Tropico 6
Hints and Tips:
---------------
Submitted by: David K.
-= Build a Small Export Engine before Expanding =-
Early Tropico is easier when one compact production chain pays for the next one.
Sugar into Rum and Logs into Planks into Boats are strong early patterns because each
turns a simple raw input into a more valuable export. Add enough Teamsters and keep
the chain close to a dock before opening a second district.
-= Cash Arrives in Waves =-
A profitable island can still sit in debt between freighter visits. Do not judge an
industry only by the treasury number between ships. Watch whether finished goods are
reaching the dock, keep a cash reserve for wages and construction, and use manual
saves before expensive expansions when the balance is healthy.
-= Do Not Build Jobs Faster than You Can Fill Them =-
Empty workplaces can stall a good economy. Before placing another factory, check the
Almanac for unemployment, education and open jobs. If the island has many vacancies
but very few suitable workers, raise wages at the workplaces you need filled first,
improve education or bring in more people instead of adding another workplace.
-= Keep Homes and Daily Needs near Jobs =-
Tropicans spend time commuting, eating, resting and visiting services. A compact town
around a production cluster usually outperforms a distant bedroom district. Place
affordable housing near jobs, then add food, healthcare, faith and entertainment
within a reasonable trip so workers spend more time at work.
-= Creative Options Replace Native Cheat Codes =-
Tropico 6 has no native typed cheat-code system. In a single-player Sandbox setup,
use the Creative Options button below the normal settings when you want cheat-like
rules such as unlimited money. This is the built-in answer for experimentation
without installing a third-party trainer.
Interface and Planning:
-----------------------
-= Use Building Search in the Construction Menu =-
Update 23 added building search to the Construction Menu. Use it when a mission or
production chain names a specific building and the era or DLC list has become
crowded.
-= Shape Custom Parks to Fit the Site =-
Update 23 adds Custom Park under Entertainment. Choose the park size, define
planter-box areas and place trees, statues or decorations inside them. Use it to fit
entertainment and greenery into odd spaces instead of rebuilding a district around a
fixed park footprint.
-= Use Overlays before Guessing =-
The Almanac and map overlays are the fastest way to diagnose Tropico. Use residential
coverage and occupancy to find housing shortages, job and education information to
explain vacancies, fertility overlays before placing plantations, and service
coverage before adding another building at random.
-= Move Resource Work Areas when the Source Dries Up =-
Logging Camps and Coconut Harvesters can use assigned work areas on the current
build. Move the work area to the resource instead of rebuilding the entire district
when the original source is depleted or badly placed.
-= Build Separate Towns on Large Islands =-
Long cross-island commutes are a productivity problem even when the road network
looks clear. On large maps, create smaller job-housing-service clusters and connect
them with buses, metros or other transport once those tools are available. Do not
make every Tropican cross the whole island for work or basic needs.
-= Construction Offices Need Workers near the Build Site =-
Construction Office workers travel to each building site. If construction stalls,
check that the office is staffed and that workers are not spending most of the day
crossing the island. Add a local Construction Office for remote districts or islands
before queuing a large build wave.
-= Quick Build Trades Cash for Time =-
Use Quick Build when an urgent power, service, transport or mission building must
finish immediately. It costs extra money, so reserve it for deadlines or the first
essential building in a remote district while cash is tight.
Economy and Trade:
------------------
-= Trade Routes Improve Export Value =-
The dock exports ordinary surplus automatically, but a matching trade route usually
pays a better price for the contracted good. Use trade routes for products you can
supply consistently; do not accept several export contracts that compete for the same
small stockpile.
-= Superpower Standing Changes Trade Offers =-
Trade-route rates and available offers improve as your standing with the sponsoring
superpower rises. Completing that power's route raises its standing but can lower
standing with rivals. Use profitable contracts to repair diplomacy as well as earn
money, and avoid stacking deals that push a rival into a dangerous relationship.
-= Import Raw Materials only when the Factory Can Exploit Them =-
Importing can keep an expensive factory active when local resources are scarce, but
it is not free profit. Check the import price, factory throughput, teamster capacity
and export value together. A factory that cannot move finished goods to the dock can
lose money even with a favorable contract.
