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FIRST INFO

Here is the place where we will archive the first info that is to be released on Tropico 2.

12th April 2003

Tropico 2: In Stores in North America

Tropico 2 is now out in stores across North America. The game is due for release in the UK and Western Europe on 25th April 2003. (the day before our 5th Birthday!). Here is a press release on the topic from www.gathering.com.

TROPICO 2: PIRATE COVE FOR THE PC NOW AVAILABLE

Lock up the Grog! Tropico 2 is Sailing Into Town!

TROPICO 2: PIRATE COVE FOR THE PC NOW AVAILABLE

Plunder, Pillage, and Prosper in the Latest Installment of the Award Winning Series from Gathering

BALTIMORE, MD – April 10, 2003 - Computer and video game publisher Gathering and internal development studio Pop Top Software Inc., subsidiaries of Take-Two Interactive Software, Inc. (NASDAQ: TTWO), today announced that "Tropico 2: Pirate Cove" for the PC has shipped. The sequel to the award-winning fun-in-the-sun Caribbean simulation "Tropico," "Pirate Cove" allows players to rule a secret pirate island of despicable 17th century Sea Dogs. Published by Gathering and developed by San Francisco based Frog City Software, Inc. "Tropico 2: Pirate Cove" is now available in stores nationwide and will ship in Europe April 25th 2003.

"We look forward to another success with 'Tropico 2: Pirate Cove,'" said Kelly Sumner, president of Gathering. "When 'Tropico' first hit store shelves in 2001, it became a runaway bestseller. 'Tropico' fans loved the deep game play and sense of humor, and with Frog City’s pirate theme, we are able to carry on the 'Tropico' tradition."

About "Tropico 2: Pirate Cove"
As an all-powerful Pirate King, players must manage a seventeenth century band of buccaneers in "Tropico 2: Pirate Cove." To attract the most notorious of history’s sea-faring bad boys, Pirate Kings must keep their charges brave and well-supplied between voyages. The island’s "yo-ho-ho’s" must stay at a feverish pitch in order to keep the King’s buccaneers satisfied with drinking, wenching, gambling, feasting, and the best in pirate accommodations.

Success in "Tropico 2: Pirate Cove" depends on careful management of the pirate population. As dead men earn no plunder, the Pirate King must keep his pirates well equipped for potentially lethal missions. Sea dogs require muskets, cutlasses, cannons, and the skills to use them when they venture forth to plunder the Spanish Main. Pirates equipped with a parrot on their shoulders and a scary black hat are more likely to strike fear into their victims’ hearts.

About "Tropico"
The winner of several top industry accolades, the original "Tropico" is an island building simulation based on a remote 1950’s- era Caribbean paradise. As an all-powerful dictator, the player must create a life of prosperity and happiness for the island residents while secretly lining his own Swiss bank account. Playboy called "Tropico" "one of the finest and most dangerously addictive gaming experiences of the year," and Computer Games Magazine wrote that "Tropico" is "the perfect game to sit down with for a couple of hours, with a margarita in one hand and the mouse in the other."

For more information on "Tropico 2: Pirate Cove," visit the official website at www.tropico2.com

About Take-Two Interactive Software
Headquartered in New York City, Take-Two Interactive Software, Inc. is an integrated global developer, marketer, distributor, and publisher of interactive entertainment software games and accessories for the PC, PlayStation(r), PlayStation(r)2, Xbox(tm), Nintendo GameCube(tm) and Nintendo Game Boy Advance. The Company publishes and develops products through its wholly owned subsidiary labels: Rockstar Games, Gotham Games, Gathering, Joytech and Global Star. The Company maintains sales and marketing offices in Cincinnati, New York, Toronto, London, Paris, Munich, Vienna, Amsterdam, Copenhagen, Milan, Sydney, and Auckland. Take-Two's common stock is publicly traded on NASDAQ under the symbol TTWO. For more corporate and product information please visit our website at www.take2games.com.

All trademarks and copyrights contained herein are the property of their respective holders.

Safe Harbor Statement under the Private Securities Reform Act of 1995: The statements contained herein which are not historical facts are considered forward-looking statements under federal securities laws. Such forward-looking statements are based on the beliefs of our management as well as assumptions made by and information currently available to them. The Company has no obligation to update such forward-looking statements.

Actual results may vary significantly from these forward-looking statements based on a variety of factors. These important factors are described in the Company's Annual Report on Form 10-K for the fiscal year ended October 31, 2002. 

30th March 2003

Tropico 2: Gamespy Preview

www.gamespy.com has previewed Tropico 2. To read the whole thing click here.

Here is an extract:

Of course, pirates aren't particularly noted for their exploits on land, so it comes as no surprise that the game also offers you control of a pirate fleet. Players will be able to build six different types of ships, hire and fire crews, and send them out on various missions ranging from simple cruises for loot, to snatching skilled captives, to sailing under false colors to incite wars between the great powers. Missions are directed from a strategic map of the Caribbean that gradually fills in with the location of prime trade routes and estimations of the amount of both treasure available in the area and the risk associated with going after it.

It's a bit of a disappointment that players won't be able to directly control (or even see) ship-to-ship combat. A simple but fascinating diplomatic model should more than make up for that, though. The player can interact with and plunder the ships of three great 17th century naval powers -- Spain, England, and France. How they react to you is dependent on a variety of factors including the nationalities of your captives, which ships you choose to plunder or let go, and whether or not they're at war with each other. Judicious use of the game's many edicts (such as one that freely releases all captives of a particular nationality), and decisions on what missions to undertake, can lead to outcomes as diverse as a Privateer letter from one nation and an invasion of your island by another.

Be keepin' yer hands off'n me stash!
All in all, this would be a good time for strategy gamers to buckle their swashes and strap on their eye-patches. The beta version we received seemed pretty close to completion. All the game's modes including the 15-mission campaign, the individual scenarios, and the sandbox mode were accessible and working. This shouldn't be remarkable, but in an industry where release dates mean almost nothing, it's nice to see a beta that's really a beta, a game that might actually hit its early April release date and looks like it might be as good as its initial promise.

29th March 2003

Tropico 2: Gamespot Preview

The Gamespot preview of Tropico 2 is now up! Click here to read

Here is an extract:

The easiest way to learn Tropico 2 is to play the single-player campaign, which at first consists of quick tutorial missions that teach the basic elements of the game. There's a loose story presented in the text briefing for each mission: You're a convicted gambler sent to the colonies who's escaped on a ship with Charlotte De Berry, and the two of you divided things up so she captains the ship and you're in charge of building a hideout. The first mission introduces you to the basic elements of an island economy: timber camps and a sawmill for wood, the main building resource, and corn farms and a sea biscuit factory to create food stores for the ships and to keep the local captives feasting on slop. But soon Charlotte will return, and you'll not only have some basic control over the ship, but will have to keep the sailors happy when they're on shore.

