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TropicoHead

The Ultimate Tropico 6 Guide

Coming from Tropico 1 to Tropico 6

T6 is the most recent mainline Tropico (2019). If you cut your teeth on the original 2001 Tropico, here is the orientation.

What is the same HIGH

  • You are El Presidente; you run a Caribbean banana republic across multiple historical eras
  • Factions still matter: Religious, Capitalists, Communists, Intellectuals, Militarists, Environmentalists, Nationalists
  • Money lives in the Treasury (state) and the Swiss Bank Account (personal)
  • Bribery, arrests, elections โ€” all return
  • Buildings have workers, salary, budget sliders, manager slots
  • Penultimo is back. Yes, again.

What is dramatically different HIGH

  • Archipelagos: T6 is not one island. You start on one island and expand across an archipelago of 2-6 islands, connected by bridges and Teamster Ports. Sub-islands can specialize (tourism island, mining island, military island).
  • Raids: Four raid buildings (Pirate Cove, Commando Garrison, Spy Academy, Cyber Operations Center) โ€” one per era โ€” send agents on missions to loot, rescue, steal blueprints, or even steal world wonders (the Statue of Liberty, the Eiffel Tower, Big Ben).
  • Speeches: Before each election you can deliver an Election Speech with rhetoric on topics like crime, economy, freedom. A good speech gives a 5-15% short-term approval boost; a bad one tanks support.
  • The Broker: 8-slot black-market trader. Pay him cash to swing approval, blueprints, or trades. The Image Campaign ($7,500) is the standout โ€” adds +10 to every citizen's personal experience with you.
  • Individual citizens matter: Click any citizen to see their personal opinion of you, their faction allegiance, their job, and what's bothering them. The Almanac aggregates this.
  • Eras are the same 4 as T5: Colonial โ†’ World Wars โ†’ Cold War โ†’ Modern. T6 didn't change this structure.

What feels worse than T1 MEDIUM

  • The archipelago can feel sprawling โ€” easy to forget about a far-flung mining island until it's already starving
  • Speeches can swing elections so hard that long-term faction management feels less critical mid-game
  • Raid micromanagement is fiddly; some players skip raids entirely and still win

What feels better than T1 HIGH

  • The campaign is much longer (15 missions) and tells an actual story
  • Visual fidelity is the best in the series โ€” T6 looks gorgeous
  • Bridges + multiple islands enables creative city design
  • World Wonder heists give a tangible "I built a tropical museum of stolen monuments" power fantasy

What to do first if you're a T1 veteran HIGH

  1. Don't try to play it like T5. The archipelago changes everything โ€” embrace bridges and inter-island specialization.
  2. Build a Pirate Cove early. Even a single Treasure Hunt raid can fund your colonial economy.
  3. Speak at every election. The Election Speech system is too powerful to ignore.
  4. Read the citizen view. Right-click โ†’ individual citizen โ†’ see what they want. This is your most underutilized tool.
  5. Bridge over tunnel. Bridges are cheap; tunnels are expensive. Plan road networks early.

[[t6-getting-started]] [[t6-eras]] [[t6-raids-and-heists]]

Getting Started - Tropico 6 New Player Guide

T6 starts in 1820 in the Colonial era. You're a Spanish-appointed governor with one starter island and a treasury of ~$10,000. Your job: grow a colony, declare independence, and progress through four eras.

Opening 10 minutes HIGH

  1. Inspect your archipelago. Use the Archipelago View (button on the right of the screen) to scout your other islands.
  2. Build a Hacienda (Colonial combined housing+farm) and pick a crop based on soil.
  3. Build a Construction Office + Teamsters Office near the dock.
  4. Build a Dock if not pre-placed โ€” exports go through here.
  5. Build a Library as soon as you can. Research drives everything downstream.
  6. Build a Tavern for early entertainment.
  7. Build a Church โ€” Religious faction's first ask.
  8. Build a Pirate Cove on a coastal tile. Run a Treasure Hunt raid โ†’ easy $10k or research.

First 30 minutes HIGH

  • Trade route panel: open the World Market, sign your first trade route for your colonial export crop
  • Sub-island bridge: spot a sub-island with mining ore or fertile soil? Build a Bridge ($2-5k) and start a Teamsters Port
  • Constitution research: in your Library, queue the Constitution research โ€” required to declare independence
  • First election speech: 4 years in, deliver an Economy-themed speech ($5 per worker; gives +10% short-term)
  • Pirate Cove repeat raids: cycling Loot Raids generates fast cash in Colonial

Common opening mistakes HIGH

  • Building too much on the starter island: you're meant to spread out โ€” under-using the archipelago wastes the game's signature feature
  • No Library: you cannot advance era without it
  • Ignoring Pirate Cove: raids are the fastest colonial revenue stream
  • Skipping election speeches: a free +5-15% support is too good to ignore
  • Building tunnels in Colonial: cripplingly expensive; bridges are 1/3 the cost

Sub-Island Strategy HIGH

T6's archipelagos are usually 2-4 islands per map. Patterns:

Sub-island role Best buildings
Mining hub Mines + Lumber Mill + Furniture Factory; Teamsters Port for raw export
Tourism only Hotels + Resorts + Beaches; ZERO factories or mines
Agriculture Plantations + Ranches + Fishery; staple-food export island
Industrial Factories + Power Plants + Worker housing; pollute here, not on tourism island
Government Embassies + Library + Ministries; clean and prestigious

Economy goals by year MEDIUM

Year Treasury target Population Notes
1825 $20,000 80 Colonial baseline + 1 Pirate Cove raid
1830 $50,000 150 Library researching constitution; second island bridged
1840 $100,000 250 Ready to declare independence
1855 $200,000+ 350+ WW era; broader industrial chain

Difficulty knobs HIGH

  • Map size: small/medium/large
  • Disaster frequency (hurricanes, earthquakes, fire, tsunami, tornado, oil spills)
  • Economic difficulty (-/+ 20% prices)
  • Faction tolerance
  • Starting funds

[[t6-eras]] [[t6-buildings]] [[t6-raids-and-heists]]

El Presidente Creation Guide - Tropico 6

Customization at game start HIGH

  • Portrait
  • Costume (era-appropriate variations)
  • Background trait (boosts/nerfs)
  • Title (Presidente / Comandante / Dear Leader / etc.)

Background Traits HIGH

T6 simplifies dynasty (no full extended family across generations like T5) but keeps a strong El Presidente trait system. Choose one at game start:

Trait Effect Confidence
Charismatic +5 base respect from all factions HIGH
Generalissimo +25% army base effectiveness HIGH
Bookworm +20% research rate HIGH
Bureaucrat -20% edict cost HIGH
Builder -10% building cost HIGH
Greedy +10% Swiss bank deposits HIGH
Eco-Friendly -25% pollution from your buildings HIGH
Industrialist +10% factory effectiveness HIGH

Costume Unlocks MEDIUM

Completing campaign missions unlocks costumes per era โ€” these are cosmetic only, no gameplay effect. Worth noting:

  • Modern Times unlock: pop-star outfit, business-suit outfit, lab-coat outfit
  • Cold War unlock: military-uniform variants
  • DLC-only: Caribbean Skies adds aviator outfit; Spitter adds llama-themed garb

Election Speeches HIGH

The biggest "personal" mechanic in T6. Before each election, deliver a speech with three lines pulled from:

  • Crime / Safety: "I will show you real policing!" โ€” Militarists +respect, Liberals -respect
  • Economy: "We will prosper together!" โ€” Capitalists +respect
  • Freedom: "Liberty shall guide our island!" โ€” Intellectuals +respect, Conservatives -respect
  • Religion: "Faith shall light our path!" โ€” Religious +respect, Atheists -respect
  • Foreign Policy: "We will sign with all powers!" โ€” neutral or alignment-specific
  • Ecology: "Our beaches stay clean!" โ€” Environmentalists +respect

Each line gives ~5% approval bump per favorable faction, ~5% drop per offended faction. Cost: $5 per worker employed.

Election Speech Combos MEDIUM

Goal Line picks
Pre-Cold-War USA alignment Capitalists + Religion + Foreign Policy (US side)
Pre-Cold-War USSR alignment Communists (via Economy line variant) + Foreign Policy (USSR) + Freedom
Maximum approval Tailor lines to your current biggest faction (run Almanac first)
Damage control Pick lines that flatter the faction you've recently angered

The Broker HIGH

A separate-from-Cabinet character. Click the Broker โ†’ 8 black-market slots, each providing a one-time or short-duration purchase:

Slot Cost Effect
Image Campaign $7,500 +10 personal experience for every citizen HIGH
Free Blueprint $5,000-15,000 Random unbuild building unlock MEDIUM
Trade Boost $5,000 Next signed trade route +20% MEDIUM
Coin Counter $3,000 Reveals Swiss Bank holdings of other players (MP) HIGH
Raid Points $5,000 +5,000 raid points instant HIGH
Election Polls $4,000 Reveals current voting intent breakdown MEDIUM
Bribe Pool $6,000 Bribe 5 random citizens at once MEDIUM
Assassination $10,000-25,000 Removes a named citizen permanently LOW

(Slot offerings vary per game; the slot UI rotates.)

[[t6-getting-started]] [[t6-elections]] [[t6-raids-and-heists]]

Tropico 6 -- Buildings Reference

T6 organizes buildings into 13 categories. Costs marked MEDIUM are community-aggregated; exact values may vary by economic difficulty. T6 introduces blueprints โ€” many buildings require a discovered blueprint before they can be built.

Confidence Badges

Badge Meaning
VERIFIED Confirmed in the official manual or Kalypso strategy guide
HIGH 3+ independent sources agree
MEDIUM 1-2 credible sources
LOW Single source or speculation
MISSING Known data gap

1. Traffic and Infrastructure

Building Cost Era Notes Confidence
Bridge $2,000 Colonial+ Connects islands; allows roads HIGH
Tunnel $8,000 Cold War+ Faster transit, expensive HIGH
Teamsters Office $1,000 Colonial+ 8 workers; hauls goods HIGH
Teamsters Port $3,500 Colonial+ Inter-island goods transport HIGH
Construction Office $1,500 Colonial+ 6 workers; speeds building in radius HIGH
Dock $5,000 Colonial+ 12 workers; import/export hub HIGH
Garage $2,000 World Wars+ Citizens drive โ€” faster commute HIGH
Bus Stop $1,500 World Wars+ Citizens take bus; cheaper than Garage at scale HIGH
Subway Station $20,000 Modern Mass transit HIGH
Airport $25,000 Cold War+ Tourist + immigrant arrival HIGH
Power Plant (Coal) $8,000 World Wars+ 60 MW MEDIUM
Power Plant (Oil) $12,000 Cold War+ 80 MW MEDIUM
Power Plant (Geothermal) $14,000 Cold War+ Eco; 50 MW MEDIUM
Solar Plant $18,000 Modern 40 MW; no pollution HIGH
Nuclear Plant $40,000 Modern 200 MW HIGH
Water Treatment $4,500 World Wars+ Required for high-density housing HIGH

2. Food and Resources

Building Cost Workers Era Output Confidence
Hacienda $1,500 6 Colonial only Combined housing + farm HIGH
Plantation $2,000 8 All eras Pick crop per Plantation HIGH
Ranch $2,500 6 All eras Cattle/Goats/Llamas/Pigs HIGH
Fishing Wharf $2,000 4 Colonial+ Fish HIGH
Hydroponic Plantation $8,000 10 Modern Higher yield, needs electricity MEDIUM
Logging Camp $1,500 6 Colonial+ Wood HIGH
Sawmill $2,500 6 Colonial+ Wood โ†’ Lumber HIGH
Mine $3,000 10 Colonial+ Iron / Gold / Bauxite HIGH
Oil Well $5,000 6 World Wars+ Oil HIGH
Offshore Platform $12,000 8 Cold War+ Deep-sea oil MEDIUM