-= Raise Budget where the Extra Workers or Output Matter =-
Higher building budgets increase wages and can improve efficiency, service quality or
worker attraction. Use this first on bottleneck factories, utilities, Teamsters and
critical services rather than maxing every building at once. A high budget is an
operating tool, not a universal best setting.
-= Watch Input Stock before Blaming the Factory =-
A factory with idle workers may simply be starving for inputs. Check its local stock,
the upstream producer, Teamster traffic and the dock before building another factory.
If raw goods are sitting at the producer while the factory is empty, the bottleneck
is logistics.
Production and Logistics:
-------------------------
-= Teamsters Move the Economy =-
Teamsters carry raw materials to processors, finished goods to docks and many other
goods between buildings. A production chain can show full output while earning
nothing if the goods never move. Keep Teamster offices near major production
districts and docks, then add capacity when stockpiles grow faster than they are
collected.
-= Separate Islands Need a Transport Link =-
Normal Teamsters work within the road network of their island. When production and
the destination are on different islands, use the appropriate inter-island transport
such as Teamster Ports, bridges where possible or DLC logistics that explicitly move
cargo. A full warehouse on a disconnected island will not reach the main dock by
road.
-= Do Not Centralize Every Teamster Office =-
A giant central Teamster district creates long empty drives to remote farms and
factories. Put offices close to the work they serve, especially near heavy export
industries. When one area is constantly full of uncollected goods, add local hauling
capacity there before expanding the road network elsewhere.
-= Use Emergency Jobs for One Critical Route =-
Teamster Offices can prioritize one route with an Emergency Job. Use it when one
critical input, export, quest delivery or heist setback must move before ordinary
hauling. Remove the priority after the backlog clears so the office returns to normal
work.
-= Electricity Problems Are Usually Load or Reach Problems =-
When powered buildings stop working, check generation, grid connection and total
demand before adding another unrelated power plant. A new high-consumption factory or
DLC building can push the grid over capacity; a remote island can also need its own
connection or local generation.
Housing and Services:
---------------------
-= Shacks Usually Point to Location or Affordability =-
A shack beside a workplace does not automatically mean the island lacks housing
overall. Check whether nearby homes have open places and whether the Tropican can
afford them. Workers often prefer a shack near the job to a long daily trip to a
distant home.
-= Use Housing that Matches Wealth =-
A residential block can stay partly empty while broke or poor citizens build shacks
nearby because they cannot afford the available rent. Mix housing types by wealth and
use work modes that explicitly admit poorer residents when necessary. Students,
unemployed citizens and retirees can remain broke even on a rich island.
-= Transport Extends Practical Housing Range =-
Bus routes and Metros can make a longer home-to-work distance workable, but transport
is not a substitute for every local service. Keep the major job cluster and everyday
needs reasonably close, then use transit to connect districts that truly need to be
separated.
-= Service Buildings Need Access and Staff =-
A clinic, church or entertainment building does not help just because it exists.
Check whether citizens can reach it, whether jobs are filled and whether the building
has enough service capacity. Raise the budget or add a second local service only
after confirming the first one is actually saturated.
-= Crime Safety Is Local =-
Use the Crime Safety overlay to find unsafe districts. Police Stations raise Crime
Safety nearby, so place them where homes, workplaces or other important buildings
sit in red areas.
-= Police Need Reachable Detention Space =-
Police can arrest known criminals automatically, but they still need reachable
Dungeons or Prisons with open capacity. If criminals remain free for years, check
Police Station coverage, staffing and detention space before ordering more arrests.
-= Pollution Cleanup Works by Coverage =-
Cold War Garbage Dumps reduce pollution from buildings inside their radius while
creating pollution at the dump itself. Place them so the actual polluters or dense
residential blocks fall inside the service circle; a remote dump does not clean a
source outside its coverage.
-= Waste Treatment Cleans without Polluting Its Site =-
In Modern Times, Waste Treatment Facilities reduce pollution inside a smaller radius
without polluting their own site. Use them around dense housing, tourism or industry
when a Garbage Dump would add too much pollution of its own.
