{
  "generatedAt": "2026-06-06T02:50:48.286Z",
  "entries": [
    {
      "game": "t1",
      "page": "index.html",
      "sectionId": "14-scenarios",
      "missionTitle": "Jailhouse Rock",
      "missionSlug": "jailhouse-rock",
      "tier": "medium",
      "overview": "Jailhouse Rock wants 35 prisoners AND $250,000 tourism in 50 years. The trap is trying to do both at once — arrests tank tourism happiness. Tackle them sequentially."
    },
    {
      "game": "t1",
      "page": "index.html",
      "sectionId": "14-scenarios",
      "missionTitle": "New Havana",
      "missionSlug": "new-havana",
      "tier": "medium",
      "overview": "New Havana asks for $100,000 in the Swiss account within 50 years. The 3-bank + Building Permit combo is the canonical solve — proven to clear $55,000 by year 40 alone."
    },
    {
      "game": "t1",
      "page": "index.html",
      "sectionId": "14-scenarios",
      "missionTitle": "Mi Corazon",
      "missionSlug": "mi-corazon",
      "tier": "medium",
      "overview": "Mi Corazon scores you on overall happiness after 30 years with two constraints: $25/month max pay AND no election fraud. The wage cap means you can't buy happiness — you have to provide it."
    },
    {
      "game": "t1",
      "page": "index.html",
      "sectionId": "14-scenarios",
      "missionTitle": "The Good Earth",
      "missionSlug": "the-good-earth",
      "tier": "medium",
      "overview": "The Good Earth wants $500k in farming exports by 1990 with a max of 5 EDUCATED workers. The cap is the entire puzzle — every educated worker slot is a strategic decision."
    },
    {
      "game": "t1",
      "page": "index.html",
      "sectionId": "14-scenarios",
      "missionTitle": "Triassic Park",
      "missionSlug": "triassic-park",
      "tier": "medium",
      "overview": "Triassic Park is unique: you START with 204 citizens and need to DROP to 100 max while reaching $100k treasury. Depopulation game — fire workers, bulldoze housing, hold the military together."
    },
    {
      "game": "t1",
      "page": "index.html",
      "sectionId": "14-scenarios",
      "missionTitle": "Tropicolegio",
      "missionSlug": "tropicolegio",
      "tier": "hard",
      "overview": "Tropicolegio asks for 25 college + 50 high-school educated citizens in 40 years on $10,000 starting cash with 60 starting population. The bottleneck is teacher supply and motivating students to actually enroll — Tropican-born kids will skip school unless their adult prospects materially improve."
    },
    {
      "game": "t1",
      "page": "index.html",
      "sectionId": "14-scenarios",
      "missionTitle": "Eco Trop",
      "missionSlug": "eco-trop",
      "tier": "hard",
      "overview": "Eco Trop wants 60 eco-tourists, environment rating ≥80, AND $100,000 in your Swiss account within 50 years on $25k starting cash. The order matters — chase Swiss money first while keeping the island pristine, then flip the switch on tourism late."
    },
    {
      "game": "t1",
      "page": "index.html",
      "sectionId": "14-scenarios",
      "missionTitle": "Born Again",
      "missionSlug": "born-again",
      "tier": "hard",
      "overview": "Born Again is a 300-population + ≥60-happiness goal over 50 years. Hard because population scaling drags happiness down — adding citizens faster than you can house and feed them tanks your approval rating."
    },
    {
      "game": "t1",
      "page": "index.html",
      "sectionId": "14-scenarios",
      "missionTitle": "Summer Games",
      "missionSlug": "summer-games",
      "tier": "hard",
      "overview": "Summer Games asks for Power Plant + Airport + Hospital + Luxury Hotel built by 1972 with fewer than 5 shacks. Four of the most expensive structures in the game on $20k starting cash with only 22 citizens — pure revenue race."
    },
    {
      "game": "t1",
      "page": "index.html",
      "sectionId": "14-scenarios",
      "missionTitle": "The Mother of All Cigars",
      "missionSlug": "the-mother-of-all-cigars",
      "tier": "hard",
      "overview": "$2,000,000 in cigar exports over 50 years — the all-time cigar mega-run. You'll need ~10 cigar factories backed by ~30 tobacco farms and an education pipeline that doesn't choke."
