![]() ![]() Use skeletons from the graveyard for work. Use skilled cooks for captive food tents, food is prepared significantly faster. Use decor for order and fear or anarchy and defense (captive benefit and pirate benefit). However there really isn't any good way to combat or prevent pirates of incorrect rank entering certain buildings. Low ranked pirates in high rank establishments will not be satisfied, vice versa. Go on cruises or share money using an ability (one of the scrolls) to hand that money out among a ship's crew. In a lot of cases, the money they spend doesn't eventually find its way back in terms of wages, only a small percentage of that amount. Make sure to keep money in circulation for pirates to spend. Pirates without homes but employed on ships can sleep/rest on said ship. Pirate homes are a must have for pirate happiness as they rest and stash their hoard in their homes. Not sure about this one, but ships probably help as well. This is tedious but you can free up space and improve pirate happiness by doing do.įorts are a must have for any large island, they help fend off enemies during invasions. In our next designer diary you'll find out about the entertainment industry of Pirate Cove, and the challenges of convincing a potentially rebellious crew of buccaneers to plunder their victims according to your orders.Wealthy captives can be ransomed manually by clicking on them and then (I think this is in the upper right part of their info box) clicking on a sack. These are only a few of the exciting changes players will find in Tropico 2. Your workers do not come to your island because it's rewarding, they arrive because you capture them and they stay because you prevent their escape. The outside world does not spend money on your island you use your island's resources to help your pirates steal money from the outside world. Tropico 2 is an example of a reverse economy. ![]() The iron industry lets workers create cannons, muskets, and cutlasses that can be utilized to equip the pirate ships. The construction of a small boatyard that can build a pirate ship is an early priority. In building a lumber industry, for instance, the concern is not with selling lumber but with building ships and structures. In Tropico 2: Pirate Cove you will need to expand and develop your island primarily to make money through piracy. Also, In Tropico, players expand and develop their island primarily to make money by selling commodities or attracting tourists, or both. Conversely, keeping your pirates happy is essential, to ensure that they don't overthrow you or cause a mutiny while at sea. Captives won't willingly come to your island your pirates will have to capture them. You don't have to keep them happy, you have to keep them properly cowed so they don't escape. In Tropico 2: Pirate Cove, the work is done by captives. In Tropico you keep your workers happy so you can stay in power, and consequently more workers will show up. The most significant differences may not be apparent until you've played the game for a little while, but they are plentiful. It would be a mistake to conclude that the game is simply Tropico with some pirates on the island. Nevertheless, the first impression of people looking at Tropico 2: Pirate Cove has been one of familiarity, something we are very glad we've achieved. However, the graphics, buildings, art for the interface, characters, and much more are all completely new. We also decided to make the interface functionally very similar to Tropico's interface. The player's most common method of dealing with the world is ordering construction of buildings and in which the reactions and opinions of individual citizens help determine the player's success or failure. Of course, because of the popularity of the original, we decided to retain the city-builder style of game. ![]() At the proposal stage we decided not to change the setting of Tropico, but we did want to move it back in time a long way, specifically, to the 17th Century. ![]()
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