Since you're not running a legitimate colony, you don't have the option of making money by time-consuming, ordinary methods. Simply send a well-equipped ship out to cruise the seas, and with some luck it'll come back with gold, pirate recruits, and captives. But equipping a ship is a challenge in itself. The campaign will soon introduce you to weapon-making, which will require you to set up an iron mine, a smelter, and then one of three shops to produce cutlasses, muskets, or cannons. The trick is that you'll need enough captives to keep these labor-intensive operations running, and if you don't have the weapons to go hijacking ships on the open seas, then you'll either have to hope for captives to wash up on shore from sea wrecks (this happens pretty often at the start) or explore the map with your defenseless ship to find an unguarded trading settlement to raid.

17th March 2003

Tropico 2: Latest IGN Designer Diary

Though it was released a few days back, no one seems (so far) to have picked up on the fact that the latest Tropico 2 designer diary at IGN is out! Anyways, you can read it by clicking here!

Here is some clippings from it...

Jan Lindner of Frog City plays what might be called an "Elite Pirate" strategy. It's ideal for a small island where every tree must be harvested and none wasted. With this strategy, you build just enough entertainment to keep the crew of one or two ships happy. The pirates on these ships are precious investments, losing a ship becomes painful, and it can be tough to replace losses with a small island and minimal industry. Jan's island looks very different from Franz's because Jan emphasizes the structures that cater to high-ranking pirates. Jan's strategy problems arise when too many new pirate recruits or too many wealthy captives demand entertainment, and since the island is small they clog up the existing structures. The solution is ransoming captives as they arrive on the island, and assassinating extra low-ranking pirates.

My own strategy is all about the happiness of the pirates. Early investment in entertainment and pirate housing matches the growth of industry. Eventually, I can make lots of money charging wealthy high-ranking pirates for their pleasures. It works best on medium or large sized islands. I don't start building a huge personal hoard until near the end of the game, but I do end up with a large number of victory points for the happiness of my buccaneers.

There are plenty of strategies for players to discover when they take on the role of the Pirate King in Tropico 2. The success of the island and the pirates is up to them!

27th February 2003

Tropico II: Homelan Fed Q&A

Homelan Fed has conducted a Q&A with Bill Speith from Frogcity. To read it click here.

Here is an extract:

HomeLAN - Will there be any multiplayer modes for the game?

Bill Spieth - No. We hope to focus the player’s attention on his or her Island. The game is not about fighting against other islands. However, it is possible for people who would like to compare strategies or performance to pass scenarios they create to others.

HomeLAN - What other unique game play elements will “Tropico 2” have?

Bill Spieth - “Tropico 2” is a city builder game in which different types of characters really matter. Captains are unique people that develop and improve and are expensive to replace. Pirates must be kept happy so they’ll be willing to go out and plunder when ordered. Captives must be kept in fear or they will try to escape. Players must plan the zones of their island and develop their economy to satisfy the diverging needs of lots of people.

HomeLAN - How will the player manage to create and nurture his pirate crew?

Bill Spieth - The answer depends on the strategy the player pursues. One player might decide to obtain more pirates by forcing some of his captives to become new pirates. As you might guess, this produces inferior pirates. But for some strategies in which it doesn’t hurt to lose a crew in battle, this works fine. My own goals require that I push my pirates to higher levels, so I tend to obtain more pirates from ships that I plunder. These guys are always trained sailors and won’t be as likely to die on their first mission.

I nurture my pirates with plenty of high-class food, gambling, wenches and grog. I also send them to school to become more skilled. But a player who is not encouraging his pirates to advance through the levels can spend a lot less effort here. With those strategies, pirates are expendable. Since the low level pirates have fewer demands, in some ways it is easier to keep things running if you have very few of the higher level pirates.

23rd February 2003

Tropico II: IGN Designer's Diary Continues

www.ign.com has released the latest in their Tropico 2 designer's diary series! To read the latest article, click here

Here's an extract:

Tropico 2's design rewards planning and strategic thinking. However, at the start of the game, the player simply does not have the resources to do everything at once, even if he has a defined plan. It is critically important that new elements and challenges are added gradually throughout the game, so players have time to learn about the needs of their captives and pirates and respond accordingly. Keeping the "island planning" element of Tropico 2 easy at the start of the game is achieved in two ways.

First, the environmental factors do not immediately affect individuals upon arrival on the island. So, for example, a newly recruited pirate continues to feel well defended for some time after his arrival. New captives feel fear (a good thing) when they are taken prisoner. Only after living on the island for a while does the amount of fear in the environment start to alter a captive's initial level of fear. The length of this delay depends on the difficulty setting, but it is significant even at "normal" difficulty. Since new people arrive on the island all the time, the environmental delay continues to stabilize the island throughout the length of the game, not only at the start.

Secondly, we use "pirate level" to reward and challenge the player. All pirates start out at a low level, meaning that they are very easy to make happy. Put up a smuggler's dive for grog and grub, a wench's house or two, and you've done enough. As they get some wealth, and the accompanying promotions, they gradually become pickier about their entertainment. At the same time, each level means more revenue for the player, making the promotions desirable.

17th February 2003

Tropico II: Desktop Wallpapers

Frogcity has released four Tropico 2 desktop wallpapers for your pc! You can now download these from Express World. Get them here.

All images are availible in 800x600 and 1024x768 format.

You can get them from the new Wallpapers page in the Screenshots section.

16th February 2003

Tropico II: Demo Links (Update)

Frogcity has released a Tropico II test demo, weighing in at 127mb. To download it from Avault, click here

To all 56k modem users, I strongly suggest using a resuming programme such as GetRight, which can be downloaded from www.download.com 

Here are some mirror download links. Alll files 127mb in size

Avault (This one is Express World's recommended download link)

Fileplanet.com

Gathering & Gigex (Offical Link)

File Shack

3D Downloads

Gamer's Hell

Light House Files

If you have a tropico 2 demo link, send it to me @ expressworld@hotmail.com and i'll post it!

15th February 2003

Tropico II: Demo Out

Frogcity has released a Tropico II test demo, weighing in at 127mb. To download it from Avault, click here. We'll get more links and info on this demo up ASAP. I'm off to work soon, so I'm doing my best to just do a quick update!

This is a beta demo btw, as I say, I'll get more info up tomorrow when I know more!

Here is a quick mirror site I've found:  Fileplanet.com

If you have a tropico 2 demo link, send it to me @ expressworld@hotmail.com and i'll post it!

