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Tropico 2: Pirate Cove Q&A

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We talk with Frog City designer Bill Spieth about the sequel to one of last year's most refreshing strategy games.

A sim game with a Tropical twist, Tropico was as refreshing as the lush Caribbean islands it depicted, especially considering how many bland "Tycoon" games are released each year. The uniquely political backdrop of governing a Cold War-era island lent a lot of character to Tropico, which GameSpot picked as one of the top strategy games of 2001. A sequel to the game is now well into development, and while it takes place in the rather different setting of a pirate-infested Caribbean, it seems very much to build on Tropico's distinct character.

With Tropico's original developer, Pop Top, now working on Railroad Tycoon III, the responsibility for Tropico 2 has fallen on Frog City, a studio based in San Francisco and best known for the Imperialism games. We've spoken with Frog City designer Bill Spieth to get the early details on the game.

GameSpot: Tropico 2's pirate setting is a big departure from the Cold War-era Caribbean setting in the first game. How did you come up with the pirate idea for the game, and how long have you been working on it?

Bill Spieth: Back in September, Pop Top asked us to submit ideas for a Tropico sequel. We were all thinking about the Caribbean. One day lead programmer Mark Palange said, "What about pirates?" Everyone on the team immediately thought it was a great idea. Then the designers took the pirate theme and worked out a design concept for a Tropico-like game set in the Caribbean in the 1600s.

GS: How are the two Tropico games connected?

BS: The games are similar in many respects, but there is no attempt to create an artificial "story" tying the two together. In both games the player builds and manages a Caribbean island. In both games the player tries to keep his citizens satisfied by constructing buildings, setting policies, and organizing the best layout for his town. In both games the player must acquire funding to do this. In both games the island citizens have individual needs and wants that differ according to who they are. Also, the main way to lose both games is to lose the support of your citizens.

GS: What's a typical pirate island like, apart from the calming Caribbean seas and lots of palm trees?

BS: A well-designed pirate island offers pirates a place to blow off steam and waste their money after a difficult cruise, while providing the ship- and weapon-related industries that make pirate life a success with much-needed income.

After a cruise, pirates have critical needs like wenching or feasting, and it is up to the player to construct structures near the docks for pirates to meet these needs. Of course, these sorts of buildings provide more satisfaction if rum or beer is being made on the island and carried to the bars or if the available wenches are highly skilled.

Meanwhile, the pirate ship has to be reequipped. Maybe some cannons were lost or some muskets expended. Certainly the pirates ate up a lot of supplies on the cruise. A well-developed pirate island can supply these items from its industrial output. Otherwise, the player has to purchase them from the black market at a high price.

GS: Does Tropico 2 have a political level like the first game? Do players have to keep the pirates happy to stay in power?

BS: Yes. In fact keeping the pirates satisfied is the primary requirement for staying in power. The player also has to keep his captives (nonpirate workers) in check, or they will escape or rebel.

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