PvP Raids + Tips

Tropico 651 views7 min readby 陸拾柒カニ神格Updated 6 Dec, 2025View on Steam ↗

Pirate Cove.

Delays the target's Freighter shipment by 3 months.

Not very effective unless spammed, Useful during war to prevent your opponent to have finances to repair or build/upgrade.

Commando Garisson

Sends a squad to stimulate a rebel attack uppon the target.

Great against targets with poor military, freedom happiness, finances and approval. If they don't have fire fighters and after elections.

Can be used mid-war to distract enemy forces.

Con: Not a powerful option with low populations.

Spy Academy

Sends spies to generate rebels amongst the target.

Each spies have a short distance range to have a chance to convert a citizen into a rebel, and with enough rebels will come rebel leaders and guerrila uprisings.

In other words, Spies creates chaos.

Useful against those who lack special role detection (Watch towers, security checkpoints, etc.). Can be useful to split the defense of your target to fight on 2 fronts or attack through their defense (with enough rebels)

Cyber Operation Center

Sends hackers to lower the overall happiness of the target's citizens, only useful around elections (If martial law edict isn't used by the target), or to help rebel generation for an uprising if spammed

Tips/Strategies.

To attack a player
Select their "Palace", then select "conquer"
All the following strategies are meant to be used after the colonial era, if done during colonial, do everything you can from these strategies

RECOMMENDED Mid-game strategy (10-40 years)
Build 1-2 forts early with "Man the Ramparts" near high value buildings such as the "nuclear power plant" and your palace for extra protection for the first 10 years. Build up your economy, win elections, get the edicts: "Bells to bullets" and "Right to arms", have the constitution set to "professional Soldiers", have 3 weapon factories set on "supply Military" to get 3 buffs to military power, Max budget for 25% buff, Commando Garisson set as "Provide tactical insight" for a grand total of 25+13+10+10+30+25+20= 133% increase, more than doubling your military power. BUT! There's a problem. When you attack, your troops will arrive 1 by 1 at your opponent's Palace's isle, which means all their troops are waiting all together to destroy your troops as they arrive severely underpowered before they assemble or at the palace, I don't need to tell you that 10-25 squads with a power of 50 each are gonna obliterate 1-3 squads with a power of 120 each, which doesn't include tanks. Which means you need to find a way to get them closer together. If your opponent has the same buffs, it will require an immense army to take down their line of defence. (I estimate more than 50 military buildings to beat 10-25, yes it can be extremely hard to pierce defence in this game) Be wary of military buildings upkeep as they can stack a hefty monthly fee, which can screw up your whole economy if left on max budget constantly.

IF AVAILABLE: try to conquer as much territories as possible, that way you can limit the natural ressources and space your opponent have to get money and they will get higher odds over time to get in-debt, which you may use the pirate cove to delay their shipments to further damage their economy. (no money to repair, build, upgrade, etc.) and let them fail economically as they can't upgrade their military. Which in return, you have to use all your money to build an overwhelming military to break their wall. Before you attack, move all of your military buildings as close as possible to their palace and hope they get on the move as a huge unit to maximise your first wave's power. (build many homes, a clinic, church, restaurant/fast food (fun+food) nearby to cover their needs so they stay nearby.

How to conquer outposts (Never tested during colonial to see how it works, MAY NOT BE AN OPTION DURING COLONIAL)
You need Swiss bank money, click white buildings on other islands and buy them. If you struggle to farm Swiss money, read this:
  1. Get the "Penal colony" Edict, research police station and make one "Live and let live", build (a) dungeon(s) or a prison, however the prison is a terrible purchase early, wait at least 10 years to get multiple criminals to earn back some money with convict labor
  2. Make sure you get at least a few filthy rich cirminals (Crime lord) and make "shady deals" with them before they get imprisoned to get 100 monthly for each.
  3. Build a "Ministry" and hire all "Broker" Candidate to earn some more monthly.
  4. You can use the "Building permit" Edict but it could impact your growth, just wait for it to reach level 3, then you can build with it active (sucks at level 1).
  5. Use the "Tropico papers" Edict to convert 15% of the filthy rich's monthly rent into your Swiss bank (Make sure to give them homes with high value)
  6. (Cold War onwards) Build Banks, Research their work modes, make them "Slush funds" to add up to 200 each per month to your Swiss bank account.

With all the above, you will have plenty of reserves after only a few years. (5k+ per year)

Early strategy (no fun)
Have your constitution set to "Militia" Build a fort, give it the upgrade "Arsenal" for 25% bonus power to nearby military buildings, build 5-10 barracks around it depending on starting population, upgrade them to modern soldiers (if during cold war onward), make them "offensive", send everyone to take down the enemy player, The only way to resist this overwhelming strategy early is to have many forts built to "tank" your opponent's overwhelming wave of soldiers with the "Man the Ramparts" workmode and while they waste their population on your defence, you counter attack as they can't do anything except defend their palace.
Tips
(Cold War onwards) If you struggle to pierce through your opponent's defence, you should consider adding many spies to convert their citizens into rebels and let their rebels distract their military or even take down their palace as it's left unprotected (with a ton of rebels). Use the "Spy Academy" and send spies via it's raid. do it a few times, but after some time, your opponent should start noticing them if they are aware of spies' existence, since they can be detected every time they are checked for special roles by watchtowers and security checkpoints (4% each time) (effective against opponents with few of those) Once you see your opponent's buildings catching fire from time to time, that means they have built up rebels, which you may wait more or use your "commando garrison" to make their rebels attack (don't remember the exact name of raid atm).

Focus on defence with forts early, they are still viable late game as choke points to slow down enemy advancement and provide military power to all nearby military buildings (decent range)

As you build your economy and military, you might need help to win elections, you can steal the "Brandenburg Gate" via the pirate cove to remove all "die-hard" political views, which means every citizens can be manipulated to ease opposition. Which almost certainly will give a hefty bonus to your approval uppon acquisition. (Use newspaper, radio, tv to manipulate political views in your favor) You can also steal the "Colosseum of Rome" (Spy Academy) to make it easier to manage your citizens' happiness as it will only take food and fun for their average, which are easy to keep high. Just make sure to use the "Intimidate neighbors" raid from the "Commando Garrison" to help your approval even more. You may also make the vote rights to "Wealthy citizens vote", which will only include those with enough money to afford the better services you offer, which means higher approval.

If you can't win by direct actions, make them lose via indirect actions. :D (In other words) It's like Tic Tac Toe, if both players knows how to avoid losing, neither can win. If you can't win, make sure you don't lose.

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