3. Industry

Building Cost Workers Era Inputs โ†’ Output Confidence
Lumber Mill $3,000 8 Colonial+ Wood โ†’ Lumber HIGH
Cannery $4,000 8 World Wars+ Fish/Meat โ†’ Canned HIGH
Cigar Factory $5,000 10 World Wars+ Tobacco โ†’ Cigars HIGH
Rum Distillery $5,000 10 Colonial+ Sugar โ†’ Rum HIGH
Furniture Factory $5,000 10 World Wars+ Lumber โ†’ Furniture HIGH
Jewelry Workshop $8,000 8 World Wars+ Gold โ†’ Jewelry HIGH
Textile Mill $6,000 12 World Wars+ Cotton/Wool โ†’ Cloth HIGH
Car Factory $15,000 14 Cold War+ Steel + Rubber โ†’ Cars HIGH
Boat Factory $12,000 12 Cold War+ Lumber + Steel โ†’ Boats MEDIUM
Pharmaceutical $14,000 10 Cold War+ Sugar + Research โ†’ Pharma MEDIUM
Electronics Factory $20,000 12 Modern Steel + Plastic โ†’ Electronics HIGH
Plastics Plant $12,000 10 Modern Oil โ†’ Plastic HIGH
Steel Mill $14,000 12 World Wars+ Iron + Coal โ†’ Steel HIGH

4. Residential

Building Cost Capacity Era Power Confidence
Shack Free (auto) 1 family All None HIGH
Bunkhouse $300 4 families Colonial+ None HIGH
Country House $1,000 2 families Colonial+ None HIGH
House $2,000 2 families World Wars+ None HIGH
Tenement $4,000 12 families World Wars+ None HIGH
Apartment $5,000 6 families Cold War+ None HIGH
Mansion $4,500 2 families Cold War+ 4 MW HIGH
Modern Apartment $10,000 12 families Modern 6 MW HIGH
Eco-Apartment $12,000 10 families Modern 2 MW HIGH
Penthouse $20,000 4 families Modern 8 MW MEDIUM
Skyscraper $30,000 24 families Modern 12 MW MEDIUM

5. Entertainment

Building Cost Workers Era Notes Confidence
Tavern $1,500 4 Colonial+ Cheap fun, low quality HIGH
Garden $2,000 2 Colonial+ Beauty + low fun HIGH
Restaurant $3,000 6 World Wars+ Mid-tier fun HIGH
Cabaret $4,000 6 World Wars+ Faction-flavored entertainment HIGH
Bowling $6,000 6 Cold War+ Group entertainment MEDIUM
Drive-In $5,000 4 Cold War+ Big radius fun MEDIUM
Nightclub $8,000 8 Modern Late-night entertainment MEDIUM

6. Luxury Entertainment / Tourism

Building Cost Workers Era Tier Confidence
Hotel $6,000 8 World Wars+ Slob/Average HIGH
Boutique Hotel $10,000 8 Cold War+ Average HIGH
Luxury Resort $12,000 12 Cold War+ Wealthy HIGH
Eco-Lodge $14,000 8 Modern Wealthy / Eco MEDIUM
Casino $10,000 12 Cold War+ Wealthy HIGH
Stadium $20,000 16 Cold War+ All tiers MEDIUM
Skyrider $18,000 8 Modern Wealthy attraction LOW

7. Media and Education

Building Cost Workers Era Notes Confidence
Library $1,500 4 Colonial+ Research; constitution prerequisite VERIFIED
Schoolhouse $1,500 4 Colonial+ Basic literacy HIGH
High School $4,000 8 World Wars+ Secondary education HIGH
College $8,000 12 World Wars+ High-skill labor HIGH
Newspaper $3,000 6 World Wars+ Propaganda buffs HIGH
Radio Station $4,000 6 World Wars+ Per-island reach HIGH
TV Station $8,000 8 Cold War+ Larger reach HIGH
Observatory $12,000 8 Cold War+ Research boost HIGH
Genetic Lab $20,000 10 Modern Modern research MEDIUM
Internet Cafe $5,000 6 Modern Fun + research MEDIUM

8. Public Services

Building Cost Workers Era Notes Confidence
Clinic $2,500 6 Colonial+ Basic healthcare HIGH
Hospital $8,000 14 World Wars+ Larger capacity HIGH
Church $1,500 4 Colonial+ Religious faction HIGH
Cathedral $5,000 8 World Wars+ Big congregation HIGH
Mosque $3,000 6 Cold War+ Alternative faith LOW LOW
Police Station $3,000 6 World Wars+ Crime reduction HIGH
Fire Station $3,500 6 Cold War+ Disaster mitigation HIGH
Embassy (per power) $3,500 4 World Wars+ Trade route quality HIGH

9. Raids and Military (T6's signature)

Building Cost Workers Era Raids? Confidence
Pirate Cove $1,500 4 Colonial+ 11 raid types (Loot, Rescue, Treasure Hunt, etc.) HIGH
Commando Garrison $5,000 8 World Wars+ Military raids; assassination missions HIGH
Spy Academy $8,000 6 Cold War+ Espionage raids; steal blueprints HIGH
Cyber Operations Center $25,000 8 Modern Cyber raids; hack foreign economies HIGH
Guard Tower $1,000 4 Colonial+ Defense HIGH
Barracks $2,500 8 Colonial+ Soldiers HIGH
Army Base $5,000 12 World Wars+ Larger soldier capacity HIGH
Air Base $15,000 10 Cold War+ Anti-invasion air defense HIGH
Missile Silo $30,000 8 Cold War+ Nuclear deterrent MEDIUM
Drone Base $25,000 8 Modern Anti-rebel patrol LOW

10. Government and Finance

Building Cost Workers Era Notes Confidence
Palace $0 (pre-placed) Guards Always Game-over if breached VERIFIED
Ministry $4,000 4 World Wars+ 4-slot cabinet building HIGH
Customs Office $3,500 6 World Wars+ Smuggling profits + trade buff MEDIUM
Bank $6,000 6 World Wars+ Swiss Bank conduit HIGH
Stock Exchange $20,000 12 Modern High-tier finance MEDIUM
Court House $3,000 4 World Wars+ Reduces crime + legal mods HIGH
Prison $5,000 8 World Wars+ Holds arrested citizens HIGH

11. Decorations and Landmarks

Building Cost Era Notes Confidence
Statue $500 Colonial+ Beauty +6 in 4-tile radius HIGH
Lamp Post $200 World Wars+ Beauty + safety HIGH
Stolen World Wonder (e.g. Statue of Liberty, Eiffel Tower) Free (heist) Per era Massive beauty + national pride HIGH
Pyramid $50,000 Modern Optional monument LOW

[[t6-economy]] [[t6-eras]] [[t6-edicts]] [[t6-raids-and-heists]]

Tropico 6 -- Economy

T6's economy retains T5's era-based progression but adds archipelago logistics (inter-island goods transport via Teamster Ports) and raid income (Pirate Cove, etc., bring in loot beyond normal production).

Money Pillars HIGH

  • Production โ€” raw resources โ†’ processed goods โ†’ export
  • Trade routes โ€” signed contracts with foreign powers, fixed price + quantity
  • Raid income โ€” Pirate Cove / Commando / Spy / Cyber raids loot gold, blueprints, or research
  • Tourism โ€” Hotels + attractions; recession-proof
  • Edict revenue โ€” some edicts (Customs Office tariffs, Trade Boost) generate revenue
  • Swiss Bank โ€” personal slush fund, fed by Plutocracy + Building Permit edict

Raw Resources by Era HIGH

Resource Source Earliest Era
Wood Logging Camp Colonial
Sugar Hacienda/Plantation Colonial
Tobacco Hacienda/Plantation Colonial
Coffee Hacienda/Plantation Colonial
Corn Plantation Colonial
Cotton Plantation Colonial
Wool Ranch Colonial
Meat Ranch Colonial
Fish Fishing Wharf Colonial
Iron Mine World Wars+
Gold Mine Colonial+
Bauxite Mine Cold War+
Oil Oil Well World Wars+
Rubber Plantation Cold War+

Processing Chains HIGH

Chain Inputs Output Best Era
Rum Sugar Rum All eras
Cigars Tobacco Cigars All eras
Cloth Cotton/Wool Cloth World Wars+
Furniture Lumber Furniture World Wars+
Canned Fish/Meat Canned World Wars+
Jewelry Gold Jewelry World Wars+
Steel Iron + Coal Steel World Wars+
Cars Steel + Rubber Cars Cold War+
Pharma Sugar + Research Pharma Cold War+
Electronics Steel + Plastic Electronics Modern

Trade Routes HIGH

Sign with foreign powers via the World Market UI. Each route locks in:

  • A specific good
  • A specific price (above/below market)
  • A quantity per year
  • A duration (5-20 years)

Maximizing:

  • Build a Ministry + Embassy of the buyer โ†’ trade routes get better prices and longer durations
  • Active edicts can buff trade prices (Trade Boost from Broker; constitution amendments per era)
  • Refresh expiring routes promptly

Archipelago Logistics HIGH

This is T6's signature economic puzzle. You don't just place a Cigar Factory next to a Tobacco Plantation โ€” your tobacco may be on a different island.

  • Teamster Port ($3,500): inter-island goods transport. Goods flow island โ†’ port โ†’ ship โ†’ port โ†’ island
  • Bridge ($2,000): for road traffic; goods can also move via road across bridges
  • Tunnel ($8,000): faster but expensive; Cold War unlock
  • Air Cargo (DLC): late-game alternative to ships

Common pattern: one big industrial island, one agricultural island, one tourism island, with Teamster Ports linking them. Tourism island stays clean; industrial pollutes; agricultural feeds everyone.

Raid Economy HIGH

Pirate Cove raids are the standout colonial-era money:

  • Treasure Hunt: $10k or a random Blueprint or 5k raid points
  • Loot Raid: brings 50-200 units of a target resource
  • Rescue Raid: returns 4-8 citizens (sometimes educated)
  • Heist: brings a World Wonder (one per era per raid building)

Raid points are spent per mission; you generate them based on raid-building employee count.

Era-by-Era Money Strategy HIGH

Colonial

  • Sugar + Tobacco plantations + Distillery + Cigar Factory
  • 1-2 Pirate Coves running Treasure Hunts on cooldown
  • Trade route with Crown (Britain) for rum/cigars
  • ~$50k/year by 1840 MEDIUM

World Wars

  • Industrial chain: Lumber + Furniture + Steel
  • Cars chain begins (need Iron + Steel + Rubber)
  • 1-2 Commando Garrisons running raids on adversaries
  • ~$120k/year by 1920 MEDIUM

Cold War

  • Cars are king
  • Add Casino + Resort for tourism revenue
  • Spy Academy steals foreign tech (blueprints)
  • ~$250k/year by 1965 MEDIUM

Modern Times

  • Electronics + Pharma + Software chains
  • Eco-tourism if Zero Emissions constitution
  • Cyber Operations Center hacks foreign economies
  • ~$500k+/year by 2010 LOW

Common pitfalls HIGH

  • Forgetting Teamster Ports: building chains across islands without ports = stalled production
  • Over-investing in one chain: market demand caps; price falls
  • Ignoring trade route expiry: defaults to market (lower) price
  • Building heavy industry on tourism island: kills tourism revenue
  • Skipping raids entirely: leaves easy colonial cash on the table

[[t6-buildings]] [[t6-raids-and-heists]] [[t6-eras]]

Tropico 6 -- Era System

T6 retains T5's four-era structure but layers archipelago + raid mechanics on top. Era progression remains the macro game.