Politics and Elections:
-----------------------
-= Overall Approval Is More than Faction Standing =-
Election support depends on citizen happiness and political affiliation, not on one
faction meter alone. Use the Almanac to compare Overall Happiness with Caribbean
Happiness and inspect the factions that contain the most citizens before spending
money on a broad popularity fix.
-= Election Promises Create Deadlines =-
A speech promise can create a deadline and force an expensive repair just before the
vote. Promise only what the island can actually deliver. When support is already
safe, a speech with fewer promises can be better than committing to a costly service
or faction demand.
-= Media Can Change Political Support =-
Newspapers, radio and television are not only Liberty buildings. Their work modes can
influence citizens toward factions inside their coverage. Use that deliberately when
one large faction is blocking elections, but remember that lowering Liberty to force
politics can create a different problem with rebels.
-= Choose Faction Demands by Cost and Risk =-
You do not need to satisfy every faction all the time. Prioritize the large or
dangerous groups, take cheap demands when they fit your plan and reject demands that
would wreck the economy. Focus on factions that can threaten an election or trigger
escalation; you do not need every meter to stay green.
-= Do Not Let Superpower Relations Collapse =-
Foreign relations are a survival rule as well as a trade bonus. Very poor relations
can escalate beyond bad contracts and eventually threaten the regime with invasion.
Use trade, diplomacy and Embassies to recover a relationship before it becomes a
military crisis. You cannot afford to antagonize every superpower at once.
Raids and World Wonders:
------------------------
-= Keep Every Era Raid Building =-
Each era unlocks another raid building: Pirate Cove, Commando Garrison, Spy Academy
and Cyber Operations Center. Older raid buildings remain useful after advancing, so
keeping them lets several raids run in parallel and preserves access to their
era-specific operations.
-= One Wonder Heist per Era, Except Biggdrasil =-
You can normally steal one world wonder per era. Update 23 supports 22 heistable
wonders across the four raid buildings. Biggdrasil from Return to Nature is the
exception: stealing it does not consume the Colonial-era heist slot.
-= Budget for Heist Setbacks =-
Wonder heists can stop on setback events that demand money, goods or time before the
raid continues. Do not start a heist with the economy at zero cash and no spare
stock. Each wonder uses 5,000 Raid Points, so build the points before you need
the benefit.
-= Pick Wonders for the Problem You Need to Solve =-
World wonders can alter immigration, education, defense, transport, farming, edict
costs and other systems. Choose the effect that solves the problem your island has
instead of stealing a wonder only because its heist is available.
Eras and Population:
--------------------
-= Protect the Colonial Mandate until Independence =-
If the Colonial Mandate expires before independence, the game ends. Complete Crown
demands when you need more time, but use that breathing room to build Revolutionary
support and a working economy rather than serving the Crown forever.
-= Independence Ends the Colonial Era =-
Track the era-progression objective for Revolutionary approval and support.
Revolutionary tasks, suitable media and pro-Revolution policies help move citizens
away from Royalism. Once the independence requirement is satisfied, choose the
peaceful payment or the fight only after the treasury and defenses can absorb that
choice.
-= Advance Eras after the Economy Can Carry the New Costs =-
A new era unlocks powerful industries and services but also brings more expensive
construction, higher power demand and stricter education requirements. Enter the
next era with a functioning export chain, enough workers and a cash reserve. Advance
only when the new era will not destabilize those basics.
-= Education Mismatch Can Leave Hundreds of Vacancies =-
A large number of open jobs does not mean the island has enough qualified unemployed
workers. Compare job education requirements with the unemployed population. Build
schools or colleges early enough for future industries, and use immigration or raid
operations when the shortage is immediate.
-= Immigration Solves Headcount, Not Every Labor Problem =-
More immigrants can refill an expanding economy, but they still need the right
education, housing and services. Use immigration tools to solve a population
shortage; do not keep adding people when the problem is a long commute or an
education mismatch.
-= Constitution Choices Are Tradeoffs =-
After independence, Constitution options can change voting, labor, military rules,
Liberty and faction standing. Read the effect and the political consequence together
before changing a principle. A Constitution choice that solves one election or
security problem can create a different rebel, worker or faction problem.
