Tropico 2: Pirate Cove

Last updated
Tropico 2: Pirate Cove!
Tropico2.jpg
Tropico 2: Pirate Cove box art
Developer(s) Frog City Software [lower-alpha 1]
Westlake Interactive (Mac)
Publisher(s) Gathering of Developers
MacSoft (Mac)
Designer(s) William Spieth
Programmer(s) Mark Palange
Artist(s) Vadim Vahrameev
Kelly Kleider
Composer(s) Daniel Indart
Series Tropico
Platform(s) Windows, Mac OS X
ReleaseWindows
Mac OS X
  • NA: May 19, 2005 [4]
  • EU: September 19, 2005
Genre(s) City-building game
Mode(s) Single player

Tropico 2: Pirate Cove is a city-building game developed by Frog City Software and published by Gathering of Developers in April 2003. It is the sequel to Tropico .

Contents

Tropico 2 was a commercial success, with sales above 300,000 copies. The review aggregator Metacritic designated the game's critical reception as "generally favorable". Following the acquisition of the Tropico license by Kalypso Media in 2008, that company published four sequels to Tropico 2: Tropico 3 , Tropico 4 , Tropico 5 and Tropico 6 . The first three sequels were developed by Haemimont Games, while Limbic Entertainment developed Tropico 6.

Gameplay

Tropico 2 is a city-building game. [5] Though much of it is based on the original Tropico, the gameplay is very different. The player runs a pirate island and, as the Pirate King, must keep the pirates happy while stealing as much booty as possible. [6] Workers, called captives, are taken on raids, from shipwrecks off the player's island, or from nations with which an alliance has been established. The captives are responsible for production and construction on the island. They can take on most of the jobs available, including farmer, lumberjack, and blacksmith, and can even be promoted to a pirate. Skilled captives may perform more specialized jobs which unskilled captives cannot. Still, the main goal of the game, other than the objectives stated in a scenario, is to stay in power, much like the original Tropico.

To keep captives happy, certain needs will need to be fulfilled, such as food, rest, religion, fear, and order. Pirates, however, prefer anarchy and defense, along with grub, grog, wenches (beauty aids for female pirates), and betting from various entertainment buildings as well as resting and stashing at personal homes. [7] :97 Anarchy measures the level of disorder in an area and mostly comes from entertainment buildings. Captives are prevented from escaping through the fear mechanic, which is maintained by special structures. Escaped workers may report to other monarchs and cause uprisings. Pirate ships may be built at boatyards or shipyards, and are used to plunder other islands or board enemy ships to steal gold with which the player can build a greater pirate base and occasionally wealthy captives, who do not work but have a ransom that increases as they use entertainment buildings. There are also several challenging scenarios in which the goal is to survive in harsh environments, from angry pirates to escaping captives.

The game offers fewer choices for development compared to its predecessor. In Tropico, the economy could be focused on industry, tourism, military despotism, commodities, or a combination of all four. In Pirate Cove, the player is more limited in scope and path, and will end up building many of the same buildings every time with few additions, which means Pirate Cove does not have the emphasis on spreadsheets and statistics that its predecessor did.

Tropico 2 is the first game to have a campaign in the series, in which each scenario has a goal to be accomplished within the time limit. Goals can range from constructing certain structures, having enough money in the treasury or personal stash, ensuring overall pirate happiness is above a certain point, achieving harmonious relations with a faction, and having a certain number of ships on the island. The campaign follows a pirate king whose traits change as the campaign goes on.

Development

Origins

After PopTop Software completed the original Tropico , its president Phil Steinmeyer was uninterested in developing further games in the series. However, the game's publisher, Take-Two Interactive, requested an expansion pack to capitalize on Tropico's success. [8] Steinmeyer explained that he "really wanted to work with" Frog City Software on the project and approached the studio in 2001, [9] but it was unavailable due to scheduling conflicts. During their talks, the possibility of Frog City's developing Tropico 2 arose instead, [8] and PopTop requested a design pitch from the company in September. [10]

According to Steinmeyer, the teams agreed that "there just wasn't enough material" to develop a second "Castro-style game", and so Frog City began to consider alternative settings. Eventually, the company's Mark Falange suggested a piracy theme, [8] of which Frog City, Steinmeyer and Take-Two Interactive all approved. [8] [9] Frog City's president, Rachel Bernstein, considered the game's approach "a fresh angle" on piracy in games, compared to earlier projects like Sid Meier's Pirates! [8] Tropico 2 entered development shortly thereafter. [9]