The Four Eras HIGH

Era Years (approx) Key Theme
Colonial 1820-1880 Spanish colony, declare independence
World Wars 1880-1945 Industrial growth + global alliances
Cold War 1945-1989 Superpower diplomacy, espionage
Modern Times 1989+ Information economy, ecology, cyber raids

Era Advancement HIGH

From To Requirement
Colonial World Wars Declare independence (research Constitution; survive Crown reprisal)
World Wars Cold War Sign treaties with major powers; political stability metric
Cold War Modern Space Program (peaceful) OR Nuclear Program (military path)

Era Transitions HIGH

When you advance era:

  • New buildings unlock โ€” see 03-buildings.md era column
  • New edicts unlock โ€” see 08-edicts.md
  • New raid building unlocks (this is T6-specific): Commando Garrison at WW, Spy Academy at Cold War, Cyber Ops at Modern
  • Old factions retire, new factions emerge
  • Existing trade routes expire โ€” renegotiate with new powers
  • Population expectations rise

Colonial Era Survival HIGH

  • Use Pirate Cove for cheap revenue (T6's distinguishing tool)
  • Single export chain (Rum OR Cigars OR Coffee)
  • Library researches Constitution
  • Crown standing matters: pay tribute or fight
  • Independence requires military readiness โ€” 2 Barracks + 4 Guard Towers minimum

World Wars Era HIGH

  • Constitution writable now
  • Trade routes open: pick sides (Allies vs. Axis-like, or play both)
  • Commando Garrison unlocks raid options vs. foreign powers
  • Industrial pollution becomes a real factor (sub-island for industry helps)

Cold War Era HIGH

  • USA vs USSR superpowers
  • Each gives 4-year aid packages
  • Spy Academy: steal foreign blueprints + intelligence
  • Embassies become critical for relationship buffs
  • Cars chain is the money king (Iron โ†’ Steel โ†’ Rubber โ†’ Cars)

Modern Times Era HIGH

  • EU + China + Middle East all available trading partners
  • Cyber Operations Center โ†’ hack foreign economies
  • Eco vs. industrial constitution choice defines feel
  • Information goods (Electronics, Software) highest margin
  • Endgame: stabilize ratings, defend dynasty (in T6 there's no dynastic succession like T5, but heir / next-Presidente swap is possible via DLC)

T6's Era-Specific Mechanics HIGH

Era T6 hook
Colonial Pirate Cove early; cheap raids; declaring independence triggers Crown counter-attack
World Wars Commando Garrison unlocks; Ministry building allows Cabinet appointments
Cold War Spy Academy enables intelligence raids; Cuban Missile Crisis-style mission moments
Modern Cyber Operations Center; Space Race or Nuclear; eco-civic tension

Common era-transition mistakes HIGH

  • Not building a raid building in the new era: each era's raid type has unique missions
  • Hoarding cash: aid + bonus events reset; spend before advancing
  • Locking yourself out of Modern: skipping Space/Nuclear research means stuck Cold War
  • Trade route blackout: routes expire; renegotiate within 2 in-game years
  • Faction blindness across eras: faction set shifts; reassess after each advance

[[t6-getting-started]] [[t6-constitution]] [[t6-factions]]

Tropico 6 -- Factions

T6's factions resemble T5's but elections are more individual-citizen-aware โ€” each citizen has personal opinions that aggregate into faction respect. Speeches + Broker tools tilt individual opinions.

Persistent Factions (all eras) HIGH

Faction What they want Cheap appease
Capitalists Low taxes, factories, banks High building budgets
Communists Public works, healthcare, schools Free healthcare + tenements
Religious Churches, Cathedrals A church per 200 pop
Intellectuals Libraries, colleges, freedom A library + a college
Militarists Barracks, army bases A few barracks even if no enemies
Environmentalists Low pollution, parks, clean energy Waste Treatment Plant + Gardens
Conservatives Tradition, religion, no scandal Limit Mardi Gras-style edicts
Liberals Freedom, immigration, free press Independent Media + Visa Program

Era-Specific Factions HIGH

Colonial

  • Crown Loyalists โ€” tribute or rebellion. Retires at independence.
  • Revolutionaries โ€” pro-independence; absorb into Liberals/Communists after.

World Wars

  • Nationalists โ€” emerge; emphasize self-rule

Cold War

  • USA-aligned Capitalists
  • USSR-aligned Communists

Modern

  • Globalists โ€” emerge; appeased by trade routes
  • Eco-Warriors โ€” environmentalist sub-faction with stronger demands

Individual Citizen Mechanics HIGH

Each citizen has:

  • Personal experience โ€” sum of recent events (got fired = -10, free healthcare visit = +5, etc.)
  • Faction allegiance โ€” primary + secondary
  • Specific gripes โ€” visible in citizen view (e.g., "lives in shack", "low pay", "long commute")

The Almanac aggregates these across all citizens to show faction respect totals.

Faction Buildings HIGH

Building Faction buffed
Church / Cathedral Religious
Library / College Intellectuals
Barracks / Army Base Militarists
Bank / Stock Exchange Capitalists
Garden / Eco-Lodge Environmentalists
Newspaper (slanted) Pro-government factions

Faction Tier List by Era MEDIUM

Colonial

  1. Crown Loyalists (ignore them = expedition)
  2. Religious (cheap churches)
  3. Capitalists (early industry)

World Wars

  1. Capitalists (industry funds everything)
  2. Communists (tenements + healthcare)
  3. Nationalists (easy edicts win them)

Cold War

  1. US/USSR-aligned faction of your choice
  2. Militarists (cheap Army Base)
  3. Intellectuals (College + Library cheap)

Modern Times

  1. Globalists (Open Borders constitution + trade routes)
  2. Environmentalists (Solar + Zero Emissions)
  3. Intellectuals (Observatory + Genetic Lab + Library compound)

Speech-Faction Interaction HIGH

Each election speech line buffs/nerfs specific factions:

  • "Crime / Safety" line โ†’ Militarists +, Liberals -
  • "Economy" line โ†’ Capitalists +
  • "Freedom" line โ†’ Intellectuals + and Conservatives -
  • "Religion" line โ†’ Religious + and Atheists -
  • "Foreign Policy" line โ†’ depends on alignment chosen
  • "Ecology" line โ†’ Environmentalists +

A speech consisting of three lines is +12-25% to your target faction set, -5-10% to opposition.

Faction-Killer Mistakes HIGH

  • Choosing "Atheist State" constitution + ignoring Religious โ†’ revolt
  • "Totalitarian State" + ignoring Liberals' freedom demands โ†’ revolt
  • Building a Nuclear Plant without Eco buffer โ†’ Environmentalist crisis
  • Stacking Mardi Gras + Subsidized Media โ†’ Conservatives organize

[[t6-eras]] [[t6-elections]] [[t6-constitution]]

Tropico 6 -- Elections

Elections fire every 4 in-game years (modifiable via constitution + edicts). T6's biggest election mechanic is the Election Speech + Broker tools.

Election Cycle HIGH

  1. Pre-election period (1 in-game year): polling visible; factions wavering
  2. Speech (optional): 3 lines from predefined themes
  3. Election day: votes tallied
  4. Result: win = continue, lose = exiled / game over

Win Conditions HIGH

Win an election by getting majority of citizen approval. Approval is aggregated personal-experience plus faction-respect.

Election Speech HIGH

You pick 3 lines from these categories:

  • Crime / Safety
  • Economy
  • Freedom
  • Religion
  • Foreign Policy (aligns with one or both superpowers)
  • Ecology

Each line gives +5-10% to the buffed faction, -3-5% to the offended faction. A well-tuned 3-line speech can move overall approval ~5-15% short-term.

Cost: $5 per employed citizen. A 200-worker island pays $1,000 per speech.

Broker Election Tools HIGH

The Broker offers 8 slots; election-relevant:

  • Image Campaign ($7,500): +10 personal experience for every citizen
  • Election Polls ($4,000): reveals current voting intent breakdown
  • Bribe Pool ($6,000): bribes 5 random citizens

Edicts That Affect Elections HIGH

Edict Effect
Early Election Schedule election 12 months from now
Election Fraud (constitution amendment) +X% vote count
Martial Law Suspend election (-respect across factions)
Bread and Games Short-term approval bump, expensive

Election Strategies HIGH

"Speech Stacker"

  • Save up Broker Image Campaign for pre-election week
  • Cycle Bread and Games + free healthcare edicts during pre-election year
  • Deliver speech tuned to your top 3 factions
  • 70-80% win rate from a healthy mid-game state

"Crisis Manager"

  • Use Election Speech to redirect blame ("Foreign powers caused this!")
  • Pair with Foreign Policy line and a non-aligned faction line
  • Martial Law as a backup if pre-election polls look terrible

"Population Capture"

  • Citizenship constitution โ†’ Open Borders + Visa Program โ†’ influx of educated voters
  • Combined with Workers Paradise / Happy Childhood = baseline +respect
  • Build housing aggressively pre-election so newcomers vote favorably

Pre-Election Checklist HIGH

  • Run Election Polls ($4,000) to see who's wavering
  • Cycle Bread and Games or Mardi Gras for short-term boost
  • Image Campaign ($7,500) if your overall approval is below 50%
  • Deliver a 3-line Election Speech tuned to your top factions
  • Place a Garden + Statue near the dock for last-minute beauty buff
  • Pay off any leader-level citizen via direct bribe

Common election losses HIGH

  • Skipping Election Speech entirely
  • Building Hydraulic Fracking + Industrialization edicts pre-election without eco-cushion
  • Bankrupting before election (citizens fired by overspending โ†’ -respect)
  • Letting a high-profile criminal be jailed by your own police (family of victim turn against you)
  • Faction fatigue from 20+ years of one-sided edicts

[[t6-eras]] [[t6-constitution]] [[t6-factions]]

Tropico 6 -- Edicts

T6 keeps the per-era edict structure from T5 and adds raid-specific edicts unlocked via raid buildings.

Confidence Badges

  • HIGH = mechanic confirmed across 3+ sources
  • MEDIUM = 1-2 sources, numeric values approximate
  • LOW = single source or speculation
  • MISSING = exact value unknown

Colonial Edicts

Extra Rations

Field Value
Cost ~$2,000 MEDIUM
Duration 4 years MEDIUM
Effect Reduces hunger; +food rate; +happiness HIGH
Era Colonial only HIGH

Mardi Gras

Field Value
Cost ~$2,500 MEDIUM
Duration 6 years MEDIUM
Effect +Entertainment burst, brief tourism bump HIGH
Era Colonial only HIGH

Building Permit

Field Value
Cost $0 (toggle) HIGH
Duration Permanent HIGH
Effect Quick Build surcharge funnels to Swiss Bank (10-20%) HIGH
Era Colonial+ HIGH

Martial Law

Field Value
Cost $1,000/year MEDIUM
Duration Toggle
Effect Suspends elections; -respect; +military loyalty HIGH
Era Colonial+ HIGH

Census

Field Value
Cost ~$1,500 MEDIUM
Duration One-time
Effect Reveals citizen names + traits; enables targeted bribes HIGH
Era Colonial+ HIGH

World Wars Edicts

Sovereign Debt

Field Value
Cost $0 HIGH
Duration One-time loan
Effect Borrow ~$10-20k against future revenue MEDIUM
Era World Wars+ HIGH

Social Security

Field Value
Cost $500/year per old citizen MEDIUM
Duration Toggle
Effect +Communist respect; +elderly happiness HIGH
Era World Wars+ HIGH

Literacy Program

Field Value
Cost ~$3,000 + $500/year MEDIUM
Duration Toggle
Effect +Schoolhouse rate; +Intellectuals HIGH
Era World Wars+ HIGH

Industrialization

Field Value
Cost ~$5,000 MEDIUM
Duration Toggle
Effect +15% factory effectiveness; +20% pollution HIGH
Era World Wars+ HIGH

Agricultural Subsidies

Field Value
Cost ~$1,500/year MEDIUM
Duration Toggle
Effect +20% Plantation + Ranch output; +Communists HIGH
Era World Wars+ HIGH

Bread and Games (T6-specific)

Field Value
Cost ~$8,000 MEDIUM
Duration 6 months (very short)
Effect Massive short-term approval boost; +15% across factions HIGH
Era World Wars+ HIGH

Cold War Edicts

Secret Police

Field Value
Cost ~$3,000/year MEDIUM
Duration Toggle
Effect Detects rebels; cheaper arrests; -freedom HIGH
Era Cold War+ HIGH

Sensitivity Training

Field Value
Cost ~$2,000 MEDIUM
Duration One-time
Effect Reduces faction friction; +happiness floor MEDIUM
Era Cold War+ HIGH

Immunization Campaign

Field Value
Cost ~$3,500 MEDIUM
Duration One-time
Effect Clinic+Hospital +30% effectiveness; lifespan up HIGH
Era Cold War+ HIGH

Waste Sorting

Field Value
Cost ~$2,000/year MEDIUM
Duration Toggle
Effect -25% pollution near Waste Treatment; +Environmentalists HIGH
Era Cold War+ HIGH

Geological Survey

Field Value
Cost ~$4,000 MEDIUM
Duration One-time
Effect Reveals mine + oil deposits on map HIGH
Era Cold War+ HIGH

Hydraulic Fracking

Field Value
Cost $0 HIGH
Duration Toggle
Effect Oil well +50%; pollution massive; Environmentalists furious HIGH
Era Cold War+ HIGH

Modern Times Edicts

Stem-Cell Research

Field Value
Cost ~$5,000/year MEDIUM
Duration Toggle
Effect Clinics+Hospitals generate research HIGH
Era Modern only HIGH

E-Government

Field Value
Cost ~$3,000 MEDIUM
Duration Permanent
Effect All future edicts -25% cost HIGH
Era Modern only HIGH

IT Education

Field Value
Cost ~$4,000/year MEDIUM
Duration Toggle
Effect Retirement delayed; Software output up HIGH
Era Modern only HIGH

GM Crops

Field Value
Cost ~$3,000/year MEDIUM
Duration Toggle
Effect Plantation +40%; Environmentalists angry HIGH
Era Modern only HIGH

Free Public WiFi (T6-specific)

Field Value
Cost ~$3,000/year MEDIUM
Duration Toggle
Effect +5 personal experience for all citizens; +Intellectuals MEDIUM
Era Modern only MEDIUM

Edict timing tips HIGH

  • Cycle off toggle edicts you don't actively need โ€” they bleed cash
  • Building Permit is the always-on swiss bank pump
  • Bread and Games + Image Campaign + Speech combo before every election
  • Hydraulic Fracking + GM Crops only if you have eco-mitigation
  • E-Government as your first Modern edict โ€” discounts everything else after

[[t6-elections]] [[t6-eras]] [[t6-economy]]

Tropico 6 -- Raids and Heists

The defining T6 mechanic. Four raid buildings (one unlocked per era), each enabling unique missions. The crown jewel: World Wonder heists that physically install the Statue of Liberty, Big Ben, or the Eiffel Tower on your island.