Tropico II: Offical Site Open! To be Released April 18th!

Again, due to lack of time today (I'm working 7-2am and I've got alot to do!) this is a quick news item! The offical Tropico 2 website has opened up @ www.tropico2.com! Its very cool, and I'll put up some of the new stuff from the site in the next update tomorrow / monday! 

Also, the offical release date for Tropico 2 has finally been confirmed as April 18th! Thats only a week before the 5th Birthday for this website!

Gotta dash friends, so I'll do a better job of the news on both these items tomorrow & monday, but I thought it was best to let you know about them at least!

8th February 2003

Tropico II: Frogcity Updates FAQ

Frogcity has updated their in depth Tropico 2 FAQ! To read it, click here.

Here is an extract that shows the latest additions:

 Will the pirates fight amongst themselves and if they do is it a duel or a fight in the streets?
 When a pirate is disgruntled, you start getting warnings. If his happiness does not improve (or continues to decline) he will eventually become enraged. An enraged pirate looks around for someone to kill. Since he is enraged he is not too careful about whom he selects.

The fights that result are always in the street, but since they are fought more or less honorably with swords or cutlasses, they have the flavor of a duel if two pirates are involved. Captives if attacked by an enraged pirate almost always die, but it is a fair fight when two pirates battle. If the enraged pirate wins, the joy of victory results in an improvement of how he feels. However, sometimes he needs to kill several citizens before he is un-enraged.

  Will it be available for OS X on the Mac?
 No plans at this time for it to be available for OS X.

 Will the music be like the music in the 1st Tropico?
 The music is already done, and was composed and performed by Daniel Indart (who did the music for Tropico). I wouldn't say it was exacly like Tropico's music since it is new and since it has more of a pirate or sea-going flavor to it. But it also has some of the same influences found in the Tropico music.

 Will pirates or captives be able to have children in Tropico 2?
 No they won't. To grow your population you will need a steady stream of captives and pirate recruits.

 Will I need a copy of the first Tropico to play Tropico 2: Pirate Cove?
 No you will not.

6th February 2003

Tropico II: Latest IGN Designer Diary!

IGN has released the latest in it's series of Tropico II Designer Diaries! To read it, click here.

Here is some extracts from the article:

When making Pirate Cove, we decided that entertainment would be one of the major challenges of the game. It became a deep and varied part of the simulation. There are four separate types of entertainment needs and several commodities like cigars and fruit pastries that add to the quality of entertainment offered on the island. The skills of the cooks, servers, and wenches factor into the happiness of the pirate customers as well...

After the player is accustomed to his island operation, promotions for some of his pirates make these outmoded animal pits insufficient. New pirates, and pirates who have not achieved success, continue to patronize the animal pits, but higher-level pirates insist on a gambling den, or later, a casino. Like an animal pit, these new structures offer service quality settings, which the player can use to target particular pirates. Buildings also offer a chance to boost the gambling value by providing cigars. Higher-level pirates enjoy their wagering much more if they can have a cigar while betting. Of course, the same thing goes for rum and pastries at the inn and beer at the tavern.

Eventually, on a large island near the end of the game, the player will need lots of different entertainment buildings and lots of different commodities set up to please pirates of all levels. He'll want to make sure his increasingly picky pirates are given enough shore leave to satisfy their needs. Successful entertainment means these experienced and highly skilled buccaneers will continue to bring in the plunder when the player orders them to the ships...

1st February 2003

Tropico II: Testers Required!

Poptop has announced that it requires testers to test Tropico 2 between Feb 21st-23rd! Here is the details from their site:

Today we have some big news for people who are lucky enough to be living around the St. Louis area (where we are located), drum roll please...

TROPICO 2 TESTERS NEEDED!

That's right, we are looking for a few good testers to have a run at a beta version of Tropico 2.  The test will take place over the days of February 21 to 23, with exact times to be determined.  So you want to join in, but you need to know how.  Just send an e-mail to jobs@poptop.com with the subject of        "T2 Beta Test" and the following info:

  • Previous testing experience, if any
  • Previous experience playing Tropico and/or any other "god-sim" games
  • Your availability for at least one day from February 21-23

The testing period will run about 4-5 hours long.  All testing will be done in house and on-site at the Tropico offices.  This is a voluntary testing event.  All accepted testers will receive an e-mail letting them know they were accepted, other applicants will not be contacted.  We're looking forward to your e-mails!

Tropico II: Walthrough

Frogcity has released a downloadable walkthrough of Tropico 2! To download it, you can grab the file here, its 2.2mb in size.

28th January 2003

Tropico II: Bill Speith Interview @ Gamespy

Gamespy has conducted an interview with Bill Speith, who is a developer on Tropico 2. To read the whole thing goto http://www.gamespy.com/interviews/january03/tropico2pc/  

Here is an extract:

GameSpy: The game seems to have a real backstory -- the website mentions the protagonist escaping slavery from a tobacco farm. Does this mean we won't be able to choose your own character in the game? (In Tropico you could be Juan Peron, Edie Amin, or even … ahem… Lou Bega.)

Bill Spieth: There is a campaign of fifteen linked episodes. The campaign begins with the future pirate king, the player's alter ego, escaping from servitude on a plantation. In the campaign this character develops into the terror of the seas over several episodes.

For sandbox games, you can craft a pirate king yourself, much like the ruler system in Tropico. There are 16 pre-created pirate characters like Blackbeard or Captain Kidd. You can choose to edit any of these evildoers in the way that you would like. You decide on a background, qualities, and a flaw. So it is perfectly possible to create a pirate king suitable for your style of island development.

Finally, there are also scenarios. In these, you are playing the pre-created king designed to work or provide a challenge with the circumstances and goals of a particular scenario.
GameSpy: In the game, you can capture "captives" and make them work on plantations and such. How does this system, and the rest of the economy work? And given the backstory, isn't this a bit hypocritical?
Bill Spieth: Okay, last question first. It is not hypocritical except that evil is always hypocritical in a way. By that I mean that you are a pirate, you are bad, not good. I guess a pirate king's ideas of fairness and justice are not well developed. To put it another way, after he escapes and begins to operate as a pirate, his attitude is not: "I'll free everybody else because freedom is a good thing." Instead, he thinks, "They took advantage of me, now I'll take advantage of them. Justice is the will of the stronger!"

The economy works (in a nutshell) by piracy. For the most part, the captives on your island don't make items to sell; they make items to equip pirate ships. Using the pirate ships you bring in the gold and additional workers you need to keep your island growing.