    },
    {
      "game": "t1",
      "page": "index.html",
      "sectionId": "14-scenarios",
      "missionTitle": "I've Got a Secret",
      "missionSlug": "ive-got-a-secret",
      "tier": "hard",
      "overview": "US relations ≥80, Soviet relations ≤50, AND $20,000 Swiss in 30 years. The tension is that pro-US edicts cost money and pro-US faction development crimps the Soviet ceiling — you must thread both diplomatic axes without going broke."
    },
    {
      "game": "t2",
      "page": "t2.html",
      "sectionId": "11-campaign-and-scenarios",
      "missionTitle": "Episode 1: Beer for Buccaneers",
      "missionSlug": "episode-1-beer-for-buccaneers",
      "tier": "tutorial",
      "overview": "Episode 1 \"Beer for Buccaneers\" is the tutorial episode — build a Brewery + Smuggler's Dive within 1 year. No combat. The point is learning building placement; pay attention to the lumber chain."
    },
    {
      "game": "t2",
      "page": "t2.html",
      "sectionId": "11-campaign-and-scenarios",
      "missionTitle": "Episode 2: Pirate Industry",
      "missionSlug": "episode-2-pirate-industry",
      "tier": "tutorial",
      "overview": "Episode 2 \"Pirate Industry\" introduces production chains: Iron Mine → Blast Furnace → Blacksmithy → Dock. Linear layout makes or breaks the run."
    },
    {
      "game": "t2",
      "page": "t2.html",
      "sectionId": "11-campaign-and-scenarios",
      "missionTitle": "Episode 3: Raiders of the Caribbean",
      "missionSlug": "episode-3-raiders-of-the-caribbean",
      "tier": "easy",
      "overview": "Episode 3 \"Raiders of the Caribbean\" asks for $3,000 treasury + a Boatyard in 4 years. Short episode → ransom captives immediately for cash, don't hold them for value growth."
    },
    {
      "game": "t2",
      "page": "t2.html",
      "sectionId": "11-campaign-and-scenarios",
      "missionTitle": "Episode 4: Privateers, Not Pirates",
      "missionSlug": "episode-4-privateers-not-pirates",
      "tier": "easy",
      "overview": "Episode 4 \"Privateers, Not Pirates\" wants 65% average pirate happiness AND a Sloop for Henry Morgan. The counterintuitive insight: sailing pirates DOESN'T raise happiness — keep them ashore."
    },
    {
      "game": "t2",
      "page": "t2.html",
      "sectionId": "11-campaign-and-scenarios",
      "missionTitle": "Episode 5: Jamaican Rum",
      "missionSlug": "episode-5-jamaican-rum",
      "tier": "easy",
      "overview": "Episode 5 \"Jamaican Rum\" introduces the Pirate Cave and the Hoard system: stash $1,000 in the cave within 8 years. The $3k+ overshoot becomes Episode 6's starting treasury, so push past the minimum."
    },
    {
      "game": "t2",
      "page": "t2.html",
      "sectionId": "11-campaign-and-scenarios",
      "missionTitle": "Episode 8: Frigates and Shipbuilding",
      "missionSlug": "episode-8-frigates-and-shipbuilding",
      "tier": "hard",
      "overview": "Episode 8 \"Frigates and Shipbuilding\" wants 2 Frigates + $2,000 hoard in ~4 years. The bottleneck is 125 lumber per Frigate plus $1,000 gold per ship — your whole island has to be reshaped around lumber output, and the French invasion in January 1680 kills runs that don't pre-stage defense."
    },
    {
      "game": "t2",
      "page": "t2.html",
      "sectionId": "11-campaign-and-scenarios",
      "missionTitle": "Episode 10: Tortuga",
      "missionSlug": "episode-10-tortuga",
      "tier": "hard",
      "overview": "Episode 10 \"Tortuga\" asks for 4 large ships (ideally 2 Frigates + 2 Galleons) and a $5,000 hoard within 14 years. The trick is the Frigate/Galleon pairing — solo cruising gets your captain killed before you hit the hoard target."