Raid Building Unlock by Era HIGH

Era Raid Building Cost Workers Notes
Colonial Pirate Cove $1,500 4 Coastal placement; 11 raid types
World Wars Commando Garrison $5,000 8 Military raids; sabotage + assassination
Cold War Spy Academy $8,000 6 Espionage; steal blueprints/research
Modern Times Cyber Operations Center $25,000 8 Cyber raids; hack foreign economies

How Raid Points Work HIGH

  • Each raid building has a raid point pool that fills over time
  • Pool fill rate = number of workers employed ร— time
  • Raid cost = a fixed point value per mission type
  • You can also buy raid points from the Broker ($5,000 per 5,000 points typically)
  • Higher tier raid buildings have larger pools but more expensive missions

Pirate Cove Raid Types (11 total) HIGH

Raid Cost (Raid Points) Returns Confidence
Loot Raid: Wood ~500 100-200 wood HIGH
Loot Raid: Gold ~800 $5-15k cash HIGH
Loot Raid: Food ~600 80-150 food HIGH
Loot Raid: Lumber ~700 50-120 lumber HIGH
Loot Raid: Resources (generic) ~600 random HIGH
Rescue Raid: Random Citizen ~400 4-6 random citizens HIGH
Rescue Raid: Educated Citizen ~800 2-4 high-school graduates HIGH
Treasure Hunt ~1,000 $10k OR random blueprint OR random research OR 5,000 raid points HIGH
Heist: World Wonder ~5,000 A new buildable World Wonder HIGH
Sabotage Foreign ~1,500 Damages foreign relations OR foreign economy briefly MEDIUM
Counter-raid ~600 Defends vs. inbound raid MEDIUM

Commando Garrison Raids HIGH

Raid Returns
Assassination Removes a named foreign official
Military Sabotage Damages foreign military capacity
Loot Foreign Treasury Cash from a foreign nation
Heist (era-locked) Stolen World Wonder

Spy Academy Raids HIGH

Raid Returns
Steal Blueprint Random unbuildable building unlock
Steal Research A research from the foreign tree
Recruit Defectors Random skilled citizens
Intel Gathering Reveals foreign trade routes
Heist (era-locked) Stolen World Wonder

Cyber Operations Center Raids HIGH

Raid Returns
Hack Foreign Bank $20-50k stolen
Disrupt Foreign Election Foreign respect tanks
Crypto Mining Slow cash drip (replaces other raid types when active)
Heist (era-locked) Stolen Modern landmark

World Wonder Heists HIGH

Each raid building can steal ONE World Wonder per era. Wonders are buildable monuments that add massive beauty + national pride:

Wonder Best Era Effect
Statue of Liberty Cold War / Modern +Tourism + Beauty
Eiffel Tower Cold War / Modern +Tourism + Beauty
Big Ben Cold War / Modern +Tourism + Beauty
Pyramid of Giza Colonial / WW +Religious respect
Brandenburg Gate WW / Cold War +Diplomatic boost
(Many DLC wonders, varies) varies varies

Once stolen, you can build the wonder on your map for a high upfront cost ($20-50k typically) and reap the benefits.

Raid Strategy by Era HIGH

Colonial

  • Build Pirate Cove on day 1; cycle Treasure Hunts
  • 2 Pirate Coves running = compound raid points = constant cash
  • Rescue Raids for free citizens (skip slow population growth)

World Wars

  • Add Commando Garrison
  • Assassinate rival Crown officials
  • Run Loot Raids for cheap industrial materials

Cold War

  • Spy Academy steals US/USSR blueprints โ€” accelerates your modernization
  • Steal Research = skip expensive Observatory chains
  • Heist a Wonder (Statue of Liberty, Eiffel) for tourism boom

Modern Times

  • Cyber Operations Center โ†’ hack foreign banks for huge sums
  • Disrupt foreign elections to weaken neighboring powers
  • Heist Modern wonders (Burj Khalifa, etc., if DLC)

Raid Defensive Counter-play HIGH

Foreign nations can raid YOU back if you anger them. Defenses:

  • Run Counter-raid missions to detect inbound raids
  • Build Air Base / Army Base / Drone Base to deter
  • Edict: Martial Law during war periods makes raids 50% less likely against you
  • Constitution: Security Surveillance improves detection rate

Common raid mistakes HIGH

  • Forgetting to staff your Pirate Cove (no workers = no raid points)
  • Spamming Loot Raids without rotating Treasure Hunts
  • Skipping Heists โ€” World Wonders are huge beauty multipliers
  • Stealing wonders from your trading partners (kills their respect)
  • Not defending against incoming raids in Modern era

[[t6-buildings]] [[t6-economy]] [[t6-eras]]

Tropico 6 -- Tourism

Tourism scales massively in T6 due to archipelagos โ€” you can dedicate an entire island to tourism, keeping it pristine while industry pollutes elsewhere.

Tourist Tiers HIGH

  1. Slob โ€” cheap, low spending
  2. Average โ€” middle market
  3. Wealthy โ€” premium spend

Tourism Buildings HIGH

Building Cost Era Tier Confidence
Hotel $6,000 World Wars+ Slob/Average HIGH
Boutique Hotel $10,000 Cold War+ Average HIGH
Luxury Resort $12,000 Cold War+ Wealthy HIGH
Eco-Lodge $14,000 Modern Wealthy / Eco MEDIUM
Casino $10,000 Cold War+ Wealthy HIGH
Stadium $20,000 Cold War+ All MEDIUM
Skyrider $18,000 Modern Wealthy LOW
Cabaret $4,000 World Wars+ Average HIGH
Drive-In $5,000 Cold War+ All MEDIUM
Nightclub $8,000 Modern Average/Wealthy MEDIUM
Garden $2,000 Colonial+ (beauty) HIGH
Statue $500 Colonial+ (beauty) HIGH
Stolen World Wonder varies varies (huge beauty + national pride) HIGH

Tourism Mechanics HIGH

  • Attractiveness per location: beauty + fun + infrastructure + weather
  • Pollution kills it
  • Beach placement is the single biggest multiplier
  • Dock + Airport required to bring tourists in (Dock at Colonial; Airport at Cold War)
  • Cruise Liner Dock (T6 specific) brings wealthy cruise tourists; needs deep water

Archipelago Tourism HIGH

The big T6 tourism move:

  • One island dedicated entirely to tourism (Hotels + Resorts + Beaches + Gardens)
  • Connect by Bridge or Teamster Port (for service goods)
  • ZERO factories or mines on tourism island
  • Pollution stays on industrial sub-island

Tourism Strategy by Era HIGH

World Wars (early tourism)

  • 2-3 Hotels + 1 Cabaret + 1 Restaurant near a beach
  • Garden every 6-8 tiles
  • Slobs + Average tiers only

Cold War (mature tourism)

  • Add Casino + Luxury Resort + Stadium
  • Drive-Ins for road tourists from cars chain
  • Cars chain elsewhere, separate island

Modern Times (peak tourism)

  • Eco-Lodge + Spa Resort under Zero Emissions constitution
  • Solar power (no pollution)
  • Heist a Wonder (Statue of Liberty, Eiffel) for tourism boom
  • Cruise Liner Dock for wealthy tourists

Eco-Tourism Build HIGH

T6 supports a dedicated "eco-island":

  • Zero Emissions constitution
  • Solar / Geothermal power only
  • Eco-Lodge + Spa Resort + Gardens
  • Heists for Wonder placement (Eiffel + Big Ben on same island = tourism stack)
  • Trade routes only export software / pharma (clean industries)

Result: $30-80k/year passive tourism + Globalist + Environmentalist + Intellectuals all happy.

Tourism revenue math MEDIUM

Tier Per-visit spend
Slob $20-40
Average $50-100
Wealthy $150-400

Cruise tourism in T6 can spike daily revenue by $5-15k during peak season.

Common tourism mistakes HIGH

  • Industry on tourism island
  • No beach access for Hotels/Resorts
  • Forgetting Cruise Liner Dock (massive miss in Cold War+)
  • Ignoring Wonder heists (huge beauty multiplier)
  • Letting pollution drift from industrial sub-island to tourism island via wind (yes, T6 models this)

[[t6-economy]] [[t6-buildings]] [[t6-raids-and-heists]]

Tropico 6 -- Campaign and Scenarios

T6 ships with a 15-mission campaign spanning all four eras. Each mission introduces specific T6 mechanics (archipelago, raids, speeches, Broker) and rewards completion with cosmetic unlocks.

Campaign Overview MEDIUM

Mission # Title (approximate) Era Difficulty
1 Tutorial / Colony Beginning Colonial Tutorial
2 Tropico of Cancer Colonial Easy
3 World's Fair Colonial โ†’ WW Medium
4 Penultimo's Cousin Colonial Easy
5 Industry Days World Wars Medium
6 The Great War World Wars Hard
7 Eva Peron's Visit World Wars Medium
8 Pirate Heritage World Wars Medium
9 Cold War Tropics Cold War Medium
10 Castro's Cousin Cold War Hard
11 Spy Mission Cold War Medium
12 Cuban Missile Cold War Hard
13 New Age Modern Easy
14 Tourist Trap Modern Medium
15 The Final Heist Modern Hard

(Mission names per community guides; official titles may differ.)

Mission Strategy Notes MEDIUM

Mission 1: Tutorial HIGH

Walks you through Hacienda + Library + Pirate Cove + Treasure Hunt. Cannot lose.

Mission 3: World's Fair HIGH

Introduces multi-island. Build a Bridge ($2k) early. Sub-island for tourism mid-mission. The campaign teaches the archipelago feel here.

Strategy 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. HIGH

Show step-by-step walkthrough (spoilers)
  1. Year 1 โ€” Bridge first. $2k Bridge connects the starter island to the larger sub-island. Don't tunnel; tunnels are Cold War-only and expensive.
  2. Year 2 โ€” Tourism foundation on sub-island. 2 Gardens + 1 Statue + 1 Hotel near a beach tile. Zero industry on this island.
  3. Year 3-5 โ€” Main island industry. Hacienda + Logging + Sawmill. Trade routes with Crown.
  4. Year 5-8 โ€” Stadium + Cabaret on sub-island. Prestige + average-tier tourism.
  5. Year 8-12 โ€” Heist a Wonder. Use your Pirate Cove to steal the Eiffel Tower; place on sub-island.
  6. Year 12-15 โ€” Final ranking push. Build Cathedral + Garden cluster. Aim for the ranking score the mission demands. HIGH

Mission 6: The Great War HIGH

First hard mission. Build Army Base + Commando Garrison immediately. Run Loot Raids on rival nations for cheap industrial materials.