Tropico II: FAQ

Frogcity has released a Tropico II FAQ, to read it goto http://frogcity.com/tropico2/faq.html 

Here is a few key points:

Can I attack other islands?
No, not really. Some of the pirate missions involve raiding a settlement or kidnapping a particular worker, but your captains do these things. Gamers should not expect Tropico 2 to be a war game or a fighting game like an RTS. You don't conquer territory in that way.

What pirates will I be able to play?
There are a number of historical and fictional pirates that you can recruit as captains. Of course the list includes many famous captains from pirate legend like Blackbeard and Henry Morgan. These captains are unique individuals, with their own particular skills and traits, and with unique sprites in the game. You recruit them, train them, and develop them over the course of a game.

You can also create a character for yourself as island ruler at the start of the game. In this case you pick a character, from fiction or history, and choose to play them with all their flaws and qualities; or, you choose to edit their traits to achieve the ideal pirate king for your style of play.

When will Tropico 2 be released?
April 2003

Will the game include an editor?
Yes. You will be able to make maps using a map editor, and then create a scenario script for a particular map using the same tools Frog City used to create the campaign episodes and stand-alone scenarios that ship with the game.

Will you release a demo and if so when?
Yes. February 2003

How long will an average game last?
At normal (average) speed it takes an hour to play 2 years. The longest you can play a random map game is approximately 30 years which equals 15 hours at normal speed. This is much longer than an average game, however.

The stand-alone scenarios and campaign episodes last (on average) 8 - 10 years or so (4 -5 hours at normal speed). But of course the early learning episodes of the campaign are much shorter (the first is about 10 minutes), and the final episodes of the campaign require more time to complete.

By changing your speed settings you can make all games much shorter or longer than these examples.

18th January 2003

Tropico II: Demo February!

According to the www.gamespy.com preview, a public demo of tropico 2 is due in february! To read more click here

here is the confirming quote:

The game is approximately nine weeks from completion, said Phil Steinmeyer, exectutive producer on the title from PopTop Software. He said a public demo will be available sometime in early February.

Tropico II: Offical Site Relaunched

The offical developer's website for Tropico 2 has been relaunched! Check it out @ http://www.frogcity.com/tropico2/ 

Tropico II: IGN Designer Diaries

The first of IGN's exclusive Tropico 2 Designer Diaries is out! They will be released approximatly every two weeks. Click here to get them! 

Here is an extract:

In Tropico, players expand and develop their island primarily to make money by selling commodities or attracting tourists, or both. In Tropico 2: Pirate Cove you will need to expand and develop your island primarily to make money through piracy. In building a lumber industry, for instance, the concern is not with selling lumber but with building ships and structures. The construction of a small boatyard that can build a pirate ship is an early priority. The iron industry lets workers create cannons, muskets, and cutlasses that can be utilized to equip the pirate ships.

Tropico 2 is an example of a reverse economy. The outside world does not spend money on your island; you use your island's resources to help your pirates steal money from the outside world. Your workers do not come to your island because it's rewarding, they arrive because you capture them and they stay because you prevent their escape.

Tropico II: IGN Preview

As well as their designer diaries, IGN has previewed Tropico 2! To read the article click here!

Here is an extract:

When your captains' ships do come back into port, they'll be bringing in treasure and captives. The captives just happen to be the backbone of your economy whether they appreciate the good they're doing for you or not. You'll accumulate them over time with the proper encouragement from your raiding vessels that manage to take ships while they're out, or as gifts from various governments that like you. Eventually, you'll have a nice workforce that can be used to manufacture food, items, weapons, ships, as well as carry things, construct buildings and so on. And now, when captives do get assigned to build or carry things, they'll do it much more efficiently. Haulers will be assigned to specific buildings and will do work only for them eliminating the extremely annoying labor forces in Tropico that would walk all the way around the island for their six month long siesta while your goods rotted in their holding place. So if you set up your buildings intelligently, you'll be able to have a nice chain of supply that moves closer and closer each product's final destination. Construction is also much easier and efficient. Construction camps now cost nothing and can be moved whenever you feel like it. Workers at these camps can also be told to sleep outside, meaning they won't have to walk all the way back to a house to sleep.

All you have to do to keep your guests happy is make sure they have the proper amenities for basic comfort. They aren't as whiny as the folks in Tropico, which is understandable considering they're captives on a pirate island, but you do have to make sure they aren't totally and completely unhappy. Make sure they have a place to eat, a place to sleep, and that they have something to keep them occupied.

Tropico II: Gamespy Preview

To conclude our Tropico 2 bonanza, we've got another Tropico 2 preview from www.gamespy.com To read the article click here

Here is an extract

In typical pirate fashion, your unwholesome crew keeps taking and making demands on what they need to be happy. However, they do give a few things in return in the way of skills. Populate your crews with swordsmen, marksmen and gunners, while finding others with high degrees of navigation skills and seamanship. The higher those abilities, the more likely a pirate crew will have a successful raid on shipping.

As the lead pirate of the island, it is your job to build the appropriate buildings and establishments to keep your buccaneers happy, Spieth said. Happy pirates won't mutiny or go on killing sprees on the island. As in most city-building sims, you do not have direct control over any of your mob, each individually named with different needs and randomly generated attributes. But you can measure their happiness and feeling of safety at any time through a variety of meters and menus. In addition, happiness can be increased by issuing edicts, such as throwing a pirate festival.
 

 

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Tropico 2: First Info From Poptop!

Poptop Software has just released more information about the forthcoming Tropico 2, which is being developed by Frog City. Anyway, they have added new information to their site, including two new screenshots, which you can see on the Tropico 2 Screenshots page.

Here is the new info from the Poptop site

Tropico II: Pirate Cove, soon to be released, is the official sequel to the award winning game Tropico.  

Tropico II: Pirate Cove will put a new spin on the world of Tropico, as players take the role of a Pirate King with an island to rule.  The island's economy will focus on loot and plunder instead of the intricacies of production.

Tropico II: Pirate Cove, the next installment in the popular Tropico series, will be sure to delight fans of the series while offering a richly new experience.  With a stronger focus on the characters inhabiting your island, with such infamous names as Blackbeard himself, Tropico II: Pirate Cove will surely shiver your timbers. 

Developed by Frog City, Tropico II: Pirate Cove will feature the same game engine used in the original Tropico with many added features and enhancements.  Be sure to stop by their website to keep up to date with their wonderful work on this game!

IN DEVELOPMENT   - due Winter 2002

"We're taking Tropico in a new direction, it's still the Caribbean, but now the player rules an island teeming with pirates, complete with the management of captives, rum supply, and parrot aviaries." - Rachel Bernstein, president of Frog City Software.