    },
    {
      "game": "t2",
      "page": "t2.html",
      "sectionId": "11-campaign-and-scenarios",
      "missionTitle": "Episode 11: The Treasure Fleet",
      "missionSlug": "episode-11-the-treasure-fleet",
      "tier": "hard",
      "overview": "Episode 11 \"The Treasure Fleet\" needs $10,000 hoarded and French patronage maintained in 9 years. Pure hoard race — the only diplomatic concern is not pissing off France."
    },
    {
      "game": "t2",
      "page": "t2.html",
      "sectionId": "11-campaign-and-scenarios",
      "missionTitle": "Episode 12: The Jolly Roger",
      "missionSlug": "episode-12-the-jolly-roger",
      "tier": "hard",
      "overview": "Episode 12 \"The Jolly Roger\" wants 50+ pirates, 62.5%+ pirate happiness, $5k hoard, AND diplomatic relations with one power within 9 years. Multi-axis goal but you inherit Episode 11's hoard — if you carried over you can essentially burn capital on happiness infrastructure."
    },
    {
      "game": "t2",
      "page": "t2.html",
      "sectionId": "11-campaign-and-scenarios",
      "missionTitle": "Episode 14: Pirate Defense",
      "missionSlug": "episode-14-pirate-defense",
      "tier": "hard",
      "overview": "Episode 14 \"Pirate Defense\" needs 87% pirate Defence satisfaction OR patron status, plus $10k hoard, in 10 years. Patron route is the trap — go full Defence aura instead."
    },
    {
      "game": "t2",
      "page": "t2.html",
      "sectionId": "11-campaign-and-scenarios",
      "missionTitle": "Episode 15: The Last Golden Age",
      "missionSlug": "episode-15-the-last-golden-age",
      "tier": "hard",
      "overview": "Episode 15 \"The Last Golden Age\" wants 6 captains (recruiting 3 new) and 6 ships in 12 years. The $5k-per-captain recruitment cost is the entire game — every other choice should be cost-controlled to preserve recruitment capital."
    },
    {
      "game": "t2",
      "page": "t2.html",
      "sectionId": "11-campaign-and-scenarios",
      "missionTitle": "Episode 16: The War of Jenkins' Ear",
      "missionSlug": "episode-16-the-war-of-jenkins-ear",
      "tier": "hard",
      "overview": "Episode 16 \"The War of Jenkins' Ear\" is the final campaign episode — $7,500 hoarded specifically from British Royal Navy targets in 9 years. Limited resources, emergent threats, and a ransom finisher."
    },
    {
      "game": "t3",
      "page": "t3.html",
      "sectionId": "11-campaign",
      "missionTitle": "Mission: Bananas",
      "missionSlug": "mission-bananas",
      "tier": "hard",
      "overview": "Bananas asks for 8,000 units of agricultural exports before 1970 on St. Helena. The trap is taking the \"bananas\" name literally — bananas are food, not cash. Cash crops processed through factories count and pay 5–10× more per unit."
    },
    {
      "game": "t3",
      "page": "t3.html",
      "sectionId": "11-campaign",
      "missionTitle": "Mission: Isla de la Aro",
      "missionSlug": "mission-isla-de-la-aro",
      "tier": "hard",
      "overview": "Isla de la Aro is a branching mission — pick USSR, US, or independent Caribbean. The mistake is treating the three as equivalent; they require different El Presidente trait setups. Choose the path that matches the build you already have."
    },
    {
      "game": "t3",
      "page": "t3.html",
      "sectionId": "11-campaign",
      "missionTitle": "Mission: Viva Tropico",
      "missionSlug": "mission-viva-tropico",
      "tier": "hard",
      "overview": "Viva Tropico asks for overall happiness 65 — widely considered the hardest mission in the base campaign. Every one of the 10 happiness factors has to be above ~50 simultaneously; one neglected factor tanks the average."
    },
    {
      "game": "t3",
      "page": "t3.html",
      "sectionId": "11-campaign",
      "missionTitle": "Mission: Industry Titan",
      "missionSlug": "mission-industry-titan",
      "tier": "hard",
      "overview": "Industry Titan slaps a 50% export price penalty on everything. Raw goods are dead money — only premium processed goods remain profitable."
