Tropico 6 ditches its predecessor's dynasty system, which let El Presidente gain attributes through members of his clan. Elections are optional at best, and if your farmers work around the clock for a few months or years in a bid to raise productivity, who's really counting? Such actions will naturally lead to dissent in the long run and are thus more of a last-minute hat trick for getting out of a bind. You can always put overly demanding faction leaders in jail or arrange accidents. Of course you have some ways to bend the populace to your will. To turn Tropico into a thriving paradise you need to keep things in balance, traditionally the last thing you expect from a despot. It's impossible to make everyone happy, as every demand you fill for one group will cost you standing with another. Rather than gentle nudges from one or two factions to keep up with things, you now eventually deal with all eight available factions simultaneously. Under new developer Limbic Entertainment factions are the main feature the sixth instalment introduces. Ignore their demands for too long and you risk a rebellion. How things play out is dictated less by you and more by the demands of the factions that represent the different interests of your people. You take control of a dictator tasked with leading their island nation - and their own wallet - to glory. Tropico used to come around every 2 to 3 years with a few new features, the core idea always intact.
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