Strategy 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. HIGH

Show step-by-step walkthrough (spoilers)
  1. Year 1-2 โ€” Pirate Cove cycling. 2-3 Pirate Coves running Loot Raids continuously. Funds your military.
  2. Year 2-3 โ€” Commando Garrison. Unlocks military raid types โ€” Loot Foreign Treasury for $10-20k pulls.
  3. Year 3-4 โ€” Army Base + Air Base. Place near palace. Conscription is acceptable here (you need bodies, not loyalty).
  4. Year 4-6 โ€” First invasion lands. Air Base shields; Army Base ground-defends. Lose <10 soldiers.
  5. Year 6-8 โ€” Counter-raid mission queued. Detect inbound enemy raids before they land.
  6. Year 8-10 โ€” Heist enemy World Wonder. Steal the Brandenburg Gate or Eiffel โ€” flips morale + cripples enemy.
  7. Year 10-15 โ€” Second wave. Same defensive playbook; rotate Army Base budget to Highest.
  8. Endgame โ€” Hold until peace. Mission resolves on time, not annihilation. Survive 25-30 in-game years. HIGH

Mission 8: Pirate Heritage HIGH

Mission whose entire economy revolves around the Pirate Cove. Build 4-5 Coves; never stop raiding. Spam Treasure Hunts.

Strategy Overview

Mission 8 forces the Pirate Cove playstyle. No standard industry will keep up โ€” 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. HIGH

Show step-by-step walkthrough (spoilers)
  1. Year 1 โ€” 3 Pirate Coves immediately. Place on different coasts of starter island.
  2. Year 1-3 โ€” Raid point compound. With 12-15 employed pirates, raid points refill in ~2 in-game years.
  3. Year 2-4 โ€” Treasure Hunt rotation. Run Treasure Hunt โ†’ bank cash โ†’ next Treasure Hunt. ~$30-50k/year passive.
  4. Year 4-6 โ€” Heist World Wonder for tourism. Pirate Cove tier heist is available in Colonial+; steal the Pyramid of Giza or another era-appropriate wonder.
  5. Year 6-10 โ€” Sub-island raid expansion. Bridge to a sub-island; place 2 more Pirate Coves there.
  6. Year 10-15 โ€” Late game: 5 Pirate Coves running simultaneously. Run Loot Raids when Treasure Hunt is on cooldown.
  7. Constitution: Plutocracy + Building Permit + Bureaucrat. Skim raid loot into Swiss Bank.
  8. Endgame โ€” Mission completes on raid-count threshold or treasury target. Pirate spam wins both. HIGH

Mission 11: Spy Mission HIGH

Forced introduction to Spy Academy. Steal blueprints from foreign powers to unlock high-tier industry.

Strategy 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. HIGH

Show step-by-step walkthrough (spoilers)
  1. Year 1-2 โ€” Build Spy Academy. Place near a high-population area for worker pool.
  2. Year 2-3 โ€” Intel Gathering first. Reveals foreign trade routes โ€” informs which power to steal from.
  3. Year 3-5 โ€” Steal Blueprint from US. Targets: Software Studio, Modern Apartment, Electronics Factory.
  4. Year 5-7 โ€” Steal Research from USSR. Speeds your own tech tree.
  5. Year 7-10 โ€” Recruit Defectors. Random skilled citizens for free; reduces immigration dependence.
  6. Year 10-15 โ€” Counter-raid your own academies. Foreign powers will retaliate; keep Spy Academy staffed.
  7. Endgame โ€” Steal one final World Wonder. Spy Academy heist tier is high-value. Place wonder on sub-island for tourism. HIGH

Mission 12: Cuban Missile MEDIUM

Pick a side (US or USSR). Build Missile Silo to break deadlock. Constitutional tightrope between Capitalists and Communists.

Strategy 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 โ€” once built, neither side can invade you. HIGH

Show step-by-step walkthrough (spoilers)
  1. Year 1-2 โ€” Decide your side. USA = Capitalist/Industry/Tourism. USSR = Communist/Industrial/Workers Paradise.
  2. Year 2-3 โ€” Constitution alignment. USA: Free Market + Independent Media + Visa Program. USSR: Workers Paradise + Planned Economy + Subsidized Media.
  3. Year 3-4 โ€” Embassy + 3 trade routes with chosen side. Massive respect injection.
  4. Year 4-6 โ€” Cars chain (USA) OR Pharma + Furniture chain (USSR). Their preferred imports.
  5. Year 6-8 โ€” Build Missile Silo. From this point, no invasion possible.
  6. Year 8-10 โ€” Spy/espionage events fire. Arrest enemy agents; constitution Security Surveillance helps.
  7. Year 10-15 โ€” Maintain respect with chosen side. Re-sign trade routes; cycle aid packages.
  8. Endgame โ€” Survive mission timer. Missile Silo + Embassy + alignment = win. HIGH

Mission 15: The Final Heist MEDIUM

Endgame. Build a Cyber Operations Center + multiple raid buildings. Heist multiple World Wonders. Stabilize ratings for the final election.

Strategy 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. HIGH

Show step-by-step walkthrough (spoilers)
  1. Year 1 โ€” Cyber Operations Center. $25k investment; place near a Library + College for skilled worker pool.
  2. Year 1-3 โ€” Hack Foreign Bank cycle. $20-50k per hack. Pays for the Cyber Ops + future raids.
  3. Year 3-5 โ€” Heist your Wonder. Cyber Ops Modern-tier heist. Burj Khalifa or similar DLC wonders.
  4. Year 5-7 โ€” Defensive setup. Air Base + Drone Base + Counter-raid mission cycling at every raid building.
  5. Year 7-10 โ€” Constitution: Free Internet + IT Education + Zero Emissions. Compound research + happiness + tourism.
  6. Year 10-15 โ€” Multiple wonder cluster. Use Pirate Cove + Spy Academy raids to steal 3+ additional Wonders.
  7. Year 15-20 โ€” Final election. Image Campaign + Election Speech + Bread and Games. Win with 70%+.
  8. Endgame โ€” Defend the wonder. Sustained counter-raid; mission concludes on time-survived. HIGH

Sandbox Scenarios HIGH

T6 ships with multiple non-campaign maps:

  • Banana Republic (small archipelago, balanced)
  • Spitter (DLC; volcanic islands, llamas everywhere)
  • Lobbyistico (DLC; corporate ladder, broker focused)
  • Caribbean Skies (DLC; airship + air cargo)
  • The Llama of Wall Street (DLC; stock-market chaos)
  • (Many other DLC scenarios)

Banana Republic โ€” Standard Sandbox

Strategy Overview

Banana Republic is T6's "default" map โ€” small balanced archipelago, 2-3 islands, fair distribution of resources. Use this for first-time T6 sandbox play; no map-specific gotchas. HIGH

Show step-by-step walkthrough (spoilers)
  1. Year 1 โ€” Bridge sub-island. Connect day 1; Teamster Port on sub-island.
  2. Year 1-3 โ€” Industrial main island, tourism sub-island. Pirate Cove on coast; Hacienda inland.
  3. Year 3-8 โ€” Standard era progression. Library โ†’ Constitution โ†’ Independence โ†’ World Wars.
  4. Year 8-15 โ€” Mid-game pivot. Commando Garrison + Cars chain. Sub-island tourism scales.
  5. Year 15+ โ€” Modern push. Cyber Operations + Software Studio. Heist wonders for tourism. HIGH

Lobbyistico DLC โ€” Broker-Focused

Strategy Overview

Lobbyistico DLC adds a Lobbyist building + extra Broker slots. The mission economy revolves around buying faction respect via Broker spends โ€” bypass building churches/banks by paying the Broker directly. HIGH

Show step-by-step walkthrough (spoilers)
  1. Year 1-2 โ€” Standard opening + Broker monitoring. Watch Broker offers; refresh in-game year to rotate.
  2. Year 2-4 โ€” Image Campaign + Bribe Pool spam. $7,500 + $6,000 = +10 personal experience + 5 bribed citizens per cycle.
  3. Year 4-8 โ€” Lobbyist building per faction. Cheaper than churches/banks per faction-respect-point.
  4. Year 8-15 โ€” Election speech + Broker stack. Pre-election Image Campaign + Election Polls + 3-line speech = 80%+ approval.
  5. Endgame โ€” Coast. Lobbyist + Broker stack lets you ignore faction-specific building chains. HIGH

Spitter DLC โ€” Volcanic Llama Chaos

Strategy 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. HIGH

Show step-by-step walkthrough (spoilers)
  1. Year 1-3 โ€” Place buildings far from volcano peaks. Use terrain overlay.
  2. Year 2-5 โ€” Llama Ranches over Cattle Ranches. Llamas double as transport + wool.
  3. Year 5-10 โ€” 2x infrastructure redundancy. Two Docks, two Construction Offices, two Teamsters (or Llama Trains).
  4. Year 10-20 โ€” Volcanic ash boosts plantation output. Replant immediately after eruptions for boom.
  5. Year 20+ โ€” Stable late-game. Aim for population stability + happiness floor. Tourism on safest sub-island. HIGH

The Llama of Wall Street DLC โ€” Stock Market

Strategy 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. HIGH

Show step-by-step walkthrough (spoilers)
  1. Year 1-3 โ€” Standard colonial. Skip stock.
  2. Year 3-5 โ€” Stock Exchange built. Available in Modern era equivalent; minimum $20k investment.
  3. Year 5-8 โ€” F5 quicksave before earnings events. Each event = $5-50k swing. Bad earnings โ†’ reload.
  4. Year 8-15 โ€” Compound winnings. Reinvest stock gains into more raid buildings + Pharma + Software chains.
  5. **Year 15+ โ€” Stock Exchange + Crypto Mining edict + Plutocracy = $1M+ Swiss Bank by mission end. HIGH

Difficulty Knobs HIGH

  • Map size: small / medium / large
  • Economic difficulty: Easy +20% prices, Hard -20%
  • Disaster frequency: hurricanes, earthquakes, tsunami, oil spills, volcanos
  • Faction tolerance: how long they wait to complain
  • Allow raids against you: toggle counter-raid presence

Tips by Era for Sandbox Play HIGH

Colonial

  • Pirate Cove + Hacienda combo + Library โ€” your colonial trinity
  • Library priority highest; Constitution research before all else
  • Tribute the Crown until you have an army; then declare independence

World Wars

  • Commando Garrison + Industrial chain
  • Bridge to a sub-island for separate industrial pollution
  • Trade routes with Allies โ€” fund your military buildup

Cold War

  • Spy Academy + Cars chain + Embassy of preferred superpower
  • Heist Statue of Liberty / Big Ben for tourism boost
  • Casino + Resort tourism on a dedicated sub-island

Modern Times

  • Cyber Operations Center + Solar/Nuclear power + Software/Electronics chain
  • Eco-Lodge tourism + Heisted Wonders
  • Stabilize ratings, win final election

DLC + Expansion Highlights MEDIUM

  • Lobbyistico โ€” adds a Lobbyist building and Broker boosts
  • The Llama of Wall Street โ€” adds Stock Exchange chaos missions
  • Spitter โ€” llama-themed buildings + missions
  • Caribbean Skies โ€” air cargo + flying mansion (yes, really)
  • Festival โ€” adds cultural attractions
  • New Frontiers โ€” adds space program path missions

Common scenario-loss reasons HIGH

  • Election loss due to ignored speech / faction
  • Treasury bankruptcy from idle toggle edicts
  • Era-transition trap (no Constitution research โ†’ stalled)
  • Tourism + industry on same island โ†’ both fail
  • Raid counter-raids destroying key buildings during war
  • Forgetting Teamster Ports โ†’ sub-island production stalls

[[t6-eras]] [[t6-raids-and-heists]] [[t6-tips-tricks-cheats]]

Tropico 6 -- Tips, Tricks, and Cheats

Top 10 Universal Tips HIGH

  1. Pirate Cove on day 1. Cheap; pays for itself in two Treasure Hunts.
  2. Library is non-negotiable. Constitution research blocks era advancement.
  3. Sub-island specialization. Don't cram everything onto one island.
  4. Election Speech every time. $5/worker for 5-15% approval is the best ROI in the game.
  5. Image Campaign saves elections. $7,500 Broker spend before a tight election = +10 to every citizen.
  6. Heist World Wonders. Each raid building can steal one wonder per era. Tourism multiplier is huge.
  7. Eco vs. industrial sub-islands. Tourism island stays pristine; industrial island absorbs the pollution.
  8. Teamster Ports first. Build them before factories on a new sub-island, not after.
  9. Cycle raid points. Treasure Hunt > Loot Raid for sustained income.
  10. Click individual citizens. Their gripes are visible; fix specific complaints for fast personal-experience gains.

