Tropico 2: Pirate Cove

Platform

zScore

75%

Tropico 2: Pirate Cove

Developer:Frog City Software Genre:Simulation Release Date: Download Games Free Now!

About The Game

As an all-powerful Pirate King, players must manage a seventeenth century band of buccaneers in "Tropico 2: Pirate Cove." To attract the most frightening of history's sea-faring bad boys, Pirate Kings must keep their charges brave and well-supplied between voyages.

Success in Tropico 2: Pirate Cove depends on careful management of the pirate population. As dead men earn no plunder, the King must keep his pirates well equipped for potentially lethal missions. Sea dogs require muskets, cutlasses, cannons, and the skills to use them when they venture forth to plunder the Spanish Main. Pirates equipped with a parrot on their shoulders and a scary black hat are more likely to strike fear into their victims' hearts.

+Downloadwalkthrough16.2 KB
Tropico 2: Pirate Cove

Tropico 2: Pirate Cove Review

By Shawn Oaks |

One of the banes of gaming is the product you enjoy at first, only to have it go sour for you after a few weeks. There can be any number of reasons for this: gameplay that becomes repetitive. A lack of game balance that reveals itself only after you've played the product in a certain way. The thrill of first-rate graphics and music, fading away before a third rate release. For me, the original Tropico uncomfortably fits into this pattern of praise followed by dissatisfaction. I played it heavily and lost the glow fairly soon, because the demands on what to build, when and where, felt far too restrictive, and the atmosphere, very thin. There wasn't a hint of the extraordinarily realistic flavor of Jim Gasperini's 1988 classic, Hidden Agenda, a simulation of Latin American rule that both PopTop Software's Phil Steinmeyer and I loved, and the game he told me hem planned to emulate when making Tropico.

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. Tropico 2 has no pretensions to design-your-own-Latino-culture. 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.

The Premise
You're a Pirate King; or rather, let's call you a Pirate CEO. It's more appropriate, given your task: the construction of a Caribbean pirate island during the 17th century. (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. 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. Your goal is to make their lives more secure, offering them the comforts and luxuries that any seaborne sociopaths could reasonably expect. 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.

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. Life isn't simply a matter of sending out pirates to grab money. A lot hinges on pirate and prisoner satisfaction. The two aren't identical, and are frequently at odds. 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. There are dozens of two and three-tiered product systems to build that satisfy these desires, like Tobacco Farm-Cigar Maker-Gambling Den. You'll have to arm your pirates and their ships, too, since few buccaneers ever sank an enemy by reputation, alone. 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.

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. Only your own region's wealth and danger are well known at game's start, but reconnoitering missions can help. Sometimes your pirates will discover a European colony, or a wealthy trade route. 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. 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. A particularly notorious captain, for instance, will gain more recruits from attacked vessels, and quash mutinies more handily.

You'll have to set policies as well regarding the treatment of ships and captives from their different foreign powers. 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. Once one of the great powers is your patron, the others can never attack your base, if they somehow discover its location. For you don't want to be friendless when a European power finds your island home. It's more misery than even a wizened old pirate like yourself deserves to bear.

Of course, other problems can just as easily shiver your timbers, and call for a new set of underwear. Sufficiently unsatisfied captives might become emboldened enough to escape; and when many of them survive, they'll usually return to lead a mass insurrection. By contrast, your buccaneers are a lot more direct. If one intensely dislikes your rule, they'll simply attack the nearest pirate until somebody dies. (The survivor feels much better about life. The casualty has no complaints, either.) If they all intensely dislike your rule, they'll just kill you and put somebody else in your place.

Tropico 2: Pirate Cove Cheats

You must hold ctrl and shift while entering these codes:CheatEffectgoforitSelected Captive Tries to EscapegoapePirate Becomes Enragedtimber100 Lumberbooty2000 Goldfreebuild (normbuild to deactivate)Normal Building Rules SuspendedbritinvTriggers British InvasionfrenchinvTriggers French InvasionspaininvTriggers Spanish InvasionloseitLose GamewinitWin Game

Tropico 2: Pirate Cove Game Walkthrough

                           Tropico 2: Pirates Cove (PC)
                            Version: 0.001 - 05/23/03
                               By Jim Chamberlin
                           red_phoenix_1@hotmail.com



  ===========================================================================

  << Disclaimer >>

  This document may ONLY be found on </>.

