Tropico 6

Tropico 6

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Tropico 6 Edicts Guide
By Michael
   
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Best picks, faction effects, and situational uses
## **Colonial Era**

*(Available from the start or early research in this era)*
- **Food for the People** – +Food quality, double food consumption; pleases Communists, angers Capitalists.
- **Church Fee** – Charges for religious services; pleases Capitalists, angers Religious.
- **No Free Lunch** – Citizens pay for workplace food; pleases Capitalists, angers Communists/Religious.
- **Mandatory Siesta** – +Job quality, −Efficiency, −Pollution; good for happiness boosts.
- **Urban Development** – Halves housing construction cost for 5 years; perfect for mass housing.
- **Penal Colony** – +Immigration (more criminals); quick workforce boost.
- **Free Housing** – No rent; pleases Communists, expensive upkeep.
- **Advanced Boat Services** – Faster boat travel; improves logistics between docks.
- **Employee of the Month** – Double shifts in mines/factories; huge early production boost.

**Best early picks:** Employee of the Month, Urban Development, Penal Colony (short-term).

## **World Wars Era**

*(Unlocked as you enter this era; some require research)*
- **Agricultural Subsidies** – +Plantation/Ranch output; pleases Capitalists, angers Communists.
- **Industrialization** – Halves factory construction cost for 5 years; great for industrial expansion.
- **Wealth Tax** – Taxes rich citizens; pleases Communists, angers Capitalists.
- **Tax Cut** – Temporary happiness boost; great before elections.
- **Contraception Ban** – Higher birth rate; good for workforce growth.
- **State Loan** – Instant cash, repay over time.
- **Free Wheels** – Gives rich citizens cars; speeds travel but can cause traffic jams.

**Best picks:** Agricultural Subsidies + Industrialization for economy, Free Wheels if roads are ready.

## **Cold War Era**

- **Global Market** – Improves trade prices; great for export economies.
- **Social Security** – Boosts happiness; expensive upkeep.
- **Legalized Substances** – +Liberty; pleases Liberals, angers Religious.
- **Market Price Manipulation** – Temporarily boosts or lowers specific trade prices.
- **Tourism Campaigns** – Attracts more tourists; good for tourism-focused islands.
- **Child Allowances** – Increases birth rate; pleases Communists.

**Best picks:** Global Market for trade, Social Security for happiness.

## **Modern Era**

- **Speedway** – +Road travel speed; great for large islands.
- **Made in Tropico** – +10% export price; pure profit.
- **Digital Democracy** – +Liberty; pleases Liberals, angers Authoritarians.
- **Total Surveillance** – +Control; pleases Militarists, angers Liberals.
- **Space Program Campaigns** – Prestige and minor tourism boost.

**Best picks:** Made in Tropico for exports, Speedway for logistics.

## **Quick Strategy Tips**

1. **Stack cost-cutters** – Urban Development + Industrialization before big build phases.
2. **Election prep** – Tax Cut, Social Security, Food for the People to spike happiness.
3. **Faction balancing** – Use edicts to offset unhappy factions before unrest.
4. **Transport synergy** – Advanced Boat Services → Free Wheels → Speedway for smooth logistics.

**Optimal Tropico 6 Edict Timeline**

## **Colonial Era**

**Goal:** Build population, secure food, prep for industry.
**Timeline:**
1. **Month 1–2:**
- **Penal Colony** – Instant workforce boost; turn off once crime gets high.
- **Free Housing** (if you can afford upkeep) – Big Communist approval, helps early revolutions.
2. **Month 3–4:**
- **Employee of the Month** – Double shifts in mines/early industry; keep it on permanently if budget allows.
3. **Before Housing Boom:**
- **Urban Development** – Activate right before placing multiple houses/apartments.
4. **Optional:**
- **Mandatory Siesta** – If happiness is low and you can handle the efficiency drop.

## **World Wars Era**

**Goal:** Explosive industrial growth, early trade dominance.
**Timeline:**
1. **Immediately on Era Start:**
- **Agricultural Subsidies** – Boosts plantations/ranches; great if you’re still export-heavy on raw goods.
- **Industrialization** – Trigger before building multiple factories; repeat every cooldown.
2. **Mid-Era:**
- **Wealth Tax** – Once you have a decent number of rich citizens; pair with Communist-pleasing edicts to offset Capitalist anger.
3. **Situational:**
- **Free Wheels** – Only if roads and parking are ready; otherwise traffic will cripple logistics.
- **State Loan** – Use before a big expansion, ideally alongside Industrialization.
4. **Election Prep:**
- **Tax Cut** – Happiness spike right before voting.

## **Cold War Era**

**Goal:** Maximize trade profits, stabilize population happiness.
**Timeline:**
1. **Immediately on Era Start:**
- **Global Market** – Improves all trade prices; keep it on permanently.
2. **Mid-Era:**
- **Social Security** – Big happiness boost; expensive, so ensure economy can handle it.
3. **Situational:**
- **Legalized Substances** – Liberty boost for Liberal factions; avoid if Religious are already unhappy.
- **Child Allowances** – If you need a population surge.
4. **Tourism Focus:**
- **Tourism Campaigns** – Activate before peak tourist season or after building new attractions.

## **Modern Era**

**Goal:** Maximize exports, perfect logistics, lock in control.
**Timeline:**
1. **Immediately on Era Start:**
- **Made in Tropico** – +10% export price; keep it on permanently.
- **Speedway** – Boosts road travel; combine with Free Wheels for max effect.
2. **Situational:**
- **Total Surveillance** – For control-heavy play; avoid if Liberty is already low.
- **Digital Democracy** – For Liberty-heavy play; avoid if Authoritarians are key allies.
3. **Prestige Play:**
- **Space Program Campaigns** – Use when you want a tourism bump or to flex your modernity.

## **Pro Tips for Timing**
- **Stack cost-cutters**: Urban Development + Industrialization before mass builds.
- **Election combo**: Tax Cut + Social Security + Food for the People = near-guaranteed win.
- **Faction smoothing**: Always pair a faction-angering edict with one that pleases them soon after.
- **Cooldown awareness**: Many cost-cutters have 5-year cooldowns — plan your construction waves around them.