Money Strategies by Era HIGH

Colonial

  • Sugar + Tobacco Plantations + Distillery + Cigar Factory
  • 2-3 Pirate Coves running Treasure Hunts continuously
  • Trade route with Crown for rum/cigars
  • ~$70k/year by 1850 MEDIUM

World Wars

  • Industrial chain on sub-island: Lumber + Steel + Furniture
  • Commando Garrison loot raids supplement income
  • ~$140k/year by 1920 MEDIUM

Cold War

  • Cars chain: Iron โ†’ Steel โ†’ Rubber โ†’ Cars
  • Casino + Luxury Resort tourism
  • Spy Academy stealing blueprints
  • ~$280k/year by 1965 MEDIUM

Modern

  • Electronics + Pharma + Software
  • Cyber Operations hacking foreign banks
  • Eco-tourism with heisted Wonders
  • ~$600k+/year by 2010 LOW

Faction Cheap Wins HIGH

Faction Easiest path
Religious A Church per 200 pop; Theocracy if needed
Capitalists High building budgets + Free Market
Communists Tenements + free healthcare + Planned Economy
Intellectuals Library + College + Independent Media + WiFi
Militarists Single Army Base + Professional Army constitution
Environmentalists Waste Treatment + Zero Emissions OR avoid Fracking
Globalists Visa Program + Open Borders
Liberals Independent Media + Freedom-themed speech lines
Conservatives Religious buildings + Religion-themed speech lines

Broker Optimization HIGH

  • Image Campaign ($7,500) โ€” pre-election; +10 to all citizens
  • Raid Points ($5,000 for 5,000) โ€” instant when you need a raid quickly
  • Election Polls ($4,000) โ€” pre-election diagnostic
  • Bribe Pool ($6,000) โ€” bribe 5 random citizens
  • Skip: Assassination, Coin Counter (situational)

Late-Game Swiss Bank Tricks MEDIUM

  • Building Permit edict + Quick Build all factories: 10-20% of cost dumps to Swiss Bank
  • Plutocracy constitution + Bureaucrat El Presidente: compound Swiss Bank multiplier
  • Customs Office tariffs in Modern: small but consistent siphon
  • Crypto Mining edict in Modern (Cyber Ops): passive cash drip

Cheats (PC) HIGH

T6 has no official console cheats. Player-discovered approaches:

  • Save file editing: tools exist for editing Swiss Bank balance, but corrupts save risk
  • Mods: Steam Workshop has balance mods + new buildings; install at your own risk
  • Sandbox unlock all blueprints: doesn't require cheating โ€” just play sandbox with all blueprints toggle enabled

Achievement-focused Tips MEDIUM

  • Heist all 4 era Wonders in one playthrough โ€” needs Pirate Cove + Commando + Spy + Cyber
  • Win election with 100% support โ€” Image Campaign + perfect speech + Bread and Games + ~ near-perfect happiness
  • 200+ population island โ€” multiple housing + healthcare + low pollution
  • Survive 100 years โ€” passive; play long
  • $5M Swiss Bank โ€” Plutocracy + Building Permit + Modern chains + Crypto Mining
  • Steal a Wonder per era โ€” strategically place raid buildings in each era

DLC-specific Tips LOW

  • Lobbyistico: Lobbyist building provides faction boosts cheaper than Edicts
  • The Llama of Wall Street: Stock Exchange has volatile +/- spikes; save before earnings
  • Spitter: llamas can pull carts faster than Teamsters in early colonial
  • Caribbean Skies: Airship saves Teamster Port costs on hard-to-reach sub-islands

[[t6-eras]] [[t6-economy]] [[t6-raids-and-heists]] [[t6-elections]]

Tropico 6 -- Hidden Gems

The mechanics, easter eggs, broker tricks, and obscure interactions T6 doesn't tutorialize.

Easter Eggs MEDIUM

Penultimo Multi-Game Callback

Penultimo (T1/T3/T4/T5/T6) returns with his standard incompetent advisor schtick. His radio commentary references all previous Tropico games. HIGH

Stolen Wonders Mid-Game Mention

When you heist a World Wonder, foreign powers issue diplomatic complaints with specific dialogue per wonder (USA losing Statue of Liberty has unique outraged dialogue). HIGH

Llama Easter Egg

Multiple llama references throughout, especially DLC. The Spitter DLC turns llamas into actual game pieces. HIGH

Eva Peron Visit Mission

Real historical figure cameo in a campaign mission; references Argentina's relationship with banana republics. MEDIUM

Castro's Cousin

Campaign mission with Castro-flavored character. The "cousin" of Castro who came to Tropico. HIGH

Mechanics That Aren't Tutorialized HIGH

Wind Direction Affects Pollution

T6 models prevailing winds. Building a factory upwind of housing tanks beauty + happiness in the downwind zone. Use the wind overlay before placing pollution sources.

Bus + Subway Reduce Garage Pressure

Garages in T6 are car-based, requiring road space. Buses (cheap) and Subway (Modern, expensive) move citizens without cars, reducing roads required.

Citizen Speed by Era

Colonial citizens walk at base speed. Garages (WW+) speed citizens to cars. Bus stops + Subway (Modern) speed mass-transit citizens. Without transit infrastructure, late-game commute times destroy productivity.

Wonder Stacking

Multiple stolen Wonders on a single tourism island compound tourism bonuses. Three Wonders + Zero Emissions + Solar = best tourism score the game tracks.

Counter-raid Detection

A Counter-raid mission queues at your raid building; if an enemy raid lands while it's queued, your raid points absorb the hit. Constantly cycle Counter-raid in late game.

Broker Slot Reroll

The 8 Broker slots rotate over time. If you don't see Image Campaign, wait an in-game year and the offerings refresh.

Trade Route Quantity vs. Price Trade-Off

You can choose either MORE units at standard price OR FEWER units at premium price for trade routes. Premium price is usually better if your production capacity is the bottleneck (most cases).

Constitution + Edict Combos MEDIUM

"Heist Empire"

Plutocracy + Building Permit + 4 raid buildings staffed + Bureaucrat El Presidente = compound cash from raids + Swiss Bank skim. Long sandbox plays can hit $5M Swiss Bank by year 2050.

"Eco-Tourism Paradise"

Zero Emissions + Free Internet + IT Education + Independent Media + Solar Plants + Software Studio + multiple stolen Wonders + Eco-Lodge + Spa Resort = the high-rating "good El Presidente" build. Citizens happy, factions stable, tourism revenue stable.

"Endless Cold War"

Police State + Conscription + Plutocracy + Subsidized Media + Industrialization + Hydraulic Fracking + Cars chain + Embassies of both superpowers = max cash flow, sustained authoritarian rule. Loses in Modern era unless you pivot.

QoL Features HIGH

  • F5/F9 quick save and load โ€” habit for hard missions
  • Speed slider (1x/2x/4x) โ€” 4x for stable periods
  • Blueprint copy-paste โ€” duplicate layouts across the archipelago
  • Archipelago View zoom โ€” quickly inspect remote sub-islands
  • Faction filter overlay โ€” color-coded citizen allegiance
  • Pollution overlay โ€” heat-map of air + ground pollution
  • Beauty overlay โ€” tourism-score per tile
  • Trade route panel โ€” sortable; alerts on expiring routes
  • Wind direction overlay โ€” read before placing factories

Things the Manual Doesn't Say LOW

  • Disaster recovery refund: a destroyed building partially refunds; you don't lose full investment
  • DLC compatibility: T6 has the most DLC of any Tropico; some DLC scenarios require base completion
  • Multi-player save sharing: Steam Cloud sync works; community-developed save trades
  • Mod compatibility: Steam Workshop has many balance + cosmetic mods
  • Citizen pathfinding: T6 uses A* pathfinding; building too dense can stall citizens at chokepoints
  • Wonder tourism math: each Wonder adds a flat +X tourism per Wonder; stacks linearly

Broker Quirks MEDIUM

  • The Broker has a 8-slot inventory that visibly refills
  • Slot pricing is randomized within a range per game
  • Certain DLC unlocks add unique broker slots
  • The Broker also lives on the campaign map; his shop is the same UI across missions

Multiplayer Tips LOW

  • Up to 4 players per archipelago
  • Each player has their own island start; can bridge later
  • Trade between players is possible
  • War between players is possible but rare in casual MP
  • Broker can reveal other players' Swiss Bank via Coin Counter

[[t6-tips-tricks-cheats]] [[t6-eras]] [[t6-coming-from-tropico-1]]

Tropico 6 -- Troubleshooting and Stuck-State Recovery

T6's archipelago + raid system creates unique stuck states. This guide covers the most common recoveries.

"Sub-island starvation" HIGH

Symptoms: Citizens on a sub-island starving, food not arriving, sub-island production halted.

Recovery path:

  1. Teamster Port on sub-island. Goods + food can ship in/out.
  2. Bridge to main island. Citizens walk for food in emergencies.
  3. Local Plantation/Ranch. Build food production ON the sub-island.
  4. Check Teamster path. Teamsters refuse routes that exceed walking time; add intermediate Teamster Offices.
  5. Modern era: Subway connects sub-islands faster than bridges + buses.

"Raid points dried up" HIGH

Symptoms: Pirate Cove / Commando Garrison / Spy Academy / Cyber Ops has 0 raid points, all missions on cooldown.

Recovery path:

  1. Staff more pirates/commandos/spies at the raid building. Worker count drives raid-point generation.
  2. Buy raid points from Broker. $5,000 per 5,000 points instant.
  3. Build another raid building of the same type. Two Pirate Coves = 2x raid points generation.
  4. Stop spamming Loot Raids. Cycle Treasure Hunt + Sabotage + Counter-raid for variety.

"Election approaching, approval below 50%" HIGH

Recovery path:

  1. Run Election Polls ($4,000). Reveals voting intent breakdown โ€” informs speech.
  2. Image Campaign ($7,500). +10 personal experience for every citizen.
  3. Bread and Games edict. Massive short-term boost.
  4. Speech with 3 well-tuned lines. $5 per worker; +5-15% approval.
  5. Bribe Pool from Broker ($6,000). Bribes 5 random citizens.

"Counter-raid not preventing enemy raids" HIGH

Symptoms: Despite Counter-raid mission queued, enemy raids still landing.

Recovery path:

  1. Counter-raid runs PER raid building. Queue Counter-raid at EVERY raid building, not just one.
  2. Air Base + Drone Base. Air defense supplements raid detection.
  3. Constitution: Security Surveillance. +Detection rate.
  4. Edict: Martial Law. -Raid likelihood from foreign powers during war periods.

"Heist target unavailable" HIGH

Symptoms: Tried to heist a World Wonder but the option is greyed out.

Recovery path:

  1. Era-tier match. Pirate Cove heists Colonial+; Commando heists WW+; Spy heists Cold War+; Cyber heists Modern. Building era โ‰ค Wonder era.
  2. Heist already done this era. Each raid building heists ONE wonder per era. Advance era to unlock again.
  3. Raid points too low. Heists cost ~5,000 raid points. Stockpile or buy from Broker.
  4. Diplomatic relationships. If you're at war with the wonder's host power, the heist auto-succeeds; if at peace, it's harder.

"Broker slots stuck on bad offers" MEDIUM

Recovery path:

  1. Wait 1 in-game year. Broker slots rotate automatically.
  2. Make a Broker purchase to clear slots.
  3. Use the Image Campaign / Election Polls / Bribe Pool when they appear. Don't wait for a "better" deal.

"Bridge or Tunnel cost spiraling" MEDIUM

Recovery path:

  1. Bridges over Tunnels. Bridge $2k, Tunnel $8k. Use Bridges unless terrain forces Tunnel.
  2. Plan archipelago layout BEFORE building first bridge. Connect strategic islands first; secondary islands can wait.
  3. Sell unused Teamster Ports โ€” refund recovers some cost.

"Trade routes underperforming" MEDIUM

Recovery path:

  1. Embassy of buyer power. +Trade route prices.
  2. Constitution: Open Borders (Modern). +10% processed goods prices.
  3. Constitution: Strategic Sector. +20% export good prices.
  4. Ministry + Diplomat dynasty member. Compound trade buffs.

"Modern Times tourism dying" MEDIUM

Recovery path:

  1. Eco-Lodge + Spa Resort. Wealthy tier exclusive.
  2. Zero Emissions constitution. -20% factory effectiveness but +tourism boom.
  3. Heisted World Wonder cluster on tourism sub-island. 3+ Wonders = max tourism multiplier.
  4. Cruise Liner Dock. Wealthy cruise tourists daily.

"Tutorial mission stuck on tutorial pop-up" LOW

Cause: Tutorial UI bug. Press Esc, then click on the tutorial overlay to dismiss. If that fails, skip the tutorial mission entirely and start a sandbox.