-= Spend Knowledge on Planned Unlocks =-
Knowledge unlocks Constitution options, edicts and many building work modes through
the Research menu. Libraries and Research Labs generate Knowledge; the Spy Academy
can also obtain it through raids. Research bottlenecks matter most when the next
industry or political plan depends on a locked rule, so queue those unlocks before
spending Knowledge on low-priority extras.
-= Swiss Money Funds Broker Shortcuts =-
After the Colonial Era, the Broker turns Swiss-bank money into emergency options such
as Knowledge, Raid Points, treasury cash or political favors. Build Swiss money
through Broker tasks and government options that pay into the Swiss account, then
keep part of it in reserve. It is most valuable when it solves a deadline or election
problem that the treasury cannot fix quickly.
Tourism:
--------
-= Tourist Ports Start the Tourism Economy =-
Tourism becomes a separate economy once the Cold War tools arrive. A Tourist Port
brings well-off and rich visitors by ship, so pair it with hotels and attractions
that accept the same wealth levels. Tourists who cannot find suitable accommodation
or entertainment do not become a reliable income stream.
-= Build Tourism by Occupancy, Not by Empty Hotel Count =-
Start with a small hotel-and-attraction cluster and watch occupancy and visitor use
before expanding. If rooms stay empty, fix arrival capacity, travel time, attraction
quality or wealth mismatch first. More empty hotels increase wages and upkeep without
creating more tourists by themselves.
-= Keep Tourist Travel Short =-
Tourists also lose vacation time moving around the island. Keep hotels, attractions
and arrival points in a compact district or give them direct transport. A beautiful
attraction on the far side of a congested city can earn less than a simpler one that
tourists can reach quickly.
-= Airports Target Wealthier Tourists in Modern Times =-
The Modern Times Airport brings rich and filthy-rich tourists. Build it when the
island already has accommodation and high-end entertainment that can take their
money. An Airport does not rescue a weak tourism district if the hotels, attractions
or transport are still mismatched.
Military and Rebels:
--------------------
-= Low Liberty Can Create Rebels in a Happy Country =-
High Overall Happiness and good faction relations do not automatically stop rebel
recruitment. When rebels keep appearing, check Liberty around dense residential and
workplace areas. Media, certain government buildings and military-heavy zones can
change the local Liberty picture enough to matter.
-= Fix Rebel Recruitment before Building More Barracks =-
Military buildings fight rebels after they exist; they do not remove the reason
citizens become rebels. Raise Liberty or address the political cause first, then keep
enough military strength to handle attacks. Otherwise a larger army can coexist with
a growing rebel population.
-= Use Intelligence to Find Rebel Leaders =-
Uncovered rebel leaders can be tracked through the Almanac under special citizens.
Intelligence and security tools help reveal them. Use arrest, bribe or other
legal/political options only when the consequence is worth the Liberty and faction
cost.
DLC Systems:
------------
-= Return to Nature - Manage Nature as a Resource =-
Return to Nature adds a Nature value that works similarly to Beauty and supports 15
new buildings, including Forest Schools, Tree Houses, the Beekeeper and Biggdrasil.
Plan greenery and the new nature-focused economy together; clearing every tree around
a district can directly undermine the value these buildings depend on.
-= Tropican Shores - Put Industry on the Water =-
Tropican Shores expands the economy onto the ocean with 15 water buildings and the
Pearls resource. Use offshore production when coastline and land pressure make it
worthwhile, then make sure the new ocean industry still has a reliable path into the
island economy.
-= Going Viral - Decide Whether to Raise or Suppress Panic =-
Going Viral adds four diseases, a Panic meter, 16 panic-linked edicts and nine
disease-management buildings. Higher Panic unlocks stronger control options, but
disease deaths and disruption can cost more than the edict is worth. Decide whether
you are curing the outbreak or deliberately exploiting Panic before stacking
contradictory policies.
-= New Frontiers - Close the Rocket Production Chain =-
New Frontiers adds the Spaceport Complex, a space-race campaign and industries that
support rocket missions and a Mars colony. Treat the Spaceport like a major
production project: supply its components, workers, power and research before
expecting launches to progress.
