I suspect it may work if the Work Camp was the ONLY farms you had.Engage in a tropical power trip! Become the dictator of a remote island during the Cold War. So it has novelty value, but it is broken. I suppose it is a farm that has no wage cost, and it fits into the game design, if you want your island to be a tropical North Korea. The Teamsters don't see it for some reason. The Labor Camp will have the "overloaded" icon above it FOR YEARS. And when it happens, it is resolved quickly. RARELY does any production building have the "overloaded" symbol above it on my island. I ALWAYS have an abundance of Teamsters on my island to transport goods. Why this DLC was ever made, I don't know.ġ1. I so no point in building it unless you like to annoy yourself with trivial "repair" costs. The building isn't great and the housing quality is poor, it degrades in quality over time. I've yet to build it more than a few times as it seems to do next to nothing.ġ0. I only build it for decoration around my base.ĩ. If things are bad enough on your island that you think you need this DLC, then too bad. It converts graduates to Militarist faction, which can be a really good thing, or a minor annoyance.Ĩ. It technically is better than the college, as it gives college education AND also gives fighting skills. If a faction hates you, you can just set the building to that faction, and it improves their approval greatly.ħ. It's really useful to set the building to a faction you don't like to make them hate you less. Useful, but not vital, it does add a few cool decorative items that are neat.Ħ. Pirate -Awesome, overpowered as well, but not as much as cement.ĥ. Cement - Awesome, almost too overpowered. Plantador - Awesome, Must Have, especially if you have Modern Times (MT overwrites a building that the Plantador "brings back". It's the horribles.Īs for the DLCs, I agree with what has been said above.Ģ. :-)Īs a community service, I first want to say don't even consider buying Tropico 5. Modern Times takes you from a pretty, say 19th century "50's" construct into a 21st century construct of colorless, ugly buildings of glass and steel that pollute your skyline. Probably none of the little ones are necessary but are fun add-ons just the same. The VooDoo DLC brings in a new building for tourism that has several ways of running it to accomodate your tourism set up, and if you select the new trait for El Presidente you can lower the need for your citizens to visit clinics. Five pirate huts can bring in a lot of goods. It's also good for maximumising the stocks at your shopping malls and taking up the slack in your corn production. One pirate hut can keep that running on the cheap for the entire game. Especially if you run a nuclear power plant. The Pirate Heaven DLC adds smuggling to your game and can take some of the pressure off the costs of imports. Though I suppose "in good time" is a relative term. With the two cement factories and only two construction buildings things go up in good time. I only usually have two construction buildings and I generally overwhelm them with stuff I've laid out. To follow on with for example if you build two cement factories early in the game, like asap, then your contractors build faster and faster to a maximum rate long before their experience kicks in, and I never feel the need to quick build. The value of individual DLC's imo aside from the missions, is the extra buildings. I personally just want the DLC's for extra missions and levels and stuff just to have a bit more to put into. Originally posted by Star Fire:So I've already beaten all 20 missions *almost twice now*Īnd I just wanted to know witch DLC's are the best ones for tropico 4 since I'm considering buying some of them. Quick Dry Cement DLC's mission is fairly unique, but the building it adds is game-breakingly overpowered, and you're pretty much forced to use it in the DLC's mission.Īll the other DLCs' missions are either lackluster or flatout bad (looking at you, Academy DLC, you worthless pile of junk). Junta DLC's mission is quite interesting to play, especially if you're not usually the militaristic type, and it's the only mission that's actually challenging for Tropico veterans (Plantador's is only challenging early on, Junta stays challenging because no immigrants are allowed and the island isn't well suited for the usual low-manpower tourism strategy). Propaganda DLC and Apocalypse DLC are both fairly bad on their own, but their missions are pretty enjoyable. Pirate DLC and Plantador DLC are both excellent in almost every way, so be sure to pick those up. The DLC's are all of varying quality, but if it's missions you're looking for specifically, certain "pointless" DLC's are actually quite enjoyable. Well, if you don't have Modern Times, get it first.
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