  This document was made for personal use only.  No part of this document may
  be copied or used in any form of media withthout the express written consent
  of Jim Chamberlin.  Unauthorized use of any information herein is a direct
  violation of Copyright Law, and legal action will be taken.

  This document is Copyright  2003 Jim Chamberlin.  All Rights Reserved.

   Frog City Software, Inc., 2003. All rights reserved.  Gathering, 2003.
  All rights reserved.

  ===========================================================================

  << Online References >>

  Tropico 2 Official Site                http://www.tropico2.com
  Cafe Tropico                           http://www.strategyplanet.com/tropico/

  ===========================================================================
                                 Contacting Me
  ===========================================================================

  I am NOT hiding any information, however if your question has not been
  properly answered in this FAQ, email me.  Be sure to read through the FAQ
  (Frequently Asked Questions) section, as that is where I answer questions
  that either will or have made me answer multiple times.  When emailing me,
  put "Tropico 2" in the Subject.  Doing that will get you a faster reply...
  hint, hint.


  ===========================================================================
                                Revision History
  ===========================================================================

  Version 0.01  -  May 23rd 2003  -  16 KB

      Started this FAQ.
      Still Missing Several Sections


  ===========================================================================
                               Table of Contents
  ===========================================================================

  Building a Pirate Island Hideout

    Basics of Pirate Island Hideout Building
    Population
    Resources
    Edicts
    The Business of a Pirate

  Appendices

    Cheats
    Links

  Final Words...

  ===========================================================================
                                    Overview
  ===========================================================================

    When the developers made Tropico 2, they did something very different,
    they actually made the sequel of a game different from the first, not
    just adding a few things to spice things up.  In Tropico, you had to
    develop a working island community, just to keep the plot of the game
    short.  In Tropico 2, you are put in charge of managing an island of
    pirates and their captives.


  ===========================================================================
                        Building a Pirate Island Hideout
  ===========================================================================

    This section goes pretty much in order walking you through the entire
    process of building a successful pirate island hideout.  It should be
    mentioned that building a great hideout is a complicated process that
    involves all sorts of things.  There are many problems that you will
    face, and those are also addresses in the FAQ.


  ---------------------------------------------------------------------------
                                   Population
  ---------------------------------------------------------------------------

    Populating your is very important.  While it's not like population
    goals in say a SimCity type of game, you need a population of trained
    and un-trained people on your island to either be pirates or be one
    of those who is thrown into the support line for the Pirates.

    Wealthy Captives
    ----------------

      Wealthy captives are upper-class people captured on pirate cruises.
      They are found as passengers on the larger types of ships.  Their role 
      on your island is to entertain themselves and party, much like pirates,
      because people like these have never done any work in their lives.
      To you, as pirate ruler, they are like money in a savings account.
      The longer you keep them on your island, the larger their ransoms
      become.

      Like pirates, wealthy captives must pay for entertainment.  But, of 
      course, any ready cash they had when captured has already been 
      plundered.  So they are forced to pay for their entertainment on 
      credit.  The amount they spend is automatically added to the randsom 
      amount on an ongoing basis.  It is up to you to decide how long you 
      want to wait.  If you need cash, you can ransom a wealthy captive 
      immediately upon his arrival.  If you get too greedy your entertainment 
      sites wbecome too crowded and pirates cannot get what they need.

      A ransom number appears in the detail window for all wealthy 
      captives.  This is the current amount of money that is added to the 
      island's treasury if this captive is ransomed.  At any time you wish, 
      you may ransom a wealthy captive using the "Ransome Captive" edict in 
      the edict menu or by clicking on the scroll short cut at the top of 
      the captive detail.  Once issued, the captive disappears from the 
      island.