    },
    {
      "game": "t3",
      "page": "t3.html",
      "sectionId": "11-campaign",
      "missionTitle": "Mission: The Great Game",
      "missionSlug": "mission-the-great-game",
      "tier": "hard",
      "overview": "The Great Game offers $600,000 in exports OR happiness 60 — pick one. Most players find the export route easier; happiness 60 in this mission's biome takes substantially more infrastructure."
    },
    {
      "game": "t3",
      "page": "t3.html",
      "sectionId": "11-campaign",
      "missionTitle": "Mission: Divided Loyalty",
      "missionSlug": "mission-divided-loyalty",
      "tier": "hard",
      "overview": "Divided Loyalty is the faction-management mission — rebel pressure compounds if you let factions drift below 40% support. Media buildings are the load-bearing infrastructure; military is the backup plan."
    },
    {
      "game": "t3",
      "page": "t3.html",
      "sectionId": "11-campaign",
      "missionTitle": "Mission: Freedom",
      "missionSlug": "mission-freedom",
      "tier": "hard",
      "overview": "Freedom wants $500,000 in treasury before 1990. Pure economy race. The counterintuitive insight: keep happiness LOW (50–55%) to avoid the wage/service spending spiral that eats your treasury."
    },
    {
      "game": "t4",
      "page": "t4.html",
      "sectionId": "11-campaign",
      "missionTitle": "Mission 7: Crisis",
      "missionSlug": "mission-7-crisis",
      "tier": "hard",
      "overview": "Pachanga Volcanica is a Cold War pressure cooker — DEFCON ratchets up over time, and you have to pick a win condition before it tops out. Two viable paths: build nukes for a power win, or quietly funnel $75K to your Swiss account and disappear with a new identity. Either way, military buildup is non-negotiable — the DEFCON timer keeps spinning regardless of which path you choose."
    },
    {
      "game": "t4",
      "page": "t4.html",
      "sectionId": "11-campaign",
      "missionTitle": "Mission 10: Independence Day",
      "missionSlug": "mission-10-independence-day",
      "tier": "hard",
      "overview": "Isla Desconcida is a two-phase mission disguised as one. Phase 1 you bait the EU into colonizing you on purpose — that's what unlocks advanced buildings. Phase 2 you flip the script and stage a revolution against them. The tricky bit: the same citizens who help Phase 1 (monarchists from pubs and houses) become Phase 2's enemies, so you have to grow a parallel revolutionary population late."
    },
    {
      "game": "t4",
      "page": "t4.html",
      "sectionId": "11-campaign",
      "missionTitle": "Mission 11: Fruity Business",
      "missionSlug": "mission-11-fruity-business",
      "tier": "hard",
      "overview": "Puerto Angelico is corporate raiding via agriculture. You crash global fruit prices by flooding the export market, then buy out Fruitas LTD share by share while Keith Preston tries to wreck your industrial revenue. The endgame is paying $100K for \"Chinese ninjas\" to take the last 1% — yes, that's the actual game mechanic."
    },
    {
      "game": "t4",
      "page": "t4.html",
      "sectionId": "11-campaign",
      "missionTitle": "Mission 12: The Olympic Heist",
      "missionSlug": "mission-12-the-olympic-heist",
      "tier": "hard",
      "overview": "Isla Tropicana is a ranking race against Keith Preston for Olympic hosting. The mandatory infrastructure (50 MW, 3 hotels, 2 clinics, 12 policemen) is just the floor — the ranking points that win the bid come from prestige buildings stacked on top. Two recurring drains will test your patience: Jorge the athlete keeps stumbling into expensive crises (always pay), and Keith's sabotage escalates over time (counter with secret agents)."
    },
    {
      "game": "t4",
      "page": "t4.html",
      "sectionId": "11-campaign",
      "missionTitle": "Mission 14: To Bait Fish Withal",
      "missionSlug": "mission-14-to-bait-fish-withal",
      "tier": "hard",
      "overview": "Isla Oscura is a blackmail mission. Generalissimo Santana knows your real identity and keeps making escalating demands — rollercoasters, women, power, export-price cuts. The trick: his penalties for refusing are usually cheaper than compliance. Quietly fund Marco Moreno's rebellion on Puerto Gato while you stall Santana with refusals."
