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Tropico 5 - Gone Green Portable Edition


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About This Content

It’s an endless struggle trying to please the people of Tropico – and this time El Presidente needs to go green in order to get out of trouble. Of course, this is al 5d3b920ae0



Title: Tropico 5 - Gone Green
Genre: RPG, Simulation, Strategy
Developer:
Haemimont Games
Publisher:
Kalypso Media Digital
Franchise:
Tropico
Release Date: 12 Feb, 2015


Minimum:

  • OS: Windows Vista SP2, Windows 7, Windows 8
  • Processor: 2 GHz Dual Core CPU
  • Memory: 4 GB RAM/p>

English,French,Italian,German,Russian



tropico 5 gone green dlc. tropico 5 gone green


I finished this mission in 2050 :) So far, hardest scenario to complete. I love Wind Farms as they provide decent amount of electricity without needing college-educated staff which is useful to power buildings like Hospital, Casino or for various factory upgrades when starting in Modern Era.. I'll try to keep this one short. "Gone Green" is the usual DLC fare for Tropico, a new building, a new mission, and not much else. In this case we get the wind farm back, which is basically a larger, less efficient version of the wind turbine from Tropico 4. It's sadly a rather pointless building, though, as both the tidal pool and geothermal plants are far superior. The mission is one of those 'artificially raised difficulty' ones where it's extremely hard to keep the population happy for no apparent reason. "Build 40 wind farms" also seems rather silly, a mission designed to be "busy" but not particularly clever. In short, $3.99 for something that should have already been in the game, and got you something inferior to what was already in Tropico 4. Not worth it.. Windfarm make about 60 elc. but has buget about 200 dolars but does not requiest workers. Do not buy without sale.. green green green why not the dutch are builing them at sea why the hell not in tropico. Very expensive building that produce near-to-zero electricity. Just Go Nuclear.. I got this as a part of a DLC bundle and . . I didnt even know I had the windmills, let a lone gotten them from a pice of DLC, that how little inpact this has on the overal game. Some DLC bulidings are nice, like the asylum and inqusition, but this is defenetly one you can skip, especialy since waterborn makes this building obeslete quite qucikly.. Do not get this DLC. The new building it adds, the wind farm, cost more than the Geothermal plant and produces a third the energy even on a coastal cliff. (most possible wind) It's also the same size if not slightly larger. Only advantage is that it does not require workers.. What? One frickin structure added? That's it.?. all dlc in this game are u2665u2665u2665u2665ing trash. Here we go again - another $4 DLC that adds a single mission and a new building. The new building is the Wind Farm. A Modern Era building, the Wind Farm provides an alternate source of power. The Wind Farm is fairly cheap, gains bonuses from coastal proximity and high ground, requires no workers and generates no pollution. It's a thematic building, if you're into aesthetics. The problem is that the Wind Farm doesn't really have a clear function in the game (i.e. it's a "useless" building). As a Modern Era building, it's trumped by the Geothermal Plant that is also immediately unlocked in the Modern Era, and while the Wind Farm is cheaper and easier to get up and running, the Geothermal Plant provides more power even without a volcano. If you're coming from previous eras, you may also have substantial power from Coal or Nuclear Power Plants. The intent behind providing an alternate power source is evident, but this is not the equivalent to T3/4's wind turbine. And really, this should already have been in the game. The mission itself wasn't too bad. The mission isn't really based on pop culture, so it loses a bit of its Tropican charm, but it does feature slapstick Penultimo humour. There is one overarching objective - build 40 wind farms - which means the usual sandbox approach of building a strong economy and then building a big batch of wind farms. There are several alternate objective events that distract you from the main objective, which adds some variety, but it's what you've come to expect from Tropico - something happened, trigger this edict to pass. It's not as lazy and straightforward as the Surf's Up "build 8 Dolphinariums" mission, but the monotony is getting old. Part of the problem is that the missions aren't dynamic. This is a core problem with the game as a whole. It's less evident in campaigns because there are numerous plot events that link island development with what you are doing. With the single missions, the mission objective and events are simply too generic. It's really just sandbox with different pop-up messages. You're meant to "catch" the messenger Toucan by building wind farms, but it's not something that is used in the mission itself and only comes up at the end as a reminder as to why you were building wind farms in the first place. As usual, the DLC really comes down to paying for a building that is largely redundant, and nothing in the core game changes. The mission isn't too bad compared to others, but it's what you've come to expect from Tropico 5 - which isn't necessarily a good thing. It's a shame that the central game provides a good platform for frequent content releases - free and paid - but the trickle of thin content that we pay for still results in a largely empty experience and menu. It's been nearly a year since Tropico 5 was released, and after 7 DLCs, all we've got is a handful of buildings that should already have been included and the only other campaign was part of an overpriced expansion. Take note: monthly single-player DLCs are perpetually disappointing. Monthly campaigns - that might work. I'll be more inclined to spend more time playing the game over and over again if I didn't have to wait a month to pay another $4 for an hour of sandbox objectives. I'm sure many players feel the same way. http://www.youtube.com/watch?v=khIbbS00lV8



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