![]() Of course, other problems can just as easily shiver your timbers, and call for a new set of underwear. It's more misery than even a wizened old pirate like yourself deserves to bear. For you don't want to be friendless when a European power finds your island home. Once one of the great powers is your patron, the others can never attack your base, if they somehow discover its location. Spain breathing down your neck because of all those hostages you've taken from their ships? Why not free your French hostages and swear to never attack their ships again? If the French and your island end up in a harmonious relationship, you can declare them your patrons. You'll have to set policies as well regarding the treatment of ships and captives from their different foreign powers. A particularly notorious captain, for instance, will gain more recruits from attacked vessels, and quash mutinies more handily. Each crewmember is individually rated for swordsmanship, marksmanship, gunnery, navigation, and seamanship, while your pirate captains are additionally scored for loyalty, courage, leadership, and notoriety. Where cash is likeliest, the fighting will be worst and while you take no part in the battles, you can at least instruct your buccaneers beforehand to board, pound, or harass the enemy, in order of decreasing danger/rewards. Sometimes your pirates will discover a European colony, or a wealthy trade route. Only your own region's wealth and danger are well known at game's start, but reconnoitering missions can help. Periodically, you send individual ships (six different models, each with its own speed, weapons and crew capacity, etc) to cruise the Caribbean and coastal waters, which are divided into eighteen regions. Which accounts for the Iron Mine-Blast Furnace-Blacksmith/Gunsmith/Cannon Foundry product system: all the sabers, guns, and cannons your crews can manage, produced twenty-four hours a day under this distinctly odd, never-setting Caribbean sun. You'll have to arm your pirates and their ships, too, since few buccaneers ever sank an enemy by reputation, alone. There are dozens of two and three-tiered product systems to build that satisfy these desires, like Tobacco Farm-Cigar Maker-Gambling Den. Pirates want food, drink, wenches, rest, hoards, gambling, well-defended islands and a feeling of anarchy, while prisoners thrive on food, rest, religion, fear, and a sense of order in their lives. The two aren't identical, and are frequently at odds. A lot hinges on pirate and prisoner satisfaction. Life isn't simply a matter of sending out pirates to grab money. As with other city-style construction sims, the primary pleasure lies in the choices you make, and the challenges of balancing micromanaged detail into a winning combination. At the same time, you take care of your prisoners, who do all the island labor, seeing to their basic needs while instilling them with a healthy dose of fear. ![]() Your goal is to make their lives more secure, offering them the comforts and luxuries that any seaborne sociopaths could reasonably expect. To give you some flavor of the work, just remember that Penzance was a Victorian Era seaside resort town.) Other pirate leaders work for you, raiding settlements for captives, and sailing the seas in search of loot. (However, developers Frog City probably chose the title Pirate King for your leader because it features prominently in that comic opera masterpiece, Gilbert and Sullivan's The Pirates of Penzance. It's more appropriate, given your task: the construction of a Caribbean pirate island during the 17th century. The Premise You're a Pirate King or rather, let's call you a Pirate CEO. There's a more open-ended quality to your progress in any given scenario, and a quirky humor that lives far across town from the white picket fence of reality. Tropico 2 has no pretensions to design-your-own-Latino-culture. So why is the old fahrt going on about the original Tropico at the start of a review about a different game.? I'm glad you asked that, and so politely, too! It's because while Tropico 2 uses the same basic interface and provides a similar kind of island-building strategic simulation experience as its predecessor, I find myself better pleased with the results.
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