    },
    {
      "game": "t4",
      "page": "t4.html",
      "sectionId": "11-campaign",
      "missionTitle": "Mission 15: Best Served Cold",
      "missionSlug": "mission-15-best-served-cold",
      "tier": "hard",
      "overview": "Puerto Gato is conversion math. You need to flip 70 underground resistance members through a combo of infrastructure (power + housing), press (journalists), elections, and military pressure. Santana booby-trapped the island before leaving — expect industrial damage and planted explosives. There's also a traitor general subplot waiting to flip on you."
    },
    {
      "game": "t4",
      "page": "t4.html",
      "sectionId": "11-campaign",
      "missionTitle": "Mission 16: Operation Endgame",
      "missionSlug": "mission-16-operation-endgame",
      "tier": "hard",
      "overview": "Costa Laplata starts you handcuffed: corruption is already at 40, only general edicts are unlocked, and 5 corrupt UN Inspectors skim your treasury until you remove them. Each inspector has a specific removal trigger — you can't pay them off, you have to meet their challenge. Drive corruption down early with exports and farms while you work through the inspectors one by one, then push happiness to 60% for the win."
    },
    {
      "game": "t4",
      "page": "t4.html",
      "sectionId": "11-campaign",
      "missionTitle": "Mission 17: Forgiveness",
      "missionSlug": "mission-17-forgiveness",
      "tier": "hard",
      "overview": "St. Maria Magnifica is a Swiss bank grind. $230,000 is a lot — the real mission is figuring out the most efficient combo of faction-leader bonuses to hit it before the assassination subplot times out. Investigate the three \"accidents\" in parallel; the main pressure is cash, not plot."
    },
    {
      "game": "t4",
      "page": "t4.html",
      "sectionId": "11-campaign",
      "missionTitle": "Mission 18: The Clandestine War",
      "missionSlug": "mission-18-the-clandestine-war",
      "tier": "hard",
      "overview": "Pachanga Volcanica is \"Tropico as a James Bond honeypot.\" Each of three American spies needs a custom setup to eliminate. Plus a volcano erupts late — that's not optional, prepare cash to rebuild. The trick: build the tourism + bait infrastructure for all 3 spies upfront so investigations can chain instead of stalling."
    },
    {
      "game": "t4",
      "page": "t4.html",
      "sectionId": "11-campaign",
      "missionTitle": "Mission 19: Perestroika",
      "missionSlug": "mission-19-perestroika",
      "tier": "hard",
      "overview": "Cara Libro is a multi-thread political stress test. You're running Soviet \"perestroika\" reforms (glasnost, free market) while Nick Richards sabotages your relations and steals your evidence tape twice. Plus a nuclear missile sits in orbit for 5 years that you \"dodge\" by building 10 wind turbines — yes, the plot says you literally move the island. KISS does not apply here."
    },
    {
      "game": "t4",
      "page": "t4.html",
      "sectionId": "11-campaign",
      "missionTitle": "Mission 20: Tropican Utopia",
      "missionSlug": "mission-20-tropican-utopia",
      "tier": "hard",
      "overview": "Isla de Hierro is a mining island — your first 5 years are a sprint for cash via iron mines, then you pivot to welfare (edicts, hospitals, cathedrals), and finally bankroll the three monuments. The trick is sequencing: don't flip on the welfare edicts before you have a treasury cushion, and don't start the monuments while the edicts are still burning $1,500/month. Carry $80K+ before turning on welfare."
    },
    {
      "game": "t5",
      "page": "t5.html",
      "sectionId": "11-campaign-and-scenarios",
      "missionTitle": "Mission 5: Welcome to World Wars [HIGH]",
      "missionSlug": "mission-5-welcome-to-world-wars-high",
      "tier": "medium",
      "overview": "Mission 5 introduces Constitution writing and Embassy treaties. The trap is choosing a permanent constitution before you understand what each amendment locks you into. Stay flexible early, lock in late."
