“It not only helps with visually shaping the city and making it more interesting, it also benefits the Tropican individually, in a comprehensible outcome.” “The Tropicans will now have a memory of what’s available to them, and what’s within reach,” Pfeifer said. From the sounds of it, not only will I need housing near the waterfront, I’ll need some good old fashioned dockside bars for when the afternoon whistle blows. I played Tropico 5 for almost 100 hours in the sandbox mode, developing a very manicured island utopia with rigid residential, business and entertainment districts, and didn’t worry much about how far dock workers had to go to get to their job so long as that building was at capacity. This means armchair autocrats will have to concern themselves with both commute times into work and neighborhood amenities afterward, much like the city-building cousins that inspired the first game. ![]() Tropico 6, said Pfeifer, will take into account the time employees are not at work, and productivity will reflect that. In Tropico 5, buildings continued to produce at a rate commensurate with their manpower whether the workers were in the building or not. Probably the best example of “emulated’ Tropicans versus “simulated” Tropicans could be seen in their workplace productivity. Past Tropico games were not so detailed with the citizenry, Pfeiffer explained. “It may be a trickier approach, but a lot of our community was asking for this, and we wanted to follow through,” Pfeiffer said. “We wanted to make it comprehensible to the player what they are up to, how they feel, how they work and what theyre up to there. “Where we looked at the strong points of the game, one was the feeling of having the Tropicans as a part of your empire, and how they enjoy or don’t enjoy living in your banana republic.” Pfeiffer told me.
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