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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.
------------------
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
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