Production

Although Frog City developed Tropico 2, PopTop remained involved as the game's producer. At the time, the former company's Bill Spieth explained that PopTop "looks at Pirate Cove milestones, approves Frog City's work, and gives feedback on game play, interface, or whatever." [11] PopTop also created the game's cutscenes. [12] Frog City chose to reuse PopTop's game engine from Tropico, [9] which had also appeared in the earlier Railroad Tycoon II . [13] However, the engine went through a "major rework, and was essentially broken" for the project's initial six months, Steinmeyer explained at the time. This made it impossible for the team to display Tropico 2 and receive public feedback, an aspect of game development that Steinmeyer considered important. [14]

Frog City's initial goal was to produce a "playable build" by March 2002, in preparation for a May announcement and fall release. [15] [14] This schedule was interrupted in February 2002, when Computer Games Magazine , a publication for which Steinmeyer worked as a columnist, opted to do a cover story on Tropico 2. [14] [8] The game was ultimately announced on March 1, 2002. [15] While the preview received positive feedback and energized the team, Frog City was inspired by fan comments to expand the game, especially with regard to pirate captains. This necessitated a delay past the holidays and a budget increase of "several hundred thousand", according to Steinmeyer. However, he was able to negotiate the new schedule and budget with the game's publisher. [14]

Frog City attempted to capture the visual and humor style of the first Tropico, while changing the gameplay mechanics. [11] It occurred to the team that pirates' pleasure-seeking behavior was similar to the behavior of tourists in Tropico, and so they chose to amplify the game's focus on entertainment compared to its predecessor. [16] Spieth described Tropico 2 as a "reverse economy", since money and workers are stolen and expended on the player's pirates, instead of earned as in Tropico. [17] In an effort to solve the first game's pathfinding issues, Frog City decided to restrict unit movement to roads. [8] [10] Despite these changes, much of the original game's interface was retained. [17] In addition, Tropico's composer, Daniel Indart, was hired again to score Tropico 2. [18]

To create Tropico 2's pirate setting, the team "went almost completely with myth and fiction", according to Spieth. Rafael Sabatini's adventure novels were a main reference point for the game, [18] and Spieth compared the game's setting to the island of Tortuga portrayed in Captain Blood . [10] The story of Tropico 2's protagonist was based on the plot of Captain Blood as well. [19] To design the historical pirate leaders, such as Blackbeard and Laurens de Graaf, the team studied tales of their exploits and crafted the characters' strengths and weaknesses accordingly. For example, they were inspired by de Graaf's hatred of Spain to make him unable to work with that country in Tropico 2. [20] The team strove to keep Tropico 2 lighthearted and comedic despite its piracy theme; [18] for example, the pirate overseer unit was made to use a towel whip at Rachel Bernstein's suggestion. [8] [18]

In designing the sequel, Frog City sought to balance its differences from and similarities to its predecessor, which Spieth called "a tightrope [walk] between 'too different,' and 'not different enough.' " [18] Steinmeyer remarked that this concern persisted until near the game's release: certain spectators called Tropico 2 too much unlike Tropico, while its "sales, marketing, [and] overseas offices" considered it to be too similar to sell. He believed that the latter problem was caused by the game's reuse of terrain visuals from Tropico, which led the team to create new tree models, and to edit the "colors and textures" of Tropico 2's reused water and earth graphics. To appease those who found Tropico 2 too different from its predecessor, Frog City increased the game's emphasis on city-building, which had previously been marginalized in favor of pirate raids. [21]

Tropico 2 reached gold status on April 2, 2003. [22] It was released in North America on April 8. [23] A version for Mac OS X was developed by Westlake Interactive and published by MacSoft, [24] releasing in North America in North America on May 19, 2005, [4] and in Europe on September 19.