-= Caribbean Skies - Drones Need Defined Routes =-
Caribbean Skies adds cargo aircraft and several drone systems. Cargo Airports can
move goods between islands, while delivery and passenger drones depend on the route
or service you assign. Use them to replace a specific transport bottleneck, not as
decoration beside an already broken logistics chain.
-= Festival - Festivals Trade Preparation for Temporary Benefits =-
Festival adds several festival areas, many festival variants and production buildings
for festival supplies. Choose a festival for the effect you need and stage the
required goods before the event. A festival district that cannot supply its inputs
becomes an expensive empty venue.
-= Lobbyistico - Lobbying Creates Corruption =-
Lobbyistico lets Club El Presidente use faction leaders and lobbyists for powerful
perks, but repeated lobbying increases Corruption. Corruption can damage the wider
economy, so treat the Corruption Agency and the cost of another lobby action as part
of the same decision.
-= Spitter - Social Media Can Help or Hurt Standing =-
Spitter adds social-media interactions with celebrities and faction leaders. Use
posts and relationships to influence standing and unlock benefits, but do not assume
every interaction is positive; a badly chosen public action can damage the same
political capital you were trying to build.
-= The Llama of Wall Street - Recheck Export Prices Regularly =-
The Llama of Wall Street makes market prices fluctuate and adds tools for tracking or
influencing those changes. A product that was the best export yesterday may not
remain the best forever. Check current trade values before redesigning the island
around one commodity.
Multiplayer:
------------
-= Set the Win Condition before the Match Starts =-
Multiplayer sandbox maps support 2-4 players. The host chooses the map settings and
victory condition before the match begins, then players choose teams and colors in
the lobby. Confirm the win condition before building; it cannot be changed after the
game has started.
-= Territory Belongs to the Player Who Controls It =-
Each player owns the territory where they start and only that player can build there.
Unclaimed territory requires an Outpost bought with Swiss money before it becomes
usable. Plan expansion around those borders instead of assuming every empty island
tile is shared space.
-= Offensive Military Can Conquer Palace or Outposts =-
To attack another player, switch the relevant military buildings to their offensive
work mode, then select the enemy Palace or Outpost as the conquest target. Losing the
Palace or required territory can end a player's run depending on the match rules, so
protect strategic Outposts as well as the capital.
-= Use the Same Mods and Load Order =-
Multiplayer requires every player to use the same enabled mods in the same load
order. If a host save suddenly stops loading after mod changes, restore the matching
mod set before treating the save as corrupt.
-= Keep Every Player on Hotfix 23.2 or Later =-
Hotfix 23.2 fixed a multiplayer save-load failure caused by synchronization around
tree and decoration placement. Update every player before using old workarounds for
that specific symptom.
-= Keep a Clean Shared Save before Major Mod Changes =-
Start a new game when switching to a substantially different mod setup. Existing
saves should be loaded with the same mods and load order they used before. Keep a
clean multiplayer save before changing a large mod list so the group has a known
rollback point.
Cheat Mods:
-----------
-= Use the Built-In mod.io Browser for Community Mods =-
Tropico 6 has official mod.io integration on the PC versions sold through Steam,
Microsoft Store, Epic and GOG. From the main menu open Mods, enable mods, enter the
mod.io overlay and subscribe. Return to the game, restart when prompted, then enable
or reorder the downloaded mods in the Mods menu.
-= Back Up Saves before Using Cheat Mods =-
The mod.io catalog includes a Cheat category and gameplay mods that change resources,
economy and other rules. These are unofficial community modifications, not native
Cheat Codes. Keep a clean save and test one new mod setup at a time so a bad
result is reversible.
-= Try Creative Options before Adding Cheat Mods =-
For unlimited money and other sandbox rules, use Creative Options first. Add a
community cheat mod only when the built-in settings do not provide the behavior you
need. This keeps mod-related save risk out of simple sandbox experimentation.
Solutions:
----------
-= Goods Are Piling Up and Nothing Reaches the Dock =-
1. Pause new factory construction and inspect the full buildings to identify where
the goods are stuck.