Tropico II: Pirate Cove offers several innovations to the Tropico world including:

  • A reverse take on the traditional economic model

  • Game characters with unique personalities

  • New "zoning" system for housing

  • All-new art and animations to capture the true pirate feel

  • Much, much more

Tropico 2: CGM Article & 6 New Screenshots!

Back in late March, CGM ran an article which was the announcment for Tropico 2, and has so far been the only detailed source of information on the game. CGOnline has now made the article availible to read online, & in full! To read the full article, click here.

Along with the article is 6 brand new screenshots! To view these, visit the Tropico 2 Screenshots page.

Here is the article:

If you're walking in San Francisco's Sunset district, you might pass a tinted glass storefront with a buzzer on the door. Behind the glass, you'll see a big plastic trash can with the words "Frog City" written in magic marker. It's hardly a storefront sign—it's there to keep the neighbors from stealing their trash can—but it's the only way you'd know you're standing in front of the office of this small group of modest developers.

For a company working on its fourth game, a sequel to the banana-republic strategy game Tropico dubbed Tropico 2: Pirate Cove, Frog City is small. There are only nine people in this second story office, located over a bank. You can hear the rumble of the vault closing downstairs every day at 5pm. Some of the people who work here live close enough to ride their bicycles, which are propped against the walls and under the stairwell. There are tire scuff marks on the walls where the bikes have been carried in over the years. There are three vacuum cleaners crowded into one corner. They're behind a skateboard and a few scooters, which have obviously been ridden up and down the length of the office, much to the distress of the ragged carpet.

Bill & Ted & Rachel's excellent adventure
Frog City president Rachel Bernstein wears her dark hair pulled back from her Mediterranean face. She's talkative and amiable, the kind of woman who would insist you stay for dinner. Her husband Ted Spieth is slouched atop a giant inflatable ball, one of the strange doodads in this office, only slightly less an eyesore than their big orange couch. He's a quiet, beefy guy who looks like he might beat you up, but then he talks and you realize he's just kind of shy.

They were introduced by mutual friends at Princeton, where Rachel studied computer science and Ted studied psychology. After school, Ted worked variously in pizza delivery, paralegal work, and plant doctoring. For this latter job, he would come to an office building, cut the sick parts off the plant, and declare it cured. He got fired when the janitors went on strike and he refused to cross the picket line to tend to sick plants.

Ted's brother Bill, a skinny guy with a graying ponytail, looks like someone who would drive a vintage Volkswagen Beetle. His glasses and trimmed mustache give him a bookish look. He leans back like a professor when he talks. He got a law degree from Harvard, did legal advocacy work for three years, and then got fed up and quit.

One night in the winter of 1994, while Rachel was working at home, porting some game to the ill-fated Phillips CD-i, Ted and Bill were fooling around with a board game in the dining room. "Hey, you should make our game," Ted said, poking his head into the office where she was programming away. The two brothers had always made up games, even creating their own role-playing system when they were kids and couldn't figure out how to get a copy of Dungeons & Dragons.

"I said, 'Yeah right, okay, but you know you have to do some boring stuff'," she recalls, "As far as I was concerned, they were just kind of these dilettantes." But before long, they'd created the prototype for what would become Imperialism. "We had saved up some money to make a down payment on a house. So it came down to 'do we start a game company or buy a house?'". The house went by the wayside and the three of them formed Frog City (the name is a play on Fog City, a nickname for San Francisco).

The company's most recent title, Trade Empires, suffered from some questionable choices, as they'll freely admit. But it taught them a valuable lesson in the importance of marketing: you have to get the name of your game out there before you put it on the shelves. One way to ensure this is to develop a sequel, which has inherent name recognition. This is part of what attracted Frog City to Tropico 2.

From banana republics to buccaneers
In Tropico, you're the dictator of a small island during the Cold War. In Tropico 2, you're a pirate king in the seventeenth century. Don't bother looking for a backstory with a time machine or how this is a prequel about the dictator's great great grandfather, because there isn't one. Tropico 2 is a sequel without a segue.

Based on the success of Tropico, the publishers at Take Two wanted an expansion pack. But the game's designer, PopTop president (and CGM columnist) Phil Steinmeyer, had no desire to do it himself. "You work on a game for two years and you don't want to have anything to with it anymore," he jokes, "I'm like, 'Okay, other people can do Tropico stuff'." During the search for another developer, Steinmeyer spoke with Rachel Bernstein of Frog City, who he knew from regular conversations at the Game Developer's Conference. Frog City was still finishing up its latest game, Trade Empires, so they wouldn't have been able to work on the expansion.

What about a sequel?

"The idea just kind of bubbled up," Steinmeyer says. However, there weren't a lot of specifics about what the sequel would be like. "We knew we couldn't do another Castro style game. There just wasn't enough material to do it twice." So everyone at Frog City brainstormed, looking for a twist.

"We were all talking one day," Bernstein recalls, "when [lead engineer] Mark [Palange] said, 'Oh yeah, I meant to mention this the other day: what about pirates?' He just kind of dropped it out there, like no one was going to like it. But we were all like, 'Pirates? Pirates! Yeah!'" It was the perfect twist that caused everything to fall into place.

"Tropico," Steinmeyer muses, just saying the name to hear how it sounds, "I mean, come on, 'Tropico'. The name is just 'tropical.' It's like 'island.' It's a setting. It's a great place for a pirate game. I think it's the perfect direction to move the franchise. Too many sequels think inside the box. They think it's gotta be just like the previous game. But this is definitely a departure. It's got the geographic setting and the humor, but otherwise it's a major shift."

"Other pirate games are on the ships," Bernstein says, recalling Sid Meier's Pirates, Hothouse Creations' Cutthroats, and Akella's Sea Dogs, "but this is the pirate's secret base, where they go back to satisfy their wenching and gambling needs and get their ships reloaded to go out again. It's definitely a different approach. Pirates are a pretty rich topic, but we've found a fresh angle."

The player assumes the role of a pirate king, with a list of personal advantages and disadvantages, just like Tropico's dictators. You can jump into a randomly generated scenario or play through a campaign of linked scenarios that progress through about 100 years of Caribbean history. The basic gameplay is similar to Tropico: you keep track of your population's needs, put down buildings, tweak the occasional setting, and issue edicts. For the most part, you just set it up and enjoy the animated bustle of your little city. However, there are significant differences in the economy and the population that should make the sequel feel like a new game with a reworked set of rules.