Reception and legacy

In the United Kingdom, Tropico 2 sold poorly during the first half of 2003. Kristan Reed of GamesIndustry.biz wrote that it was "struggling to sell upwards of 5k", and speculated that software piracy could be the cause. [32] According to former members of Frog City employed at Sidecar Studios, Tropico 2 sold over 300,000 copies worldwide and was commercially successful. [33] The review aggregation website Metacritic designated Tropico 2's critical reception as "generally favorable". [25]

Kristian Brogger of Game Informer summarized Tropico 2 as addictive and "a blast", and noted its "irrepressible charm". However, he called the game a small step down from Tropico, and found its pirate setting unoriginal and its gameplay repetitive. [28] In Computer Gaming World , Di Luo considered Tropico 2 to be a missed opportunity, and found its new mechanics limited and "tedious" compared to the gameplay of its predecessor. Although he enjoyed its theme and audiovisual style, he found that Tropico 2 contains "nothing to set it apart from the crowd." However, Luo argued that the game never loses its "inexplicable charm", and that it "never really gets bad". [26]

Writing for IGN, Barry Brenesal called Tropico 2 an improvement upon Tropico, thanks to its "more open-ended quality" and new setting. He praised its interface, particularly the logbook, and called the game a refreshing standout in the management simulation genre. While Brenesal considered certain aspects of Tropico 2 to be unintuitive, he highlighted its "strong economic engine, [and] well-balanced gameplay." [6] IGN went on to name Tropico 2 "IGNPC's Game of the Month" for April 2003. [23] Conversely, Jason Cross of Computer Games Magazine called Tropico 2's interface superior to that of Tropico, but he felt that the game featured "too much interface and busy work." He found it dated compared to current strategy games, and concluded, "Tropico 2 doesn't come through with enough swashbuckling, ship-boarding flair." [31]

PC Format 's Matt Avery summarized Tropico 2 as "short-lived fun with information overload in place of interaction." Although he remarked that "statisticians will have a field day" with the game's detailed economics, he disliked Tropico 2's lack of direct control over units, and found the overall product "rather limited." [30] Writing for PC Gamer US , Stephen Poole criticized the game's combination of piracy and management gameplay, which he found awkward, unrealistic and unsatisfying. He also argued that the game's musical style is incongruous with its setting. Poole concluded that Tropico 2's theme is "barely a skin-deep covering on a sim that could just as easily have been made about the ACME Widget Factory." [5]

Tropico 2 was the final entry in the series to be published by Take-Two Interactive. No further Tropico games were greenlighted until November 2008, when Kalypso Media bought the Tropico intellectual property from Take-Two and announced Tropico 3 , developed by Bulgaria's Haemimont Games. [34] The game was released in 2009. Afterward, Haemimont Games developed Tropico 4 (2011) and Tropico 5 (2014), [35] both published by Kalypso. [36] Tropico 6 , developed by Limbic Entertainment and published again by Kalypso Media, was announced in June 2017. [37] It was released for PC on March 29, 2019.

Related Research Articles

<i>Sid Meiers Pirates!</i> 1987 video game

Sid Meier's Pirates! is a video game created by Sid Meier for the Commodore 64 and published by MicroProse in May 1987. It was the first game to include the name "Sid Meier" in its title as an effort by MicroProse to attract fans of Meier's earlier games, most of which were combat vehicle simulation video games. The game is a simulation of the life of a pirate, a privateer, or a pirate hunter in the 16th, 17th and 18th centuries. It was widely ported to other systems.

<i>Tropico</i> (video game) 2001 simulation video game

Tropico is a construction and management simulation video game developed by PopTop Software and published by Gathering of Developers in April 2001. Feral Interactive has developed and published a number of the games in the series for Mac OS X. The games see the player taking the role of "El Presidente", who rules a fictional Caribbean island country named Tropico during the Cold War era and beyond.

<i>Pharaoh</i> (video game) 1999 video game

Pharaoh is an isometric city-building game released in November 1999. It was created by Impressions Games and published by Sierra Studios for Microsoft Windows. Using the same game engine and principles of Caesar III, it is the first such game in Sierra's City Building series to focus on another civilization of ancient times. Players oversee the construction and management of cities and settlements in Ancient Egypt, micro-managing every aspect of the city to ensure citizens are fed, employed, healthy and protected from diseases, disasters and wars. An expansion pack, Cleopatra: Queen of the Nile, was released in 2000, developed by BreakAway Games. In 2001, both the game and expansion pack were bundled together as Pharaoh Gold. A remake titled Pharaoh: A New Era was released by Triskell Interactive and Dotemu in 2023.

