The various Cold War Edicts are more focused on island-specific needs, like whether you're building a tourist-focused economy or an industry powerhouse that shrugs aside the Environmentalist faction in favor of high-output, high-octane manufacturing. RELATED: Tropico 6: Best Industry To Make Money It's these sorts of strategic choices that place the Tropico games on our list of best-ever city-building games. ![]() It's still very useful if you want to transition into an economy more focused on factories and production rather than agriculture. This reduces the overall cost of industrial buildings for two years but will set you back a chunky sum, to begin with. Industrialization is another Edict that requires no research and can be activated as you enter the World Wars era. You'll need to enact another Edict, like the Free Housing edict from the Colonial Era, to balance it out. Watch out for the penalty to communist relations, though. Wealth Tax won't be massively important during the early stages of the game, but when you have more wealthy citizens on your island this provides a lot (A LOT) of cash. The overheads of this Edict will stack up, and it will reduce your standings with the Communists. This is perfect if you've just come from the Colonial era with an island covered in plantations. This is probably the best Edict available to you right off the bat (no research required) and will boost your overall Agricultural production massively. There are a couple of good options here, including Wealth Tax, Agricultural Subsidies, and Industrialization.įirst up, let's talk Agricultural Subsidies. Should be used sparingly, but very strong if you get it right.ĭuring the World Wars, the Edicts get a bit more fun to play around with. It will introduce criminal immigrants to your island, boosting the number of citizens but reducing overall island safety. Lastly, Penal Colony can be an extremely useful Edict to get your island up and running quickly. ![]() ![]() That being said, it's expensive to pay for everyone's housing. This Edict will boost your standing with the communists substantially, ideal if you're pushing for an early revolution. The only other Edict you might consider in the early game is Free Housing. At a base cost of $350 a month, it's definitely worth it to enact it whenever you can. This is great in the Colonial Era for getting stockpiles of valuable resources. The Employee of the Month edict basically doubles your factory and mine output by having workers take on double shifts. If enacted at the right time, this edict can seriously boost your early-game industrial production. Out of the selection of Colonial Era Edicts, Employee of the Month is the most effective.
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |