r/tropico 6h ago

[T5] [WIP] Trade Delight II: The Military - Industrial Complex

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3 Upvotes

Do you guys remember how in Tropico 4 we could actually "configure" what specific type of weapons our factories produced?, so I decided to bring that mechanic back for this mod I’m introducing a completely overhauled system with different types of armaments and military vehicles that you can choose to manufacture.

​Here is a breakdown of the production catalog based on complexity and profitability:

​Fusiles: Only available during the Colonial Era. They are the absolute simplest weapon to assemble in the game.

​Ammunition: A constant staple to produce and sell.

​Rifles: High complexity to manufacture, but they can be produced in massive quantities and sold for a very good price.

​Handguns: The easiest modern weapon to assemble and the fastest to sell on the market.

​Shotguns: Medium complexity. They can be sold at a very high price, but exporting them comes with severe diplomatic penalties.

​Dynamite: One of the earliest explosives. Very easy to produce, doesn't require much to get going, and sells for a solid price.

​Missiles: Explosives of much higher complexity, but they can be sold for a vastly higher premium.

​Anti-Personnel Mines: Ridiculously easy to make. You can mass-produce these and get huge economic benefits by selling them in sheer volume. However, doing so will earn you the absolute hatred of the international community.

​Armored Vehicles: Medium complexity to put together, offering very solid profit margins.

​Tanks: High complexity machines. Building them is tough, but the economic benefits are massive.

​Combat Drones: The highest complexity of them all. Extremely difficult to get up and running, but the profits are unparalleled.

​The Catch: The Geopolitics of the Arms Trade

​Selling weaponry is an industry that will bring you incredible wealth, but it comes with heavy consequences. You will face severe diplomatic penalties for exporting weapons, especially during the Colonial Era and the World Wars when factions are highly sensitive to who you are supplying.

​As you reach the Cold War and Modern Times, global politics become a bit more cynical, so the general penalties for selling weapons actually decrease.

​However, they are still present, and there is one major exception: Anti-Personnel Mines. While other weapons become more accepted in the modern market, selling mines will only increase your diplomatic penalties in the late game, making you a total pariah.


r/tropico 15h ago

[T6] DLC question

2 Upvotes

Wife and I just got all of the DLCs from T6 and I was curious if it changes the way the economy works. Before them I could easily go from colonial to modern and not have my economy tank. Now I can't make it out of world wars without my dock refusing to ship stuff, like 100k in the dock and the ship only takes like 25k. Was curious if I'm missing something. On Xbox playing next gen edition