Treasure island
For starters, Tropico 2 uses what Frog City calls "a plunder-based economy." In Tropico, you made money by exporting goods or attracting tourists. But this time, you'll make money by going out and stealing it. Your pirates set sail to prowl the seas and, barring any mishaps, they'll eventually return with a boatload of booty. As with the first game, there's a system of raw materials and processed resources, but these exist almost entirely to make your pirates happier and more efficient. Build stuff to make your pirates better, because better pirates steal more money, and more money lets you build stuff to make your pirates better.

Pirates have a range of needs and skills. To varying degrees, every pirate needs resting, feasting, wenching, gambling, drinking, and stashing. Provide them with a place to eat, drink, sleep, visit courtesans, gamble, and carouse to meet their first five needs. Stashing involves their desire to put away plundered money, effectively removing it from your island's economy. These needs can change depending on the situation. For instance, older pirates wench less and stash more.

Pirates have skill levels in seamanship, navigation, cannons, muskets, and blades. They also have qualities like leadership and courage. Some of these can be improved by building a pirate school and issuing an edict to send a pirate there. Other skills can be improved by building certain structures. An observatory will boost all your pirates' navigation skill. A parrot aviary will give a pirate the extra leadership that comes from having a parrot on his shoulder. A hat maker will give him the extra courage a pirate gets from having a scary pirate hat. Obviously, Frog City isn't abandoning Tropico's sense of humor, and it's certain that the team's own wry sense of humor lends a wealth of resources. After all, it's been well honed along the company's somewhat bumpy ride toward a more mainstream profile.

Sid Meier's The One That Got Away
While shopping the Imperialism prototype around, it went through a variety of names, including Sphere of Influence and Age of Industry. At one point, they were in negotiations to publish it as Sid Meier's Industrialization. Finally, they signed a contract with SSI and began a fifteen-month development cycle. But SSI kept getting excited about adding new features. The schedule was pushed back in fits and starts to give them more time. "I didn't like that," says Rachel, who's known for efficient scheduling and meeting deadlines, "You can't keep moving the finish line of the race and expect people to sprint at the end." Finally, after the fifteen-month project had been extended to two years, the game was finished. Frog City handed it over to SSI and started work on Pantheon, a role-playing/strategy hybrid set against the backdrop of the Trojan War.

Luckily it turned out that Imperialism exceeded all expectations. The publisher was eager for a sequel. So Frog City decided to try to do two games at once. But as SSI began its slide through a long succession of sales and reorganizations, they could only keep one of Frog City's projects, opting for the Imperialism sequel. Pantheon had to go by the wayside and Bill is particularly disappointed that it was never finished. "It would have been great," he says, "Even after all these years, no one's done anything like it." The idea was that your hero would have to go on quests to improve the city building part of the game, which would in turn improve your hero's ability to go on quests.

At first, they envisioned Imperialism II as one of those gold editions/sequels, with a few new features added to the original. "We called it Little Imp 2," Rachel says. But SSI pushed the release back several months to avoid direct competition with Heroes of Might and Magic III, Alpha Centauri, and Call to Power, all of which were in the pipeline for a Christmas 1998 releases. This gave Frog City more time to expand the design, fleshing it out into a full-fledged sequel and even bringing in resources from Pantheon. Ironically, the competing titles all missed their Christmas release and all four games came out next spring within a few weeks of each other. All are hoping that Tropico 2 enjoys a tighter ship.

And speaking of ships…
Pirate ships are the cornerstones of your economy. You can build them as an advanced form of industry, and if you're really lucky you can capture them. They work somewhat like buildings in Tropico, where you chose the best workers based on their skill levels and plugged them into a building's available slots. Similarly, you assign your choice of pirates to the slots for a ship's captain, lieutenants, and crew. Stock your ship with food and equip it with cannons, muskets, and cutlasses. Different kinds of ships have different crew requirements and storage capacities. Set the ship's preferred tactic in combat. Does it attack from a distance, close to short range, or attempt to board enemy vessels? Set which nationalities it will attack and how much of the gold the crew gets to keep for themselves. Each ship has a satisfaction rating, which goes up as the ship is docked and the crew runs around the island meeting their needs. The higher the satisfaction rating the less likely the crew will be to mutiny if things get tough at sea. Eventually, the ship will be ready to set sail.

Tropico 2 has a strategic map of the Caribbean, divided into about 20 sea zones. At first, you only have access to the zone immediately adjacent to your pirate island, but as you send your ships out to explore, you gain access to more zones and learn the location of colonies and trade routes, which are randomized each time you play. You give a ship orders to plunder a specific zone. The amount of time it takes to get there and back is a factor of the captain's navigation skill. How it fares in ship-to-ship encounters is a factor of the captain's seamanship, the crew's skills, the type of ship, and the weaponry available.

As soon as a ship gets badly beat up, runs out of supplies, or fills up with booty, it returns home, where it restocks while the crew takes shore leave to meet their needs. When the satisfaction level is high enough, it automatically returns to the scene of its last mission. Unless you intervene, pirate sorties are an automatic process, resulting in occasional losses and a regular income of gold. But perhaps more important than the gold are the captives.

Kidnapped
Whenever your pirate ship returns, you get a report on how it fared and what booty it brought back. "The main thing you're looking forward to when you see what you've got is captives," says designer Bill Spieth, "There are a lot of different skilled captives that'll make the island run more efficiently and the only way to get them is to kidnap them."

For instance, you'll need captives in order to unlock buildings in Tropico 2. "We kept basically the same number of structures from Tropico, but we narrowed the choices down," Spieth explains, "At the start of a scenario, you can't build much. In general, the requirement for building an industry is having captured a skilled worker for that industry." In other words, if you want a rum distillery, you have to capture a skilled rum distiller, and then you can build the building and that guy will work in it and make you rum.

On one hand, this puts you at the mercy of whatever spoils your marauding pirates stumble across. But the player can skew this by telling his pirates where to sail and which nationality to attack. "To a certain extent you can try to control what path you want to take through the building tree by targeting your missions. You can decide who you want to plunder based on the skills you want to find. So if you wanted to get the best possible cook, you have to go after the French ships. If you want the best shopkeeper, you need an English ship. Where do the best courtesans come from?" he asks his brother Ted, also a designer at Frog City.

"Spain," Ted answers.

"We have a table," Bill explains. Sure enough, there's an Excel spreadsheet with their own seventeenth century national stereotypes. But not all captives are skilled. So what good are the unskilled captives?

"They do all the heavy lifting," Bernstein says, pointing out how each building has its own gopher to carry goods. In Tropico, you had to build and staff teamster offices to move food, raw materials, and manufactured goods around your island. As the lifeblood of your economy, there was a lot riding on these little guys. But Frog City wanted to smooth out some of the kinks that came from Tropicans having to walk all over the map. "We wanted to figure out why Tropicans were spending so much time walking a long way and what can we do to make them work more efficiently," she says.