<span class="mw-page-title-main">Frog City Software</span> American video game developer

Frog City Software, Inc. was an American video game developer based in San Francisco, California. The company was founded in 1994 by Rachel Bernstein, Bill Spieth and Ted Spieth, acquired by Take-Two Interactive in 2003, became part of the 2K label in 2005, and was closed down in 2006.

<i>Railroad Tycoon II</i> 1998 video game

Railroad Tycoon II is a business simulation video game in the Railroad Tycoon series developed by PopTop Software and published by Gathering of Developers. It was released for Microsoft Windows, Mac OS, PlayStation and Dreamcast. It was later ported and released for Linux.

<i>Railroad Tycoon 3</i> 2003 video game

Railroad Tycoon 3 is a video game, part of the Railroad Tycoon series, that was released in 2003.

<i>Commandos 2: Men of Courage</i> 2001 video game

Commandos 2: Men of Courage is a real-time tactics video game, developed by Pyro Studios, published by Eidos Interactive, and released on September 20, 2001. It is a sequel to Commandos: Behind Enemy Lines and the second installment of the Commandos series, and is the only strategy game of the series to be designed not only for Microsoft Windows, but also for PlayStation 2 and Xbox. The game sees players taking control of a squad of commandos, along with various allied units, as they sneak behind enemy lines to accomplish various missions in World War II, between 1941 and 1944, that will help them to thwart the war efforts of the Germans and the Japanese. The game features several improvements to the gameplay from its predecessor, including the ability to use enemy weapons and explore interior locations, the inclusion of three new commandos, a number of new skills for the original six members along with their other abilities, and new pieces of equipment to help overcome the enemy.

<i>Celtic Kings: Rage of War</i> 2002 video game

Celtic Kings: Rage of War is a game developed by Haemimont Games. It is set during the conquest of Gaul by Julius Caesar.

<i>Imperium Romanum</i> (video game) 2008 video game

Imperium Romanum is a 2008 city-building video game for Windows developed by Haemimont Games and published by Kalypso Media. Imperium Romanum is a sequel to the 2006 game Glory of the Roman Empire, by the same developer. Players act as governor of a Roman province and must build and maintain a thriving and prosperous settlement. The game takes place during the time of the Roman Empire. Players build Roman towers, gates, and bridges and use currency to fund projects. The Italian and Spanish versions of the game are titled Imperivm: Civitas II.

<i>Grand Ages: Rome</i> 2009 video game

Grand Ages: Rome is a 2009 city-building and real-time strategy game developed by Haemimont Games and published by Kalypso Media. It is the sequel to 2008's Imperium Romanum. The Italian and Spanish versions of the game are titled as Imperivm: Civitas III. A sequel, Grand Ages: Medieval, was released on September 25, 2015.

<i>Tropico 3</i> 2009 video game

Tropico 3 is a video game developed by Haemimont Games and published by Kalypso Media. Like the previous games in the series, Tropico 3 is a construction and management simulation as well as a political simulation game, with emphasis on city building. As a thematic sequel to Tropico, the game attempts to return to the roots of the series, which puts the player into the shoes of "El Presidente" – a ruler governing over an island banana republic.

<span class="mw-page-title-main">Kalypso Media</span> German video game publisher

Kalypso Media Group is a German video game developer and publisher. Founded in 2006 in Worms, the group includes four companies, in Germany, the United Kingdom and the United States and has studios, Realmforge Studios, Gaming Minds Studios, Claymore Game Studios, and Nine Worlds Studios. Kalypso is best known for publishing Tropico, Sudden Strike, Dungeons and Railway Empire series.

<i>Tropico 4</i> 2011 city management video game

Tropico 4 is a city management and political manipulation game. Developed by Haemimont Games and published by Kalypso Media, it was first released in August 2011 for the Microsoft Windows platform. Like the first and third games in the series, Tropico 4 centers on a customizable main character titled "El Presidente" – the ruler who runs an island-based banana republic. The Mac OS X version of the game was released by Feral Interactive on July 25, 2013, as well as DLC packs Dash for Growth and Captain of Industry. The State of Emergency DLC pack was released by Feral on April 3, 2014.

