![]() ![]() It's not based on typical video game logic, which says every time you press button X, it will have result Y. The systems that govern Tropico aren't particularly visible. Every political decision you make leads to backlash from your electorate. I was 15 years in power before the island even had electricity. I spent 10 years negotiating a construction discount with the Russians just so I could afford a slum block of tenements. And so, any positive change you make to Tropico, no matter how small, feels like an enormous victory. If you want to increase working hours, you should expect resistance from the unions. ![]() If you want to build a college, you need to clear it with the ministers. Instead, you essentially play the role of a local councillor or town alderman. There are no options to build tanks, no impressive buildings like Stonehenge or the Tesla Coil. Set against the backdrop of the Cold War, it puts you in charge of a small banana republic - the eponymous Tropico - and leaves you to deal with things like tax rates, building permits and workers' rights. Tropico, created in 2001 by the now defunct PopTop Software, isn't like other strategy games. Well, I was ousted after 30 years, leaving only my legacy of decreasing pollution by 15 per cent. In Age of Empires, I developed a group of nomad settlers into a vast, militarised Iron Age society and conquered the world. In Civilization, I founded the UN, cured cancer and went to Alpha Centauri. The things I've achieved in strategy games.
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