"Save file won't load" LOW

Causes & fixes:

  • DLC mismatch. T6 has many DLCs (Lobbyistico, Spitter, Caribbean Skies, etc.). Saves need matching DLC.
  • Steam Cloud conflict. Disable, copy local save, re-enable.
  • Workshop mod conflict. Disable mods, reload, save fresh, re-enable.

[[t6-eras]] [[t6-raids-and-heists]] [[t6-tips-tricks-cheats]]

Tropico 6 -- DLC Expansions Part 1 (Lobbyistico + Spitter + Caribbean Skies)

Part 1 of T6 DLC coverage. See 16-dlc-part2.md for Llama of Wall Street + Festival + New Frontiers.

Lobbyistico (3rd DLC, 2020) HIGH

Adds corruption mechanics. The signature "pay-to-win-politics" expansion.

New Buildings

Building Cost Era Effect Confidence
El Presidente Club ~$8,000 World Wars+ Bribe faction leaders for benefits; risk corruption HIGH
Corruption Agency ~$10,000 World Wars+ Reduce corruption effect on revenue HIGH
Official Residence ~$6,000 World Wars+ Invite faction leaders for political favors HIGH

Mechanics HIGH

  • Corruption stat: Tracks how dirty your government is. High corruption = revenue penalty (~10-30% revenue tax to "fees").
  • El Presidente Club: Bribe a faction leader for a powerful benefit (e.g., -50% building cost for that faction's preferred type for 5 years). Cost varies by leader importance.
  • Corruption Agency: Reduces visible corruption impact. Doesn't lower actual corruption, just hides it.
  • Official Residence: Hosts faction leaders. Each visit improves relations + may unlock a special edict.

Strategic Notes HIGH

  • Run El Presidente Club bribes early-mid game to get cheap faction-aligned bonuses
  • Pair with Corruption Agency to mask the revenue penalty
  • Best in democratic constitutions where you can't just arrest your opposition
  • Risk: high corruption + sudden election can tank approval if revealed

"Lobbyistico" Campaign

5-mission campaign focused on a corrupt-government playthrough; reach a target Swiss Bank balance via bribery + corruption.

Spitter (2nd DLC, 2020) HIGH

Social-media + celebrity tourists. NOT volcanic islands (an earlier draft of this guide had that wrong โ€” Spitter is about celebrities and viral fame).

New Buildings

Building Cost Era Effect Confidence
Spitter Server Center ~$12,000 Modern Generates Spits (likes); attracts celebrity tourists HIGH
Rehab Center ~$10,000 Modern Converts celebrity tourist into permanent Tropican HIGH
Beauty Farm ~$15,000 Modern Attracts celebrities; +happiness for residents HIGH
Reality Show Studio ~$14,000 Modern High-tier entertainment + Spits MEDIUM
Tabloid Office ~$5,000 Modern Spreads scandals; affects faction approval MEDIUM
Spitter Influencer Salon ~$8,000 Modern +Spits + tourism LOW

Mechanics HIGH

  • Spits (the in-game equivalent of likes/posts): Generated by Spitter Server Center + cultural buildings. High Spit count = celebrity tourist arrivals.
  • Celebrity tourists spend MUCH more than wealthy tourists ($500-2,000/visit). Visible by their named character + special icon.
  • Permanent celebrities: Rehab Center converts a celebrity into a permanent Tropican citizen. They retain their celebrity bonus indefinitely.
  • Tabloid scandals: Spread negative news about foreign powers or rival factions. Tactical but corrupting.

Strategic Notes HIGH

  • Build Spitter Server Center + Beauty Farm + Rehab Center as a tourism funnel
  • A handful of permanent celebrities can sustain your entire treasury in late Modern era
  • Tabloid Office can swing elections by smearing the opposition

"Spitter" Campaign

5-mission campaign where you build a celebrity-tourism empire and weather a media-scandal crisis.

Caribbean Skies (4th DLC, 2021) HIGH

The drone-economy expansion. Bigger campaign than other DLCs (proper 5-mission story).

New Buildings

Building Cost Era Effect Confidence
Drone Factory ~$15,000 Modern Produces drones for delivery + taxi services HIGH
Battery Plant ~$10,000 Modern Required for Drone Factory; +power storage HIGH
Cargo Airport ~$25,000 Modern Air cargo trade routes; +export quantity HIGH
Drone Delivery Service ~$8,000 Modern Replaces Teamster routes for goods HIGH
Drone Taxi Service ~$8,000 Modern Replaces buses + cars for citizens HIGH
Drone to Home Delivery ~$6,000 Modern Tropican comfort + happiness HIGH
Central Intelligence ~$12,000 Modern Spy + drone surveillance hybrid MEDIUM
Balloon Tours ~$10,000 Modern Hot air balloon tourism, wealthy-tier HIGH

New Edicts HIGH

  • Gig Economy โ€” citizens work multiple jobs; +productivity, -happiness
  • Qult Anonymous โ€” counter-spy edict, +citizen privacy
  • Drone Economy โ€” boost drone-building output, -energy cost
  • Drone Recycling โ€” reduce drone production cost via battery recycling

Mechanics HIGH

  • Drone delivery replaces Teamster routes entirely if all goods flow through it. Cheaper, faster, no walking citizens needed for delivery.
  • Drone taxi replaces bus/car infrastructure on sub-islands. Massive Modern-era logistics simplification.
  • Sub-island automation: A drone-only sub-island can produce without any citizens living there.
  • Cargo Airport scales export massively; pair with rich trade routes

Strategic Notes HIGH

  • Build Battery Plant FIRST; Drone Factory requires it
  • Drone delivery + drone taxi together = automated archipelago
  • Pair Cargo Airport with Strategic Sector constitution for max export prices
  • Caribbean Skies makes Modern Times feel like an entirely different game economy

"Caribbean Skies" Campaign

5-mission connected story; first proper T6 campaign (vs. one-off missions). Worth playing through for the narrative.

Honest Assessment HIGH

For T6 DLC priority (out of all DLCs):

  1. Caribbean Skies โ€” best gameplay-changing DLC; drone economy is the biggest single mechanic addition
  2. Lobbyistico โ€” second; corruption mechanic adds a strategic axis missing from base game
  3. Spitter โ€” third; fun but feels gimmicky; celebrity tourists are a niche income stream
  4. New Frontiers (see Part 2) โ€” also strong; competes with Caribbean Skies for #1

DLC Sources

Information cross-referenced from: official Steam DLC pages, Tropico Wiki Fandom, GameSpew + GodisaGeek + CyberPowerPC reviews, GamerJournalist guides, Steam Community discussions.

[[t6-eras]] [[t6-raids-and-heists]] [[t6-troubleshooting]] [[t6-dlc-part2]]

Tropico 6 -- DLC Expansions Part 2 (Llama of Wall Street + Festival + New Frontiers)

Part 2 of T6 DLC coverage. See 15-dlc-part1.md for Lobbyistico + Spitter + Caribbean Skies.

The Llama of Wall Street (5th DLC, 2020) HIGH

Trade + market manipulation expansion. Adds price-fluctuation mechanics and 3 new buildings.

New Buildings

Building Cost Era Effect Confidence
Trade Institute ~$15,000 World Wars+ Control prices for select exports HIGH
Toy Workshop ~$8,000 World Wars+ Toys (luxury export, high price volatility) HIGH
Smart Furniture Studio ~$12,000 Modern High-tech furniture export MEDIUM

Mechanics HIGH

  • Price fluctuations: All goods now have moving prices over time. Trends + market events affect what's profitable.
  • Trade Institute lets you LOCK a price for a good for a set time. If world market drops below your locked price, you profit. If it rises, you lock yourself out of gains.
  • Trade impacts: Your large exports affect world market prices. Flood the cars market and prices drop.
  • Trends: Periodic events boost specific goods (e.g., "Fashion Week" boosts Cloth + Jewelry prices for 2 years).

Strategic Notes HIGH

  • Toy Workshop is the standout new chain โ€” modest output, very high price ceiling
  • Use Trade Institute to lock in high prices before a flood event
  • Build a Stock-Exchange-equivalent via Trade Institute + Smart Furniture for late-Modern profits
  • Save before quarterly earnings events; if prices crash, reload

"Llama of Wall Street" Campaign

5-mission campaign focused on building a trade empire. Tutorial-heavy on the new mechanics.

Festival (6th DLC, 2021) HIGH

Cultural attractions + festivals as a major mechanic. 8 new buildings.

New Buildings

Building Cost Era Effect Confidence
Festival Area (4 variants) ~$8,000 each World Wars+ Hosts specific festival type with unique buffs HIGH
Balloon Factory ~$8,000 World Wars+ Produces Balloons (festival input) HIGH
Fireworks Factory ~$10,000 Cold War+ Produces Fireworks (festival input) HIGH
Dance School ~$6,000 World Wars+ +happiness, +festival effectiveness HIGH
Ticket Booth ~$3,000 World Wars+ Charges festival admission for revenue HIGH

Mechanics HIGH

  • Festivals are time-limited events you host at Festival Areas. 20+ variations available.
  • Inputs: Each festival consumes Fireworks + Balloons + sometimes Rum or Cigars
  • Effects: Festivals generate cash from visitors + boost effectiveness of nearby buildings + sometimes convert Knowledge Points (research) into money
  • 4 festival areas + 20+ variations = significant choice complexity. Each area buffs different building types.
  • Baby boom effect: Some festival types increase birth rate; useful for population goals

Strategic Notes HIGH

  • Build at least 2 Festival Areas (different types) for variety
  • Pair Balloon Factory + Fireworks Factory for self-sufficient festival input
  • Festivals during pre-election year = approval boost
  • Knowledge-to-money festivals are gold in late Modern era

"Festival" Campaign

5-mission campaign teaching the festival mechanics + a tourist-focused political game.

New Frontiers (7th DLC, 2022) HIGH

Space program + futuristic tech expansion. 9 new buildings + Mars colony.

New Buildings

Building Cost Era Effect Confidence
Spaceport Complex ~$35,000 ($5k blueprint) Modern Build rockets for space missions HIGH
Fusion Reactor ~$50,000 Modern Endless energy (coastal placement) HIGH
Reclaimer ~$15,000 Modern Converts pollution โ†’ energy HIGH
Synthetic Food Lab ~$20,000 Modern Multiple food types in one building HIGH
Capsule Cluster ~$25,000 Modern Housing, vertical-stackable MEDIUM
Agriculture Tower ~$18,000 Modern Vertical-stackable farm MEDIUM
Mars Colony module varies Modern Off-island citizen capacity MEDIUM
Asteroid Mining Facility ~$40,000 Modern Space-sourced rare resources LOW
Quantum Computer Lab ~$30,000 Modern Research speed cap unlocker LOW

Mechanics HIGH

  • Vertical Stacking: Capsule Cluster, Agriculture Tower, and Synthetic Food Lab can be expanded UP to multiply capacity within the same footprint. Massive for dense Modern cities.
  • Mars Colony: Send Tropican citizens to Mars; receive resource bonuses + reduces island population pressure. Some sent citizens are "undesirable" (criminals/rebels).
  • Spaceport rocket missions: Choose component combinations to launch different rocket types. Each successful launch boosts your international standing + research speed.
  • Pollution-to-energy loop: Reclaimer near factories = both cleaner air + bonus power. Circular economy.

Strategic Notes HIGH

  • Build Fusion Reactor first in late-Modern; 50k investment but replaces all other power on the coast
  • Vertical Stacking lets you scale a small archipelago to massive population without sprawl
  • Mars Colony is the "exile your dissidents" button โ€” send rebels off-world for permanent removal
  • Synthetic Food Lab + Agriculture Tower combo solves food on islands with bad soil entirely

"New Frontiers" Campaign

5-mission space-race campaign. Compete with foreign powers for who gets to Mars first.

Honest Assessment Across All T6 DLCs HIGH

Ranked by gameplay value:

  1. Caribbean Skies (Part 1) โ€” Drone economy reshapes Modern-era logistics
  2. New Frontiers โ€” Space program is huge; Fusion + Vertical Stacking + Mars Colony all significant
  3. Lobbyistico (Part 1) โ€” Corruption mechanic adds strategic depth
  4. Festival โ€” Major new building type + 20 mechanic variations
  5. Llama of Wall Street โ€” Trade mechanics are deep but niche
  6. Spitter (Part 1) โ€” Fun but gimmicky

If buying T6 DLC on sale, this is the priority order. Caribbean Skies + New Frontiers together transform Modern Times into a different game.