Roads were one solution. Whereas roads never really worked very well in Tropico, they're essential in the sequel, as characters will only travel on roads. Giving each building its own dedicated teamster was another solution. In Tropico, you had to carefully place construction offices and marketplaces, but the equivalents in Tropico 2, the construction tent and chuck wagon, are moveable so they can be situated anywhere you need workers or food. Captives also play a big part in reducing travel time. Since they don't have many needs to meet, they don't have to visit many buildings.

No, not the towel, anything but the towel!
"Unlike Tropico, where you try and keep everybody happy more or less, your goal with captives happiness, from your point of view, is to try to make them as afraid and as despairing as possible," Bill Spieth says with a sadistic chuckle, "You want to convince them that it's impossible to escape and that the pirates are powerful and great. You also have to feed them a little bit or they'll try to escape because they don't want to starve to death."

There's a security level for each area of the map that helps determine whether or not a captive will try to make a break for it. Security is a factor of how you place structures like forts, watchtowers, and stockades. Almost every building has a slot to employ a pirate overseer. You can also provide churches to opiate the captives and convince them to accept their sorry lot (pirates, as we all know, are atheists and have no use for churches). Then there's the interrogation chamber, which was originally a torture chamber. You hit a captive with an edict and he goes to the chamber. "It's another way to find out information about sea zones, trade routes, and the locations of settlements," says Ted Spieth.

"But you'll want to pick a captive who you think might know something," Bill chimes in, "A thought bubble page for captives will be set up so you'll get a tip that that guy might know something, so maybe it's worth sending him off to the interrogation chamber." "But it's a little risky," Ted says, "He may die."

Bernstein breaks in. "They had this little torture thing going and I kept wondering whether it was really funny or whether it was just that the guys thought it was funny. Ted was making the torture pirate, so I asked, 'Can you make him funny?' So now he's a guy in a wife beater shirt, you know those white T-shirts, and he's got a little hood over his head and he towel flicks the captives. That was a torture thing I thought was funny."

Chalk up one more point for the light-heartedness of a woman's touch. "You want to be making fun of the people on this island," Bernstein says, "Pirates are good for that. There are a lot of groups in the world that you can't make fun of, but pirates aren't one of them."

Although Tropico is a game with a deep undercurrent of earnest strategy, this pleasantly amiable approach gives it much of its appeal, and with Tropico 2 following in those jolly footsteps, this might be the game that puts Frog City's name on the map. And maybe a year from now, after the game's been released, you'll be walking in San Francisco's Sunset district and you'll see a proper Frog City sign hanging in front of that glass storefront and you'll think, 'Hey, aren't those the guys who did Tropico 2?'

Along with the article is 6 brand new screenshots! To view these, visit the Tropico 2 Screenshots page.

Tropico 2: First Preview

http://www.nemesisonline.com/ has produced a short preview of Tropico 2. Its not very detailed, but its the first one, so I thought I'd post it.

Tropico for the PC was one of those games you really wanted to like and get into, but suffered from some basic gameplay problems that really hampered the enjoyment of the game. One of the biggest of the flaws had to be the A.I. for the population that sometimes was just not up to stuff and would fail to properly fulfill their duties. Trust me when I say few things are as irritable as when the population of your island keeps calling out for better housing when you have just spent a small fortune building them such. Not that the game was all bad, in fact it was far from it. I still play Tropico every once and a while and quickly found myself excited at the recent news of its sequel, Pirate Cove.
     According to the developers, Tropico 2: Pirate Cove will be a vast departure from the original. Instead of maintaining a small island state fueled of locals and tourists, you will be king of an island full of pirates. That's right, you heard me, pirates. No longer will you be managing hotels and spas; your goods to deal with will include rum, captives, and even parrots.
     The plans are to have the traditional economic model be reversed. You will gain wealth not by building a great population, but by plundering another one. The plans are also to have the individual pirates show much greater personality differences than anyone did in the original Topico. The pirates that gain the most wealth will even automatically upgrade their homes to show such.
     The game is still too early for screen shots, but is being planned for a fall release. More information can be found at the developers website, www.frogcity.com. Look back for more information as soon as it becomes available.

Tropico 2: An Introduction

This is from developer Frog City, and is their personal introduction to the game:

Rule over a hidden pirate island in Tropico 2: Pirate Cove. As King of the Pirates, you're the top scurvy dog on a secret base where pirates come to carouse and to refit their ships.

Tropico 2: Pirate Cove builds on the humorously addictive play of Tropico, and also adds in several innovations and changes to the rules. The economy is a reverse of the original: in Tropico you made money by selling stuff you made on your island. In Pirate Cove, you get rich pirating the goods other people have made. Plus you keep the captives too. Keeping the island economy moving falls largely to them. Captives from plundered ships do the hard work on the island, so the pirates can enjoy the delights of shore leave and re-supply their ships.

The pirates are characters you'll spend time developing, as you build up mean fighting crews with specialties in boarding, cannon fire, or harassment with muskets. Take Blackbeard, Anne Bonny and a host of other buccaneers through a campaign spanning 100 years of piracy in the Caribbean

Tropico 2: Announcement Articles

Here is a round up of articles produced over the last few days announcing Tropico 2. First up www.avault.com :

Computer and video game publisher Gathering of Developers along with developer Frog City today announced Tropico 2: Pirate Cove, the sequel to the publisher’s top-selling Caribbean dictator simulation. Set on a hidden pirate island, the game is scheduled to ship this fall.

As a Pirate King, players manage a 17th century band of buccaneers in Tropico 2. To attract the most frightening of history’s sea-faring bad boys, Pirate Kings must keep their charges well supplied between voyages. Success in Tropico 2 depends on careful management of the pirate population. As dead men earn no plunder, the King must keep his pirates well equipped for potentially lethal missions. Sea dogs require muskets, cutlasses, cannons, and the skills to use them when they venture forth to plunder the Spanish Main. Pirates equipped with a parrot on their shoulders and a scary black hat are more likely to strike fear into their victims’ hearts, we’ve been assured.

Tropico 2 features several major changes to the original Tropico game. The traditional economic model is reversed: players maintain their wealth not by production of materials, but by plundering merchants on the high seas and bringing the victims back to the island as captive workers. In addition, the pirate characters show a great deal of individual personality. Further, the island is zoned so richer pirates may sequester themselves in their own mansions, which automatically upgrade as their standards of living improve.

