Tropico 6

Tropico 6

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True random map generator
I would love to see a real random map generator, where everything can be randomized, (size, mass, plateaus, etc)
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Showing 1-7 of 7 comments
Battleclown 26 Jun, 2019 @ 12:09am 
Even the annoying ruins should have an option to be set to zero, and when setting resources to 'broke' there shouldn't be plenty of resources, that's the opposite of 'broke'.
And the game should also remember the last settings that you used so that I can quickly regenerate a new map based on the same difficulty.
Nicole Sharp 2 Jul, 2019 @ 2:55pm 
A variable for the quantity and diversity of wildlife would be interesting. As well as for tree cover and tree diversity. Maybe even something as specific as "create random island covered in wildflowers and flocked with flamingos." But a map editor might work better for that, with a "god mode" where you can add flora and fauna manually to the randomly-generated map (like with SimCity 4).
Last edited by Nicole Sharp; 2 Jul, 2019 @ 2:58pm
JYPAPI 30 Jul, 2019 @ 7:30pm 
random map just give not random enough. i think the random engine not very good. each time generate random map just look identical with another random map
Subudai 5 Aug, 2019 @ 10:19pm 
Originally posted by Battleclown:
Even the annoying ruins should have an option to be set to zero, and when setting resources to 'broke' there shouldn't be plenty of resources, that's the opposite of 'broke'.
And the game should also remember the last settings that you used so that I can quickly regenerate a new map based on the same difficulty.

If you copy the Share Code and paste it into the RMG next time you want to generate a new map - your size, amount of resources and such are saved.

You would then only need to change the Seed itself - to generate a new layout using the same settings. I found this out myself after many frustrating tries to get a map that looked somewhat good to use. There should really just be an option in the Menu to generate a new map with same setting, while you are on the newly generated map. Instead of having to go through the steps again via the main menu.

You still need to adjust the starting money and those on the right side of the settings.

And yes, I do agree with having an option for the Ruins spawn. Do they contribute with something to the game, such as beaty or tourist attraction?
Last edited by Subudai; 5 Aug, 2019 @ 10:23pm
jlking3rd 8 Aug, 2019 @ 7:24am 
Originally posted by SubudaiTNG:

And yes, I do agree with having an option for the Ruins spawn. Do they contribute with something to the game, such as beauty or tourist attraction?
They can be very useful with the different work modes.

Almost Pristine: Basic settings

Theme Park Exploits: Preferred by relaxation, thrill-seeking, and child tourists. The base fee is increased by 100%. Increase base service quality by 20. Adds 2 job positions

Archaeological Digging Site: Not preferred by any tourists. Base fee is increased by 300% and visitors must be filthy-rich. Base wage in increased by $3. Workers requires college education. Visitor slots decreased to 3 per employed worker. This building generates knowledge points.

Unofficial Scavenging Site: Building has no visitor slots. Base wage is increased by 200%. This building decreases crime safety nearby by 30. This building generates money for your Swiss Bank Account.
Subudai 8 Aug, 2019 @ 7:38am 
Originally posted by jlking3rd:
They can be very useful with the different work modes.

Thanks. I had not unlocked them at the time, I see now that you need to "reconstruct" them.
So they do actually contribute, and there are not too many of them on the map, so it is possible to work around them.

Would be nice with an option to demolish them though, ruin the ruins.
rjheth3 14 Sep, 2019 @ 10:58pm 
thats good physics some phi ratio based scaling algorithm necessary
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