![]() ![]() This means that events involving dynasty members are extremely rare, and upgrades for them are prohibitively expensive, but fully upgraded members are severely overpowered, and dynasties are saved across all modes, letting experienced players waltz into starting scenarios and crush all opposition within minutes. It's a neat concept, but it feels like it was implemented by two different developers with opposite philosophies regarding how prominent it should be. It allows players to discover relatives of El Presidente and use their special traits to assist in the dictatorship. On the other hand, the game's second most advertised new feature, the dynasty system, is a waste of code. They also significantly broaden the scope of the game's content, and introduce shifting goals and priorities - two things that are highly appreciated in such a previously straightforward genre. ![]() Namely, they section off additional mechanics and options until certain milestones have been passed, easing the player into the game's nuances - a task that other games with this level of complexity consistently fail at. Unlike in Civilization titles, however, these eras actually do something. Rather than continue the Cold War stasis of previous titles, Tropico 5 further develops what Tropico 4's Modern Times expansion started, and divides the gameplay timeline into four Civilization-style eras spanning a little over a Ccentury. Fortunately, the largest of these mechanics, eras, is also the best-implemented. It simply means that enough new mechanics do work to warrant a revisit to the eponymous island nation. The answer, surprisingly, is "yes," but that doesn't mean that all of its changes are for the better. The big question looming over Tropico 5's head is whether or not it's worth playing for those that already own one of the previous games.
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