Video game piracy is the unauthorized copying and distributing of video game software, and is a form of copyright infringement. It is often cited as a major problem that video game publishers face when distributing their products, due to the ease of being able to distribute games for free, via torrenting or websites offering direct download links. Right holders generally attempt to counter piracy of their products by enforcing the Digital Millennium Copyright Act, though this has never been totally successful. Digital distribution of pirated games has historically occurred on bulletin board systems (BBS), and more recently via decentralized peer-to-peer torrenting. In terms of physical distribution, China, Indonesia and Vietnam are known for major manufacturing and distribution centers for pirated game copies, while Hong Kong and Singapore are major importers.

<i>Tropico 5</i> 2014 video game

Tropico 5 is a construction and management simulation video game developed by Haemimont Games. It was released for Microsoft Windows in May 2014, with versions for Linux, OS X and Xbox 360 released later in 2014 as well as versions for PlayStation 4 and Xbox One released in April 2015 and May 2016 respectively.

<i>Pixel Piracy</i> 2014 video game

Pixel Piracy is a 2014 side-scrolling action-adventure game with roguelike elements, developed by Quadro Delta and published by Re-Logic. In the indie game, players construct a pirate ship, hire and train a crew, and guide their crew toward notoriety by defeating the four pirate captains in a procedurally-generated world full of islands. The game features several difficulty modes.

<i>Nemesis of the Roman Empire</i> 2003 video game

Nemesis of the Roman Empire is a real-time strategy role-playing video game developed by Haemimont Games and published by Enlight Software. The sequel to Celtic Kings: Rage of War, the game is set in the Punic Wars and allows the player to take control of one of four nations, as well as Hannibal the Great.

<i>Surviving Mars</i> 2018 video game

Surviving Mars is a city building survival video game initially developed by the Bulgarian studio Haemimont Games, and later by Abstraction Games, and published by Paradox Interactive. It was released on Microsoft Windows, macOS, Linux, PlayStation 4 and Xbox One on March 15, 2018. The player serves as an overseer who must build a colony on Mars and ensure the survival of the colonists. A spiritual successor, Surviving the Aftermath, was released in 2021.

<i>Tropico 6</i> 2019 video game

Tropico 6 is a construction, management and political simulation game in the Tropico series, developed by Limbic Entertainment, published by Kalypso Media, and announced at E3 2017. Originally intended for a 2018 release, Tropico 6 was released on Microsoft Windows, macOS and Linux in March 2019, and for PlayStation 4 and Xbox One in September 2019. It was released for the Nintendo Switch in November 2020, and on PlayStation 5 and Xbox Series X/S in March 2022.

Tropico is a city-building construction and management simulation video game series created by PopTop Software. The franchise was introduced in 2001 with Tropico. With the exception of Tropico 2: Pirate Cove, the games task players to assume control of "El Presidente", a ruler who runs an island-based banana republic. He or she must construct infrastructure, draft policies, forge diplomatic relationships with other nations in the world, and keep their citizens content.