      The value of a captive is not shared with the crew that captured 
      him/her.  Additionally, wealthy captives do not try to escape.  They 
      are content to wait for their friends to pay their ransom.  The only 
      reason for satisfying to wait for their friends to pay their ransom.  
      The only reason for satisfying their needs is the money earned from 
      ransoming them.

    Working Captives
    ----------------

      The largest segment of the island population consists of working
      captives.  These captives may be skilled or unskilled.  Working
      captives are usually at their work site.  Rarely are they allowed to
      leave for sleeping, eating, or praying.  They also leave during a
      rebellion or escape attempt.  The work site may be a farm, a mine, a
      lumber camp, an industry, a shop, an entertainment spot, or even a
      church for a captive priest.

      If a working captive cannot find a job on the island, you will find 
      them in the stockade most of the time.

        Food - Captives are released from work to eat slop at a chuck tent. 
               They are allowed to eat nothing else.  Sometimes, pirate 
               rulers might station a chuck tent near several worksites, 
               this way, when work crews need food they need only go as 
               far as the chuck tent.  Chuck tents are very cheap and easy 
               to build.  If you have a starvation problem, you need more 
               corn farms and/or chuck tents.

        Shelter - Unlike pirates, captives are not attached to their 
                  sleeping quarters.  They have to sleep anywhere vacant.  
                  They will prefer to sleep in a bunkhouse if a spot is open 
                  nearby.  Otherwise they sleep on the ground where they don't 
                  get as much rest.

        Prayer - Periodically, captives are released for church, if there is a 
                 church on the island.  Meeting this need tends to make 
                 captives more resigned.

        Fear - An environmental factor caused by various structures on the 
               island.  Much fear ass to resignation.

        Order - This is another environmental factor that adds to
                resignation.  How rigorous do the rules seem to the 
                captive?

      Captives who perceive evidence of highly successful or impressive 
      pirates around them to be more resigned to continued captivity.  
      For example, a large rich looking palace or pirate mansion can 
      have this effect.

      If you are keeping a really close look at some particular captives,
      you can use the thoughts panel to check up on them.  Their thoughts
      (in red) will tell you hat elements of resignation are not being met
      for this captive.  You can try to fix it.

        Escapes - Occasional escape attempts are not that bad, and may
        even alert you to an area on your island that needs more fear, order,
        food, or something else.  If you've worked out a system for a steady
        supply of captives, loosing one or two every once in a while isn't a
        problem.

        When an escape attempt is made, the captive runs for the shore of the
        island.  If he/she makes it, he/she finds a floating log, abandoned
        skiff, or some other means of getting off the island.  You'll just see
        him/her vanish.  It is better for you if a captive is killed before
        they get there and your pirates will try to make this happen by
        attacking him/her.

        Guards and overseers can usually be counted on to pursue and attack.
        Other pirates' reactions are more randsom.  They will shoot at or
        stab them if they run right by them.  Otherwise, they are busy
        drinking, wenching, etc, and thye may not care too much if any
        particular captive is on the run.

        If a pirate does manage to kill an escaping captive, it makes more
        escapes a bit less likely for a while.  If someone makes it to the
        beach and gets away, it makes excapes more likely for a while.

        Rebellions - Rebellions are considerably more serious and start
	just like escape attempts.  A captive goes over the edge and decides
	things are going to change.  Each time this happens a check is made
	using the leadership of the potential escapee and the courage of the
	people around him, as well as their resignation.  If people fail
	this check, a rebellion begins.

      Working captives are divided into two groups: skilled and unskilled.  
      The groups are mutually exclusive and an unskilled worker can never 
      be promoted to a skilled worker.  Both groups are necessary to your 
      island.  The unskilled are flexible and can take any job.  Also they 
      can be converted to pirates with a press gang edict.  Skilled workers 
      can work only in their chosen field.  If no job in their field can be
      found they are idle.  However, they are more skilled and also sometimes 
      required for unlocking a new building.

      Skills are ranked from 0 to 5.  Skilled captives begin their island 
      career with a skill level of 3, 4, or even 5 in their choice skill.  
      They can work only in a site that makes use of their skill.  They will 
      be idle if there are no proper jons.  Choice skills improve to a 
      maximum of 5 through practice.  Skilled captives never learn new 
      skills.

