are working specifically and patch the problem with new apartments and metro stations. You will need to budget some of that space for new residences, (2 hydro farms in the space of half a plantation=more population density,) more factories to handle the new output, more waste management facilites to handle the pollution and subsequently more of everything, (almost,) to handle the increased population.After you reach max population you can 'filter' out the un-educated people by continously hiring high school educated workers to fill the factories and hydro farms. Bear in mind, you will basically have the capcity to increase your overall plantation production rate by 200-400 percent when you fully convert to hydroponic farms. So making sure that your resources have somewhere to go, (more docks, which can only transport so much,) and making sure you min/max industry, (build more factories to handle a surplus of raw materials,) will help you avoid industrial inefficiencies.So yes, the problem might not be teamsters. ![]() I think the solution is to add factories which process the raw material, since in most cases the factories Ive looked at convert say, 10,000 fish, 8000 pineapples, and 7,000 meat, into 3000 canned goods.
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