2. Check whether the destination is on the same connected island and road network.
3. Add or relocate Teamster capacity close to the overloaded production district and
dock.
4. Make sure the receiving factory has workers, storage space and the required input
enabled.
5. Run the game until Teamsters begin clearing the stockpile before expanding
production again.
-= Shacks Keep Appearing beside Workplaces =-
1. Open the housing or residency view and inspect the exact area where the shacks
appear.
2. Check nearby housing for empty places and compare the residents' wealth level with
the rent.
3. Add affordable housing close to the jobs when nearby homes are full or too
expensive.
4. If the homes must stay farther away, add a practical transport link such as a bus
or Metro.
5. Recheck the same district after residents have had time to move; do not judge the
fix immediately after construction.
-= Open Jobs Stay Empty =-
1. Open the Almanac and compare unemployment, open jobs and the education level of
the unemployed population.
2. Raise the budget at the critical workplace if low pay is making another job more
attractive.
3. Build the required school or college when the shortage is educational rather than
numerical.
4. Use immigration or a population raid when the island simply does not have enough
available workers.
5. Stop placing more workplaces until the existing high-priority jobs begin filling.
-= Election Support Is Falling despite Good Faction Relations =-
1. Open the Almanac and compare Overall Happiness with Caribbean Happiness instead of
reading faction approval alone.
2. Identify the largest unhappy needs and the factions containing the most citizens.
3. Fix one broad need or use a targeted media work mode, edict or faction action that
reaches the affected voters.
4. Avoid making an expensive election promise unless the island can finish it before
the deadline.
5. Recheck support after the policy has had time to affect citizens before adding
another emergency measure.
-= Rebels Keep Appearing =-
1. Inspect Liberty around the districts where most citizens live and work.
2. Increase Liberty with suitable media, policy or building changes. More military
strength alone does not stop rebel recruitment.
3. Use intelligence or security tools to uncover rebel leaders and monitor the rebel
population.
4. Keep enough military strength to survive attacks while the political cause is
being repaired.
5. Watch whether new rebel recruitment slows; if it does not, recheck Liberty and
faction pressure in the affected district.
-= A Remote Island Cannot Export Its Goods =-
1. Confirm that the producing island has no road connection to the dock or factory
that should receive the cargo.
2. Build an inter-island cargo connection available in your current era or DLC, such
as Teamster Ports, a bridge where possible or a cargo-air route.
3. Place local Teamster capacity near the producer so goods actually reach that
transfer point.
4. Check the destination side for Teamsters, storage space and a valid road
connection to the final dock or factory.
5. Wait for one complete transfer before adding more production to the remote island.
-= Construction Is Stuck for Months =-
1. Select the Construction Office and confirm that it is active and staffed.
2. Check how far its workers must travel to the pending building sites.
3. Add a staffed Construction Office closer to a remote cluster when the existing
crew spends most of the day crossing the island.
4. Use Quick Build on one urgent project when time matters more than the extra cash.
5. Stop queuing more buildings until the existing sites begin completing.
-= Pollution Stays High despite Garbage Dumps =-
1. Open the Pollution overlay and identify the exact buildings creating the hotspot.
2. Place or move a Garbage Dump so those polluters fall inside its cleanup radius.
3. Raise the dump budget when its cleansing rate is too weak for the covered area.
4. In Modern Times, add a Waste Treatment Facility over stubborn hotspots or replace
a dump where the dump's own pollution is causing the problem.
5. Let the cleanup run, then recheck the same area before adding another facility.
-= Crime Safety Stays Low =-
1. Open the Crime Safety overlay and find the red districts affecting residents or
important workplaces.
2. Place a Police Station so its local safety effect covers the weak area.
3. Make sure the Police Station is active and has enough budget for the effect you
need.
4. Build or free capacity in a reachable Dungeon or Prison when known criminals are
not being detained.
5. Let the local safety value update before adding another Police Station.
Technical Issues:
-----------------
-= Update before Chasing Old Update-23 Bugs =-
Use Hotfix 23.2 before troubleshooting Update-23-era save/load bugs. It fixes
disappearing trees and decorations, special trade routes failing to reappear, a
multiplayer save-load sync failure and blocking issues in Caribbean Skies, New
Frontiers and Going Viral.