      Unskilled captives begin their careers on the island with a low skill 
      level in all skills.  Unskilled captives take the first available job.  
      You may control job placement by firing workers and by restricting the 
      numbers at a given work site.  As unskilled workers do their job, they
      get better at it up to a maximum of 3.

    Pirates
    -------

      Wealthy captives are upper-class people captured on pirate cruises.
      They are found as passengers on the larger types of ships.  Their role
      on your island is to entertain themselves and party, much like pirates,
      because people like these have never done any work in their lives.
      To you, as pirate ruler, they are like money in a savings account.
      The longer you keep them on your island, the larger their ransoms
      become.


  ---------------------------------------------------------------------------
                          Husbandry (Food and Farming)
  ---------------------------------------------------------------------------

    Pirates make up less then half the population of most island but bring 
    in nearly all of the income.  Only pirates may serve on pirate ships, 
    and pirate ships are the main way to earn gold.  When a pirate ship 
    returns from a cruise, the pirates usually leave the ship and head to 
    town where they try to meet their needs.

    The pirates spend most of the money they receive on a cruise in the town 
    and it's up to you to make sure that the pirates earn enough gold to meet 
    the prices for services in your town.  If you are too greedy, your 
    pirates won't meet their needs and will graduallys top supporting you 
    as ruler.



  ===========================================================================
                                   Appendices
  ===========================================================================

    Depending who you talk to, "Appendices" will have different meanings.
    Most of us (FAQ Writers) use them more as a "miscellaneous statistics"
    section, which is what I do.  Below, you'll find all kinds of misc.
    information that will surely improve your gameplay, as well as inform
    you of things you may ave never known.


  ===========================================================================
                                     Cheats
  ===========================================================================

  How to Cheat.

  To bring up the cheat dialog box, hold down on the Control Key (ctrl) 
  and Shift Key, type in the code, then release the ctrl & shift keys.


		booty - 2000 gold
		timber - 100 lumber
		goape - Pirate becomes Enraged
		goforit - Selected Captive trys to escape
		freebuild - Normal Building rules are suspended
		normbuild - Back to Normal
		britinv - Triggers British invasion
		frenchinv - Triggers French invasion
		spaininv - Triggers Spanish invasion
		loseit - Lose Game
		winit - Win Game

  ===========================================================================
                                     Links
  ===========================================================================

       This is where you'll find Tropico 2-related sites or pages.  Be careful
       with the addresses.  Some had to be made into two or more lines long
       due to the margin restrictions.

    Tropico 2 Official Site          http://www.tropico2.com
    Cafe Tropico                     http://www.strategyplanet.com/tropico/


  ===========================================================================
                                Revision History
  ===========================================================================

  Version 0.01  -  May 23rd 2003  -  16 KB

      Started this FAQ.



  ===========================================================================
                                 Final Words...
  ===========================================================================
   _______
   Credits
   
   Mr. Anonymous for getting me Tropico 2.  You know who you are.  Thanks!
   for hosting my FAQs.
   Jeff "CJayC" Veasey for hosting my FAQs.
   Al Amaloo for hosting my FAQs.
   The Tropico 2 game manual.


   This FAQ was writen entirely using the GWD Text Editor:  (shareware)
     http://www.gwdsoft.com/

   ____________________________
   Misc Facts about the Author:
   
   Email Address: red_phoenix_1@hotmail.com
   Other FAQs: Check out /features/recognition/2717.html



  << Disclaimer >>

  This document may only be found on </>.

  This document was made for personal use only.  No part of this document may
  be copied or used in any form of media withthout the express written consent
  of Jim Chamberlin.  Unauthorized use of any information herein is a direct
  violation of Copyright Law, and legal action will be taken.

  This document is Copyright  2003 Jim Chamberlin.  All Rights Reserved.

   Frog City Software, Inc., 2003. All rights reserved.  Gathering, 2003.
  All rights reserved. 
                    

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