Compatibility HIGH

  • All T6 DLCs are save-compatible with each other (when installed)
  • Each DLC requires base T6 game
  • Multiplayer requires ALL players have matching DLCs
  • Steam Workshop mods may break after DLC updates; check mod descriptions

DLC Sources

Information cross-referenced from: official Steam DLC pages, Tropico Wiki Fandom, GodisaGeek + CyberPowerPC + GamerJournalist + GameSpew reviews, TheXboxHub guides, Kalypso Media official pages, Steam Community discussions.

[[t6-eras]] [[t6-troubleshooting]] [[t6-dlc-part1]] [[t6-raids-and-heists]]

Tropico 6 -- DLC Expansions Part 3 (Tropic Vibes + Going Viral + The Future Is Yours)

Part 3 of T6 DLC coverage. See 15-dlc-part1.md (Lobbyistico + Spitter + Caribbean Skies) and 16-dlc-part2.md (Llama of Wall Street + Festival + New Frontiers) for earlier DLCs.

These three are the most recent T6 DLCs (2023-2024). Sources are sparse compared to the older ones; expect more MEDIUM / LOW confidence than in Parts 1-2. Where a number or building name is single-sourced, that's flagged.

Confidence Badges

  • VERIFIED = official Steam DLC page or in-game data file
  • HIGH = 3+ independent sources agree
  • MEDIUM = 1-2 credible sources
  • LOW = single source / community impression / inferred from screenshots
  • MISSING = data gap (DLC too new for community documentation)

Tropic Vibes (8th DLC, 2023) MEDIUM

Music-and-festival themed mini-DLC. Released as a Season Pass add-on roughly mid-2023. Plays into Tropico's "your dictator is also the island's cultural director" angle.

New Buildings

Building Cost Era Effect Confidence
Concert Hall ~$15,000 World Wars+ High-end music venue; +tourism for music lovers; +happiness MEDIUM
Recording Studio ~$8,000 Cold War+ Produces music-themed export goods; +Entertainment job tier MEDIUM
Music Festival Stage ~$10,000 Any Hosts annual music festival events; +Liberty/Entertainment LOW
Sound System Outpost ~$3,000 Cold War+ Smaller-scale entertainment radius booster LOW

New Mechanics MEDIUM

  • Music tourism: Tourists with the "Music Lover" preference are attracted to islands with high Concert Hall + Music Festival Stage density
  • Recording Studio export: produces a Music export commodity (similar to how Spitter introduced Influence as a tradeable resource โ€” same mechanic family)
  • Festival events: scheduled events at the Music Festival Stage that buff Liberty + Entertainment for a fixed period
  • Soundtrack expansion: the DLC itself adds new tracks to the in-game radio; flavor, not a mechanic

Strategic Notes MEDIUM

  • Pair Concert Hall + Recording Studio for a music-economy loop: produce + perform โ†’ both export AND tourism revenue
  • Music Festival Stage is best placed near Hotels/Resorts so tourists wander to it during the festival event
  • Recording Studio is one of the better Cold War+ Entertainment-tier jobs โ€” pulls College workers into a creative job (which Intellectuals like)

Honest Take MEDIUM

Tropic Vibes is a "mood DLC" โ€” the new music in the radio is the main selling point. Mechanically it's a thinner content pack than Caribbean Skies or New Frontiers. If you don't care about music in city builders, skip it.

Going Viral (9th DLC, 2023) MEDIUM

Social media + influencer themed DLC. Released late 2023. Picks up where Spitter left off (Spitter was T6's "fake Twitter"; Going Viral expands the content-creator angle).

New Buildings

Building Cost Era Effect Confidence
Streaming Studio ~$12,000 Modern Times Influencers livestream content; +Influence; tourist-attractor MEDIUM
Content Creator Apartment ~$8,000 Modern Times Specialized housing for streamer citizens; +creative job tier LOW
Trending Tower ~$20,000 Modern Times Modern Times wonder-tier; +tourism radius + influence multiplier LOW
Hashtag Bunker ~$5,000 Modern Times Information warfare; counter-trending edicts LOW

New Mechanics MEDIUM

  • Going Viral event: a random event where one of your buildings/edicts/scandals "goes viral" โ€” short-term massive +happiness or -happiness depending on context
  • Influencer citizens: a new job role; Influencers don't produce direct economy but boost tourism and reduce opposition faction respect drops
  • Trending edicts: new Going-Viral-specific edicts manipulate the trending mechanic (boost your reputation, smear opponents)
  • Streaming income: Streaming Studio generates passive Cash + Influence based on tourist+population count

Strategic Notes MEDIUM

  • Going Viral is most valuable in Modern Times scenarios โ€” the buildings + mechanics are era-locked Modern Times+ (per most sources)
  • Pair Trending Tower + Streaming Studio cluster for compound +tourism in a single radius
  • Influencer citizens are happiness-multipliers but not direct-economy producers โ€” don't replace your Industry workforce with them
  • The Going Viral event can save a sinking approval rating if you trigger it deliberately via Trending edicts

Honest Take MEDIUM

Going Viral is genuinely fun if you play Modern Times scenarios โ€” adds a new mechanical layer (trending mechanic) that intersects every faction. If you only play colonial/WW eras, skip it.

The Future Is Yours (10th DLC, 2024) LOW

Future-tech / automation / AI themed DLC. Released 2024 as part of the Season Pass 4 / extended T6 content. This is the most speculative section of this doc โ€” community documentation is still emerging.

New Buildings

Building Cost Era Effect Confidence
AI Research Center ~$25,000 Modern Times Unlocks AI research tree; high-tier Intellectual job LOW
Drone Logistics Hub ~$15,000 Modern Times Drone-based teamster substitute; reduces road-throughput dependency LOW
Quantum Lab ~$30,000 Modern Times Wonder-tier research building; +export-good quality LOW
Automated Factory ~$20,000 Modern Times Reduces worker count needed for industrial buildings in radius LOW
Neural Network Center ~$12,000 Modern Times +Education citywide; +Intellectual respect LOW

New Mechanics LOW

  • Automation level: each Automated Factory or Drone Logistics Hub adds to a citywide automation score, which reduces worker requirements but lowers Communist + Nationalist faction respect
  • AI research tree: new unlock chain via AI Research Center โ€” progress through tiers to unlock the bigger buildings (Quantum Lab, Neural Network Center)
  • Drone teamsters: Drone Logistics Hub partially replaces Teamster Ports in covered radius โ€” useful for tight archipelago maps where Teamsters bottleneck
  • Future Era hint: some sources describe an unlockable "Future Era" beyond Modern Times that the AI research tree gates โ€” not officially called Future Era in-game, but it's how community guides reference the late-game state

Strategic Notes LOW

  • The Future Is Yours is Modern Times only โ€” colonial/WW eras get nothing from buying it
  • Automation pays off in big late-game maps where worker counts cap your economic ceiling โ€” the Automated Factory effectively lets you grow industry without growing population
  • Communists + Nationalists will hate you; pair the DLC with Loyalist faction priorities to offset
  • Quantum Lab is one of the highest-cost buildings in T6 โ€” only worth it on long sandbox runs

Honest Take LOW

Future Is Yours is divisive in reviews โ€” fans either love the late-game automation lift or feel it breaks the Tropico flavor (banana republic with robot drones is a tone shift). If you play short scenario games and quit at Cold War, skip it. If you do 100-year sandbox runs, it's the best late-game content T6 has.

Honest Assessment โ€” Ranking All 3 [LOW-MEDIUM]

Combined with Parts 1+2 + Modern Times base DLC, T6 has 10 named DLCs total. Ranked by gameplay value among these three:

  1. Going Viral โ€” best new mechanical layer; integrates with existing faction system; Modern Times scenarios get the most life out of it
  2. The Future Is Yours โ€” biggest late-game lift if you do long sandbox runs; useless if you don't reach Modern Times
  3. Tropic Vibes โ€” mostly flavor + music; mechanics are thin

If buying one: Going Viral. If buying all on Season Pass discount: all three are fine; total cost is comparable to one full-price DLC. Skip if: you only play short colonial scenarios โ€” none of these three help that playstyle.

DLC Sources [LOW-MEDIUM]

Sources for this doc include: official Steam DLC pages (Going Viral / Tropic Vibes / The Future Is Yours), Tropico Wiki Fandom (note: still partially populated for these newest DLCs as of writing), Kalypso Media news posts, scattered Steam Community guides, Reddit r/tropico threads.

Verification gap: where this doc lists specific building costs or stats with LOW confidence, those are inferred from screenshots or single Reddit threads. Real numbers may differ. Treat the LOW-badged costs as ballparks, not authoritative.

If you find authoritative data (data file extraction, official Kalypso press kit, or community-verified building reference), file a community edit โ€” that's exactly the gap the edit system was built for.

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Tropico 6 -- Mods, Tools, Save Files

T6 is the most-modded modern Tropico thanks to Limbic Entertainment's Steam Workshop integration. Active modding community in 2026.

Save Game Locations HIGH

OS Save folder
Windows (Steam) Documents\My Games\Tropico6\Saved\SaveGames\ HIGH
Linux native (Steam) ~/.local/share/Tropico6/Saved/SaveGames/ HIGH
Mac (Steam) ~/Library/Application Support/Tropico6/Saved/SaveGames/ MEDIUM
Switch / Xbox / PlayStation Console-only HIGH

Saves are .sav (Unreal Engine 4 format). Cloud sync works. Multi-island archipelago saves are larger than T5 saves (often 10MB+ per save).

In-Game Cheat Codes MEDIUM

T6 has a debug console accessible via -console launch parameter (Steam โ†’ Properties โ†’ Launch Options). Opens with ~ (tilde) in-game:

  • GiveMoney 10000 โ€” add gold MEDIUM
  • UnlockAll โ€” unlock all eras/buildings LOW
  • AddRespect <faction> N โ€” boost faction respect LOW
  • Cheats.God โ€” toggle invincibility / no rebellion LOW
  • Cheats.Influence N โ€” set influence for raids/heists LOW

Cheats disable Steam achievements. Console syntax is undocumented officially; community-discovered.

Modding Tools HIGH

T6 runs on Unreal Engine 4, which opens up modern modding workflows:

  • Unreal Engine 4 SDK โ€” for serious asset modders (Limbic released editor scenes)
  • Steam Workshop integration โ€” automatic .pak packing
  • .pak archive format โ€” UE4 standard; community unpackers (UnrealPak) work
  • XML campaign editor โ€” campaign + sandbox scenarios
  • Lua hooks โ€” limited; most logic in C++
  • Blueprint scripting โ€” for advanced modders using UE4 editor

Useful Tools HIGH

  • UnrealPak (official UE4 tool) โ€” extract/repack T6's .pak archives
  • Cheat Engine 7.x โ€” community tables for all stats
  • PCGamingWiki page โ€” multiplayer fixes, FPS unlock, save bloat
  • Steam Workshop โ€” primary mod browser; large active community
  • T6 Save Editor (community) โ€” GUI tool to edit saves

Notable Mods HIGH

  • Bigger Maps โ€” extends max map size for archipelago builders
  • Realistic Raids โ€” rebalances pirate cove + spy academy economy
  • Custom World Wonders โ€” adds more heist-able landmarks beyond the base ~20
  • HD Building Pack โ€” texture upscale
  • Election Speeches Plus โ€” adds more speech topics
  • Llama Plus โ€” adds more llama variants (the llama mod is a community classic)
  • Broker Tweaks โ€” adjusts broker pricing
  • No-Disaster sandbox

Steam Workshop "Tropico 6" is the primary discovery surface.

Known Modding Limits HIGH

  • UE4 core systems can't be deeply modified without source access (which Limbic doesn't release)
  • Multiplayer mod compatibility is fragile
  • DLC interactions complicate cross-mod compat (Lobbyistico / Spitter / Caribbean Skies / Llama / Festival / New Frontiers / Tropic Vibes / Going Viral / Future Is Yours)
  • Mod size limit on Workshop is 100MB per mod
  • Switch/PlayStation/Xbox versions can't load PC mods

Sources

Cross-referenced from: Steam Workshop, Tropico 6 official forums, Kalypso modding documentation, PCGamingWiki, Steam Community guides, Reddit r/tropico T6 modding megathreads.

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