    },
    {
      "game": "t5",
      "page": "t5.html",
      "sectionId": "11-campaign-and-scenarios",
      "missionTitle": "Mission 8: World War Z (or \"WW2 finale\") [HIGH]",
      "missionSlug": "mission-8-world-war-z-or-ww2-finale-high",
      "tier": "hard",
      "overview": "Mission 8 is the WW2 finale and the first true defensive mission. Two simultaneous invasions land within years 4-8. Conscription forces are too weak — Professional Army is non-negotiable. The pollution from heavy military will anger Environmentalists; ignore them, focus on survival."
    },
    {
      "game": "t5",
      "page": "t5.html",
      "sectionId": "11-campaign-and-scenarios",
      "missionTitle": "Mission 12: Cuban Missile Crisis [MEDIUM]",
      "missionSlug": "mission-12-cuban-missile-crisis-medium",
      "tier": "hard",
      "overview": "Mission 12 forces a binary choice: USSR or USA. The Missile Silo ($30k, Cold War unlock) is the deadlock-breaker — once built, neither side can invade you. Most players try to balance both and lose; commit to one side, embassy them hard, missile silo for the other."
    },
    {
      "game": "t5",
      "page": "t5.html",
      "sectionId": "11-campaign-and-scenarios",
      "missionTitle": "Mission 15: Tropican Singularity [MEDIUM]",
      "missionSlug": "mission-15-tropican-singularity-medium",
      "tier": "hard",
      "overview": "Mission 15 is the Modern Times finale. You're racing to max-research a \"Singularity\" tech tree while keeping ratings stable for the final election. The dynasty Scholar trait + Observatory + Genetic Lab + Library all stack into one obscene research compound. Burn out the tree; coast the rest."
    },
    {
      "game": "t5",
      "page": "t5.html",
      "sectionId": "11-campaign-and-scenarios",
      "missionTitle": "Continental — Best Practices",
      "missionSlug": "continental-best-practices",
      "tier": "medium",
      "overview": "Continental's defining feature is the *land*. You have a huge contiguous area with few coastal tiles. This wrecks tourism (no beaches) and forces interior logistics. Lean into agriculture + industry; skip tourism entirely."
    },
    {
      "game": "t5",
      "page": "t5.html",
      "sectionId": "11-campaign-and-scenarios",
      "missionTitle": "Atoll — Best Practices",
      "missionSlug": "atoll-best-practices",
      "tier": "hard",
      "overview": "Atoll is the tiniest map type. 4-8 micro-islands connected only by sea routes. The puzzle is choosing what each island does and accepting you'll never have all chains. Pick TWO industries max."
    },
    {
      "game": "t5",
      "page": "t5.html",
      "sectionId": "11-campaign-and-scenarios",
      "missionTitle": "Volcano — Disaster-Heavy Mode",
      "missionSlug": "volcano-disaster-heavy-mode",
      "tier": "hard",
      "overview": "Volcano has perpetual disaster threat: tsunamis, earthquakes, volcanic eruptions every 3-5 years. The win condition is just *surviving* with stable ratings. Build redundancy — multiple Power Plants, multiple Docks, multiple Constructiom Offices."
    },
    {
      "game": "t5",
      "page": "t5.html",
      "sectionId": "11-campaign-and-scenarios",
      "missionTitle": "Caribbean — Classic Sandbox",
      "missionSlug": "caribbean-classic-sandbox",
      "tier": "medium",
      "overview": "Caribbean is T5's \"default\" map — modest island, beach access, balanced soil + mining. Use this map to learn era progression without map-specific gotchas."
    },
    {
      "game": "t6",
      "page": "t6.html",
      "sectionId": "11-campaign",
      "missionTitle": "Mission 3: World's Fair [HIGH]",
      "missionSlug": "mission-3-worlds-fair-high",
      "tier": "medium",
      "overview": "Mission 3 is your first real archipelago mission. The \"World's Fair\" objective demands a high-prestige sub-island within 15 years. Build the Bridge early; specialize the second island for tourism + monuments."
