Elections crop up occasionally, but you have the
option to skip them. This might make people unhappy, but it's
your only recourse if you think you'll lose. Unfortunately, there's
no indication of how well you'll do when you're asked to choose
whether to hold election. As soon as you accept, you get a readout
that tells you how the people will vote. Why can't I see this
before I decided whether to hold elections, particularly since
losing an election means my game is over? Elections themselves
are curiously uneventful affairs. You get a simple letter with
the results.
There are edicts in Tropico that let you bend certain
elements of the game, but I haven't experimented very much with
them. For instance, you can burn books to raise religious happiness
and lower intellectual happiness. Some edicts target specific
citizens with bribes, excommunication, incarceration, or assassination.
Most edicts require a specific building and a cash payment. On
the whole, Tropico makes tons of information available to the
player; hold the cursor over something and it's detailed in a
text readout at the bottom of the screen. Edicts, unfortunately,
are an exception to this rule. Luckily, the manual has a chart
detailing what exactly edicts do.
Because the game is pausable, complaints about the
interface aren't crucial. There's no support for right clicks
beyond map scrolling. On the interface, right clicks would have
been useful to cycle backwards through various overlays. The thin
strip to directly bring up the happiness display is far too thin
to be a clickable area.
Tropico could certainly use more hot keys to help
get around faster. It would be nice to bookmark parts of the map.
I'd really like to be able to bind keys to specific almanac entries.
The almanac is a big book of lists and graphs. You can use it
to find specific people, gauge happiness, check your finances,
and so on. The good news is there's a lot of information here.
Nearly anything you could possibly want to know has been put in
the almanac. The bad news is that it fairly sprawls. A lot of
the learning curve in Tropico involves navigating the almanac.
For instance, I had seen an entry for what average pay was on
a Caribbean island; this is a convenient gauge for what people
expect to be paid at any given time. I spent several minutes looking
for it, but for the life of me, I could find it. I finally gave
up. For those of you wondering, it's under the "People"
tab behind the income disparity listing.
Much of the almanac info is buried a few clicks
too deep; I'd rather have more tabs along the right side than
have the information buried two or three levels into the book.
This sort of information sprawl wasn't a problem in the more focused
game world of Railroad Tycoon II, but Tropico is a much more ambitious
game.
Oddly enough, calling up the almanac brings it onscreen
with the cover closed. It also appears this way when it pops onscreen
every January. Why do I need to see the cover of the almanac?
Why do I have to spend an extra mouse click to get to the useful
information? It sounds like some artist at PopTop went to the
trouble of making an almanac cover and they didn't want to waste
his artwork.
As for variety and the game's replayability, the
random scenario designer allows for a lot of different options.
You can choose your victory conditions to allow for different
types of games, but so far, my only successful efforts have been
trying to make everyone as happy as possible. There aren't very
many scenarios and most of them seem skewed towards advanced players.
This is too bad, because PopTop has done great things for Railroad
Tycoon II with their richly scripted scenarios, particularly the
dramatic changes they added in the Second Century expansion. I
hope more things like this are forthcoming for Tropico.
In the meantime, there's a lot here to enjoy. This
is a compelling game with lots of atmosphere and depth. I must
confess I've had high expectations for Tropico and one of the
best things I can say about is that I'm not disappointed.
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