Tropico 2: Pirate Cove stars Blackbeard and other pirates based loosely on historical figures, organized in a campaign covering 100 years of pirate action. Along with dozens of their fictional counterparts, these legendary fellows are readying their old sea legs for the game’s release this fall.

from http://pc.ign.com

Gathering of Developers announced today that Tropico 2 is in development and scheduled for release this coming fall. Hell yeah, we say. Hell...yeah.

What's surprising is that PopTop, famed developers of the original, will not be charged with bringing this one out, rather Frog City, of Pantheon and Trade Empires fame has taken up the helm.

In another twist, this sequel to Tropico, will completely forsake its dictating roots and instead welcome in a new ear of pirating.

Rachel Bernstein, president of Frog City Software:

  • "We're taking Tropico in a new direction. It's still the Caribbean, but now the player rules an island teeming with pirates, complete with the management of captives, rum supply, and parrot aviaries."

In Tropico 2: Pirate Cove players assume the role of a pirate leader with no equal. As pirate leaders do, it'll be up to you to manage your collection of seventeenth century scurvy dogs with the intention of attracting more pirating Petes by keeping your mates happy, healthy, and supplied between voyages. Drinks, wenches, gambling establishments, and lots of food must all be provided for to keep spirits high, muskets loaded, and swords sharp.

This iteration promises three large changes to the already established play style. For starters, the economic model is being reversed. Wealth is now attained thoruhg plundering and enslaving, and not by constructing, producing and hiring. Furthermore, characters will have personalities, making them valuable, cherished, loved, adored (you get the idea). The island is also now partitioned, and allows for pirates to live the solitary life in automatically upgrading homesteads that convey the status of the pirate at hand.

I think it's pretty obvious that we'll have more leading up to the game's autumn release.

And lastl for now www.gamespot.com

Gathering of Developers, a subsidiary of Take-Two Interactive, has announced Tropico 2: Pirate Cove, its upcoming island management game. The game is a sequel to Tropico, a game developed by PopTop Software that lets players assume the role of a dictator in control of a small Caribbean island nation. The new game will feature the same style of real-time management gameplay as the original game, but with a number of changes and a very different theme.

"We're taking Tropico in a new direction," said Rachel Bernstein, president of Frog City Software, the San Francisco-based studio that is developing Tropico 2. "It's still the Caribbean, but now the player rules an island teeming with pirates, complete with the management of captives, rum supply, and parrot aviaries."

Players will assume the role of a pirate king in the 17th century, and they must oversee a group of pirates and their tropical island hideaway. The game features a campaign that spans 100 years and is filled with fictional characters and pirates based on historical figures, such as Blackbeard.

In order to build a successful pirate colony, players must keep their pirate visitors happy with plenty of drinking, gambling, feasting, and other activities. In addition, they must keep a number of pirate supplies on hand, such as muskets, cutlasses, cannons, parrots, and scary black hats. The game's economic model is also different from that of the original game. Rather than producing materials, players must plunder merchants for goods and captives that can be brought back to the island and put to use. As the pirate colony grows, the more-successful pirates will build themselves decadent mansions filled with booty.

Tropico 2: Pirate Cove is scheduled for release this fall. We'll post more information about the game as it becomes available.

1st March 2002

Tropico 2: 2 New Images!

To see the new images goto Screenshots page for Tropico 2

Tropico 2: Press Release Out!

Take 2 has released the press release for Tropico 2. The game's full title is Tropico 2: Pirate's Cove. To read the full press release goto the Tropico 2 Press Releases page.

Here is a basic summary of the press release:

There are 3 major changes to the Tropico concept in Pirate's Cove:

"Tropico 2" features several major innovations to the original "Tropico" game.  The traditional economic model is reversed: the player maintains their wealth not by production of materials, but by plundering merchants on the high seas and bringing the victims back to the island as captive workers. In addition, the pirate characters show a great deal of individual personality, so that the player becomes truly vested in the characters' well-being. The island is also zoned so that richer pirates may sequester themselves in their own booty-filled mansions, which automatically upgrade as their standards of living improve.

"Tropico 2: Pirate Cove" stars Blackbeard and other pirates based loosely on historical figures, organized in a campaign that takes the pirates through 100 years of pirate action. Along with dozens of their fictional counterparts, these legendary fellows are readying their old sea legs for the game's release this fall."

Introducing Tropico 2:

As an all-powerful Pirate King, players must manage a seventeenth century band of buccaneers in "Tropico 2: Pirate Cove." To attract the most frightening of history's sea-faring bad boys, Pirate Kings must keep their charges brave and well-supplied between voyages. The island's "yo-ho-ho's" must stay at a feverish pitch in order to keep the King and his buccaneers satisfied with drinking, wenching, gambling, feasting, and the best in pirate accommodations.

Success in "Tropico 2: Pirate Cove" depends on careful management of the pirate population. As dead men earn no plunder, the King must keep his pirates well equipped for potentially lethal missions. Sea dogs require muskets, cutlasses, cannons, and the skills to use them when they venture forth to plunder the Spanish Main. Pirates equipped with a parrot on their shoulders and a scary black hat are more likely to strike fear into their victims' hearts.

Tropico 2: Info Bite

Franz from Poptop has confirmed, that all though that Poptop is not developing Tropico 2, it is involved with the project, as Franz is acting as a producer.

Tropico 2: Offical Site Up

Checkout the offical Tropico 2: Pirates Cove @ http://www.frogcity.com/pirates/intro.html

28th February 2002

Tropico 2: Bits

- 1 New screenshot has been added to the Tropico 2 Screenshots page.

- Here is a quote from the www.cgonline.com article confirming Tropico 2:

Tropico 2 has a strategic map of the Caribbean divided into about 20 sea zones. At first, you only have access to the zone immediately adjacent to your pirate island, but as you send your ships out to explore, you gain access to more zones and learn the location of colonies and trade routes, which are randomized each time you play.

27th February 2002

Tropico 2 Confirmed

It has been confimred that Tropico 2 is in development at Frog City www.frogcity.com, with Poptop acting as supervisor for the project. The title has yet to be offically confirmed, however an article in mag Computer Games confirms it & a press release is expected soon. There are only 2 poor quality screenshot avaible at this time, but you can see them on our Tropico 2 Screenshots page.

I have added 4 pages about Tropico 2, here are the listings:

First Info

Press Releases

Screenshots

Tropico 2 Wishlists

Tropico 2 is a game based on Pirates and builds upon the original concept of Tropico.

Tropico 2 Wishlists

Now that Tropico 2 has been confimed, it is time to tell Frog City just what you want in the game! And we have established a page for you to do that on, so get posting!

Tropico 2 Wishlists

 

Tropico 2 Index

First Info

Downloads

Press Releases

Game Database

Features

Screenshots

Tropico 2 Wishlists

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