    },
    {
      "game": "t6",
      "page": "t6.html",
      "sectionId": "11-campaign",
      "missionTitle": "Mission 6: The Great War [HIGH]",
      "missionSlug": "mission-6-the-great-war-high",
      "tier": "hard",
      "overview": "Mission 6 is the WW2 finale and T6's first true defensive challenge. Multiple invasions, scaling difficulty. Build Commando Garrison + Army Base + Air Base in parallel; use raids to fund the military buildup."
    },
    {
      "game": "t6",
      "page": "t6.html",
      "sectionId": "11-campaign",
      "missionTitle": "Mission 8: Pirate Heritage [HIGH]",
      "missionSlug": "mission-8-pirate-heritage-high",
      "tier": "hard",
      "overview": "Mission 8 forces the Pirate Cove playstyle. No standard industry will keep up — the objective is raid throughput. Build 4-5 Coves on every coastal tile available. Cycle raid types: Treasure Hunt for cash + blueprints, Loot for resources."
    },
    {
      "game": "t6",
      "page": "t6.html",
      "sectionId": "11-campaign",
      "missionTitle": "Mission 11: Spy Mission [HIGH]",
      "missionSlug": "mission-11-spy-mission-high",
      "tier": "medium",
      "overview": "Mission 11 unlocks Cold War's Spy Academy. The objective forces you to steal X blueprints from foreign powers. Spy Academy is expensive ($8k) but Intel Gathering + Steal Blueprint missions return huge value."
    },
    {
      "game": "t6",
      "page": "t6.html",
      "sectionId": "11-campaign",
      "missionTitle": "Mission 12: Cuban Missile [MEDIUM]",
      "missionSlug": "mission-12-cuban-missile-medium",
      "tier": "hard",
      "overview": "Mission 12 is Cold War's bipolar climax. You can't keep both sides happy; pick one decisively. Missile Silo ($30k) breaks any deadlock — once built, neither side can invade you."
    },
    {
      "game": "t6",
      "page": "t6.html",
      "sectionId": "11-campaign",
      "missionTitle": "Mission 15: The Final Heist [MEDIUM]",
      "missionSlug": "mission-15-the-final-heist-medium",
      "tier": "hard",
      "overview": "Mission 15 is the campaign finale. The \"Final Heist\" objective: steal a Modern-era World Wonder using Cyber Operations Center, then defend it against retaliation. Build the Cyber Ops + counter-raid infrastructure simultaneously."
    },
    {
      "game": "t6",
      "page": "t6.html",
      "sectionId": "11-campaign",
      "missionTitle": "Banana Republic — Standard Sandbox",
      "missionSlug": "banana-republic-standard-sandbox",
      "tier": "medium",
      "overview": "Banana Republic is T6's \"default\" map — small balanced archipelago, 2-3 islands, fair distribution of resources. Use this for first-time T6 sandbox play; no map-specific gotchas."
    },
    {
      "game": "t6",
      "page": "t6.html",
      "sectionId": "11-campaign",
      "missionTitle": "Lobbyistico DLC — Broker-Focused",
      "missionSlug": "lobbyistico-dlc-broker-focused",
      "tier": "hard",
      "overview": "Lobbyistico DLC adds a Lobbyist building + extra Broker slots. The mission economy revolves around buying faction respect via Broker spends — bypass building churches/banks by paying the Broker directly."
    },
    {
      "game": "t6",
      "page": "t6.html",
      "sectionId": "11-campaign",
      "missionTitle": "Spitter DLC — Volcanic Llama Chaos",
      "missionSlug": "spitter-dlc-volcanic-llama-chaos",
      "tier": "hard",
      "overview": "Spitter is the volcanic-islands DLC. Llamas pull carts faster than Teamsters in Colonial; volcanos erupt every 5-8 years; soil is rich but compact. Embrace the chaos."
    },
    {
      "game": "t6",
      "page": "t6.html",
      "sectionId": "11-campaign",
      "missionTitle": "The Llama of Wall Street DLC — Stock Market",
      "missionSlug": "the-llama-of-wall-street-dlc-stock-market",
      "tier": "hard",
      "overview": "Llama of Wall Street adds a Stock Exchange building + volatile market cycle. Save before each earnings event ($5-50k swings). High-risk high-reward."
    }
  ]
}