Tropico 6

Tropico 6

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aquelarrefox 23 Jul, 2022 @ 6:32pm
more dlc for T6 and T7
i really love t6, even with some flows (factions and soil distribution and resourses in sandbox). I think that T7 should be a "port" of T6 with some deep changes as factions something that could not be part of a DLC.

i think T6 is young and could get some dlc until jump to the next version witch should merge into the dlcs to get T7. Some great ideas for DLC are:

First some things needs to be fix: there are some things a feel are bugs, like nuclear proyect not using uranium, should use it, and its quiet needed, working as festival buildings its a realtive great change realtive easy. i really think some industies building should cost much money, get industrialized its realy easy even with out the industralization edict. Its just a balance. im not sure this could be done but the map generator should detect the heigh of terrain and reduce or add efficiency for crops, this could be in the first DLC (in T4 yopu need to go up to get coffe and tabacco, low for suggar, and really change they way you build the island and you star to be interested in have high grounds). For mother of god change the military and and religius demands that dont fit with them, they sould request prohibition or more barracks or even a sabotage. Also prohition is bug, it must close taverns, coctailks and rum factory as in previus versions. washing money festival is not working fine produce few s$ for huge huge corruption.

1) Food DLC: 1st back the papaya ya!, papaya, rice, beans, tomatoes and potatoes were added, and the stores are rewoked so 3 types grosery (poor), supermarket (works mode of actual mall for midle class) and (new)mall 8(or richs). nerf the cuality food of farm and ranch so going to a suppermarket or grosery is quit important. adding some changes to few prodution buildings like a working mode for rum factory to make special rum (new product) that consume more and increase unkeep, cannery need some change so producing coffe is not compaible with other resourses and get canned coffe as a new product. add a modern times "cafe"building like a restaurant with likes to the intelectuals. cigar factory could make cigarretes, cheap. Also this 3 buildings needs diferent. groseries needs fish, coco, rice, beans, papaya, corn, banana, milk, chesse, tommatoes/rum, cigarretes. supermarket needs meat, corn, milk, cheese, fish, pinapple, rice, bannana, coco, tomatoes/toys, rum, furniture,cannedgoods, juice, chocolate, sugar. mall needs meat, shellfish, cheese, tomatoes, pinapple, fish, banana, coco/smart furniture, electronics, guns, cars, fireworks, jewlery, cannedgoods, chocolate, juice, cannedcoffe, cigars (cosume 2 meals and some more products) and mall have some workingmode for turist (consume more and give more money), supermarket and mall get a upgrade for a pharmacy/drugstore to use pharmaceuticals and rise healthcare +5 if they are avaible.
bring back the Oyster Farms and Glass Bottom Restaurant from t5. Also a little change warehouses need a fridge upgrade to store fruits (banana, papaya, tomatoes, fish, shellfish), same fruits stored in the port tends to disaper monthly (decay if not well stored). Also could be good for game have a limit in port storage not for a specific product but in general (incresed by age and upgrade) for example 100K in total to force to use more than a single dock, also change the importation so every ship could bring a 1k load (will dry faster your money but its needed for a only turist island for example)

2) Roles DLC: the incredible feature that t6 dont exploit. First come back the loyalist but not as a faction but as a role that could be gain by a edict or inherit (the family spam the loyalist), they will vote for you even if are unhappy and cant get rebels), their role is . The only idea of T5 i like are administrators, could be used for a few of importants buildings factories, high tier hotels, ports, universities, but they have very small chance of happens 1 per 150 pop cap and needs to have university level, and you need to reveal it (not scalable xp as t5 just simple role like administrator or general, chance between roles depende of propaganda and university last year). They fill become very rich people. some buildings could be used like the festivals with the administrators (hacienda for crops, central banks for banks), also could be good intruduce a commercial bank building with T4 bank roles, pointing to the turist using the banks.

3) Militar and protest DLC: a tropico needs a militar DLC, the combat is fine but buildings are not, should be a base "housing" building, more things related to could war and thermonuclear war like bunkers, the militar academy and make the army a thing to have coups by the army (only militar guys satisfaction), mybe incorporate something like soverinity meter. coups are missing. Also add swat and secret police, protest in T6 should be changed adding some alternatives to deal also add strikes, get back average salary and when workers earns half of it get a strike to deal with. Also come back murder antemps. If its posible change other nations effects. submarine, blockeade, all that stuff, smuglers (separate from pirates) also make the diferent buildings have a negative effect in diferent powers depending the year, allies dont want pirates, usa dont like ciberpirates.

4) private buildings DCL: i would like to see this but i bealive its too deep with industrial processing to deal but iwould love it. Just the T4 private buildings but also rich tropicans can own private buildings so you have a larger private pool and owners get a public role. make a capitalistic island will be wild as in T4. Also add a constitution choise for every era realted to private buildings as resourses. Aso private housing with a different "sourse" building

5) events dlc: mainly a pile of events many random for every era to make the game less repetitive and a goup of superevents where you have a chain of events that get a conclusion and you get a permanent spirit, also the way you change of era get a spirit, so pay for independence is not the same than fight. superevents like missile crisis, great depression. change the era too early or too late get a negative spirt to prevent rampage to modern era in 1930 and get much flavour. This DLC needs to solve the coold war that feels so generic. Also if you go so late to jump the era spam and event and you jump anyway with a negative spirit. more edicts (related to media and internet) and a change in media buildings, bring back the way t4 uses media, you can only have one working mode at the same time, so you have a limit of newspaper, radios and tv station also some non propaganda mode were welcome. bring back hello presidente plz

6) traits and dinasty dlc: i love t4 traits and i like the idea of dinasty of t5 even if i dont like how it works in t5. come back the t4 traits is a really lovely idea, or by one of default leaders. Dinasty is something that could be interesting if you can turn on or of as an alternative. dinasty could be interesting if you can get private buildings for the dinasty (owning the island, getting swiss money bypassing the corruption generation of lobbistico but pissing rebel very bad. somthing that could be in the role dlc too.

7) Some one mentioned a sports dlc in early posts, and could be interesting, a good distraction mybe related to media, also sport get healthcare and people leaving the island. even similar thing to the famous of spitter (i love spitter, its no great but i love it)


Tropico 7 should be a engine update and repage of t6 with a consolidation of some dlc and some of this ideas of dlc. Mainly what could not be done in dlc its private building (mybe im wrong and could be), a change in faction system to make it non symetrical (communist/capitalist should have more convinced than conservatives/intelectual, and religius and militaristic should not be opition. I would like 6 eras(with a better distribution of buildings and edicts thought era): colonial, worldwar, early cold war, late coldwar, modern times, postmodern times/information times with focus in internet and media, even a dlc for the future for a 2200 if you get in mybe you can get the flying cars (a meme dlc), add a big change into game mechanic a pollution bar for pop (really a green bar) it grows going to a park (usable building with also gives liberty and get protest), when drops by polution you lose more health bar and entretaiment bar per tick and its a lose of performance by neededing another building also broken used more the parks.
Other interesting things is organization, diferent from factions, they are defined by work or role like uniontrades, highsociety,etc, interact as factions (even presindet house of fun and corruption). In election i would like an alternatives models of election the traditional (happy vs unhappy) but also partys (the factions have a party if they are unhappy, if they are pissed off they will make a coalition and all they members will vote for them)

more or them thats the idea