[Gameplay] Tropico 2: Pirate Cove (1st part)

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As already I commented In the previous installment of this section, I was not able to play live on Twitch to Cities XL, the game chosen from the pack City Simulator (which, remember, includes no less than eight games: the three Impervm CivitasPatrician IIITropicTropic 2Tropic 4 with its expansion Modern TimesCity Life Premium and Cities XL). To compensate for this, the next one chosen was Tropico 2: Pirate Cove, which is, without a doubt, the most atypical title of the entire saga. Instead of being set in the Cold War, the action takes place in the times of the pirates of the Caribbean, putting us in the shoes of a captain who is the owner and lord of a virgin island. Although his legacy seemed to be cut in the following installments, in Tropic 6 (and maybe 5, since I didn't play it) pirate raids are recovered as a means of obtaining money, resources and workers.

The game didn't go too well, to say the least. Aware that pirate well-being is vital for strong leadership, I focused on buildings that would theoretically ensure it, from plantations (a source of raw materials for food and drink) to leisure buildings of all kinds. Unfortunately, I completely forgot something as basic as, to make money and climb the pirate hierarchy, pirate raiding is essential, and it is something I completely left out. As a consequence, said well-being is declining, despite the fact that the strategy was just the opposite.  Dissatisfaction also grows among the captives and, as if that were not enough, the game became slower than it should because I did not notice that, being a very old game, it slows down with long shots when there are too many people to cheer up.

In a future second game we will see if it is recoverable. I will have to cheat because the treasure money is starting to run out, and I can't afford to lose a ship, as sometimes happens in the random events of pirate expeditions.

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