-= Steam Windows Save Folder =-
Steam Windows saves use *.t6sav files under %USERPROFILE%\Documents\My
Games\Tropico6\Saved\SaveGames\. Steam Cloud is enabled for the title. Copy the whole
SaveGames folder to a separate location before testing mods or troubleshooting a
valuable island.
-= Restore Missing Mods before Loading an Old Save =-
When a save was created with mods, restore the same mod set and load order before
changing the file itself. Keep old saves paired with the mod setup that created them,
and treat a missing-mod warning as a compatibility problem before treating the save
as corrupt.
-= Retry Fixed DLC Blockers on Hotfix 23.2 =-
Hotfix 23.2 repaired recurring-quest or save/load blockers in Penultimo's Secret
Mission, New Frontiers Race to Mars and the Going Viral edicts Secret Plan B and
Voluntary Trial Run. Update, load the affected save and retry the mission or affected
objective before abandoning the campaign.
Reference:
----------
-= Core Production Chains =-
* Rum - Sugar Plantation -> Rum Distillery -> Dock.
* Boats - Logging Camp -> Lumber Mill -> Shipyard -> Dock.
* Most factories - Raw producer -> Teamster pickup -> Processor -> Teamster pickup ->
Dock or local consumer.
* Remote island - Local Teamsters -> inter-island cargo link -> destination Teamsters
-> processor or dock.
-= Superpower Trade Rule =-
Better standing -> better/more trade offers. Completing one power's route -> standing
up with that power, possible standing down with rivals.
-= Raid Buildings by Era =-
* Colonial Era - Pirate Cove.
* World Wars - Commando Garrison.
* Cold War - Spy Academy.
* Modern Times - Cyber Operations Center.
-= World Wonders by Raid Building =-
* Pirate Cove - Stonehenge, Brandenburg Gate, Hagia Sophia, Registan of Samarkand,
The Great Wall, Biggdrasil.
* Commando Garrison - Taj Mahal, Eiffel Tower, Moai Heads, Hikone Castle, Christo
Redentor.
* Spy Academy - Statue of Liberty, Great Sphinx, Colosseum of Rome, Saint Basil's
Cathedral, The Moonlander.
* Cyber Operations Center - Great Pyramid at Giza, Neuschwanstein Castle, Temple of
Heaven, Winter Palace, White House, Eternal Flame.
-= DLC Systems =-
* Return to Nature - Nature value, Biggdrasil and nature-focused buildings.
* Tropican Shores - ocean buildings, Pearls and offshore industry.
* Going Viral - diseases, Panic, disease edicts and medical control buildings.
* New Frontiers - Spaceport, rockets and the Mars/space-race economy.
* Caribbean Skies - cargo aircraft and drone logistics/services.
* Festival - festival areas, festival effects and supply buildings.
* Lobbyistico - lobbying perks balanced against Corruption.
* Spitter - social-media influence and celebrity interactions.
* The Llama of Wall Street - changing market prices and trade manipulation.
-= Steam Save Location =-
%USERPROFILE%\Documents\My Games\Tropico6\Saved\SaveGames\ - *.t6sav files.
-= Cheatbook Contributors =-
This file honors the players who contributed their discoveries to this Cheatbook
entry.
Submissions by: Solta, Kiras.
Thank you to everyone who took the time to share their discoveries!
 |
|
|
CheatBook DataBase 2026 is a freeware cheat code tracker that makes hints, tips, tricks
and cheats (for PC Cheats, Walkthroughs, PSP, Sega, iPhone, Wii U, Playstation, Playstation
2, XBox, Playstation 3, Nintendo 64, DVD, Gameboy Advance, Gameboy Color,
N-Gage, Nintendo DS, gamecube, XBox 360, Dreamcast, Super Nintendo) easily
accessible from one central location. (Release date January 10, 2026)
- All Cheats and Codes inside from the first CHEATBOOK January 1998 until today.
More Infos |
| | |
|