References

Notes
  1. Additional development by PopTop Software
Footnotes
  1. "Tropico 2: Pirate Cove goes gold". GameSpot. Retrieved 2024-01-10.
  2. Lott, Yannick (2003-04-03). "Tropico 2 - Gone Gold!". Rebell.at (in German). Retrieved 2024-01-10.
  3. "Tropico 2 sur PC". Jeuxvideo.com (in French). Retrieved 2024-01-10.
  4. 1 2 "MacSoft to publish Tropico 2: Pirate Cove". Macworld. Retrieved 2024-01-10.
  5. 1 2 3 Poole, Stephen. "Tropico 2: Pirate Cove". PC Gamer US . Archived from the original on October 18, 2006.
  6. 1 2 3 Brenesal, Barry (April 21, 2003). "Tropico 2: Pirate's Cove Review". IGN . Archived from the original on April 6, 2004.
  7. Barba, Rick (2003). Tropico 2 Pirate Cove Strategy Guide. BradyGames.
  8. 1 2 3 4 5 6 7 8 Chick, Tom (April 2002). "Cove Sweet Cove". Computer Games Magazine (137): 48–52, 54.
  9. 1 2 3 4 Steinmeyer, Phil (January 16, 2002). "Inside the Sausage Factory; Keeping Small While Ramping Up Production". Computer Games Magazine . Archived from the original on August 8, 2004.
  10. 1 2 3 "Tropico 2: Pirate Cove Q&A". GameSpot . June 20, 2002. Archived from the original on June 22, 2003.
  11. 1 2 Callaham, John (February 27, 2003). "Tropico 2: Pirate Cove Interview". HomeLAN Fed. Archived from the original on April 1, 2003.{{cite web}}: CS1 maint: unfit URL (link)
  12. Parker, Sam (January 14, 2003). "Tropico 2: Pirate Cove Preview". GameSpot . Archived from the original on April 2, 2003.
  13. Steinmeyer, Phil (November 21, 2001). "Inside the Sausage Factory; The Ups and Downs of the Sales Chart". Computer Games Magazine . Archived from the original on August 8, 2004.
  14. 1 2 3 4 Steinmeyer, Phil (July 2002). "Inside the Sausage Factory; Feedback". Computer Games Magazine (140): 98.
  15. 1 2 Sulic, Ivan (March 1, 2002). "Tropico Loses Eye, Gains Peg". IGN . Archived from the original on March 6, 2002.
  16. Spieth, Bill (February 5, 2003). "Tropico 2 Designer Diary". IGN . Archived from the original on June 5, 2004.
  17. 1 2 Spieth, Bill (January 8, 2003). "Tropico 2: Pirates Cove". IGN . Archived from the original on April 8, 2004.
  18. 1 2 3 4 5 Bub, Andrew S. (January 28, 2003). "Bill Spieth on Tropico 2". GameSpy . Archived from the original on December 26, 2007.
  19. Keefer, John (January 17, 2003). "Previews; Tropico 2: Pirate Cove (PC)". GameSpy . Archived from the original on August 4, 2004.
  20. Tropico 2 Team (April 3, 2003). "Tropico 2's Pirate Kings". IGN . Archived from the original on April 28, 2004.{{cite web}}: CS1 maint: numeric names: authors list (link)
  21. Steinmeyer, Phil (January 2003). "Inside the Sausage Factory; Sequel-itis". Computer Games Magazine (146): 98.
  22. Calvert, Justin (April 2, 2003). "Tropico 2: Pirate Cove goes gold". GameSpot . Archived from the original on April 3, 2003.
  23. 1 2 IGNPC (May 2, 2003). "Game of the Month: April 2003". IGN . Archived from the original on April 11, 2004.
  24. "Tropico 2: Pirate Cove". Macworld. June 29, 2005. Retrieved January 19, 2024.
  25. 1 2 "Tropico 2: Pirate Cove for PC Reviews". Metacritic . Archived from the original on July 26, 2007.
  26. 1 2 Luo, Di (July 1, 2003). "Tropico 2: Pirate Cove". Computer Gaming World . Archived from the original on June 29, 2004.
  27. Fahey, Rob (April 29, 2003). "Tropico 2: Pirate Cove". Eurogamer . Archived from the original on February 18, 2005.
  28. 1 2 Brogger, Kristian; Reiner, Andrew. "A Buccaneer Brouhaha". Game Informer . Archived from the original on February 28, 2005.{{cite magazine}}: CS1 maint: multiple names: authors list (link)
  29. Bemis, Greg (May 8, 2003). "Tropico 2: Pirate Cove (PC) Review". X-Play . Archived from the original on June 3, 2003.
  30. 1 2 Avery, Matt (June 2003). "Tropico 2: Pirate Cove". PC Format (149). Archived from the original on August 6, 2003.
  31. 1 2 Cross, Jason (July 2003). "Tropico 2: Pirate Cove". Computer Games Magazine (152): 74, 75.
  32. Reed, Kristan (June 11, 2003). "UK Charts 2003: Summer Report". GamesIndustry.biz . Archived from the original on August 12, 2003.
  33. "About Us". Sidecar Studios . Archived from the original on March 20, 2007.
  34. Walker, John (November 17, 2008). "Tropico 3: Dictate Your Thoughts". Rock, Paper, Shotgun . Archived from the original on July 8, 2010.
  35. Spasov, Boian (March 17, 2015). "Starting From Scratch: Haemimont Games' Tropico 5 postmortem". Gamasutra . Archived from the original on March 18, 2015.
  36. "Expansion Continues at Pace for Kalypso Media" (Press release). Gamasutra. July 18, 2017. Archived from the original on July 18, 2017.
  37. O'Connor, Alice (June 13, 2017). "Viva El Presidente! Tropico 6 announced for 2018". Rock, Paper, Shotgun . Archived from the original on June 13, 2017.