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For articles of the same name in other Tropico games, see Edicts.

Insert intro about Edicts here.

Individual AttentionEdit

Edict Cost Requirements Effects
Explore n/a At least one ship. Sends a ship to explore a region of the seas around your island, improving knowledge of a region much more than a normal cruise. Chances of finding trade routes and settlements are improved for the amount of sea rations used, and while no plunder can be gained, no risk is incurred by the ship or crew either.
Raid Settlement n/a At least one ship. Sends a ship to raid a settlement for unskilled captives. No plunder is gained, no risk is incurred by the ship though some crew may perish, chance is mainly dependent on the type of settlement. As your pirate haven grows, so too will the need for working captives so you will likely need to raid settlement a lot in the game, especially when your run short on laborers and lacking a patron to deliver prisoners.
Kidnap Craftsman 250 gold At least one ship. Sends a ship to kidnap a particular craftsman. Nothing else is gained but the crew and the ships face no risk. Many craftsmen are required to be present on your island for you to build certain facilities.
Free Captive n/a Releases a Wealthy, Skilled, or Unskilled Captive for minor improvement in relations with its nation. Also good for those said removing captives who might incite rebellion or are just taking up resources and space without being productive.
Educate Pirate 100 gold Requests a pirate to be educated at one of the schools to improve marksmanship, gunnery, swordsmanship, seamanship, or navigation. These 5 skills can also be improved while cruising, though at the risk of death.
Press Gang n/a n/a Turns an unskilled captive into a pirate. Useful for bolstering low pirate numbers as well as removing high leadership/courage captives who might incite rebellion.
Ransom Captive n/a Releases a skilled or wealthy captive for financial gain. Skilled Captives have a set ransom amount depending on profession that never changes. Wealthy captives, on the other hand, have a ransom that increases as they visit entertainment buildings and hotels.
Donate Money 100 gold Gives a particular pirate 100 gold. Useful for preventing discontent among poor pirates as this gives them spending money to satisfy entertainment needs.
Assassinate 100 gold At least one guard employed at the pirate palace. Each guard can assassinate one person at a time. Orders a palace guard to kill a particular captive or pirate. Useful in preventing them from inciting rebellion but it cannot be used on pirate captains or wealthy captives. Generally a waste on unskilled captives as you can press gang or release them for free, but it is the best method to stop an unhappy pirate from causing too much problems on your island.
Outfit Pirate n/a Carpenter, Hat Shop, or Parrot Aviary Grants a particular pirate a peg-leg, a hat, or a parrot. Peg-legs are made at Carpenters and boost notoriety. Hats are made from Hat Shops and boost Leadership. Parrots are born from Parrot Aviaries and boost courage.

Pirate PolicyEdit

Edict Cost Requirements Effects
Free Beer 1000 gold Brewery Distributes Beer to all Pirates, greatly increasing their Drinking Satisfaction.
Free Rum 1500 gold Rum Distillery Distributes Rum to all Pirates, greatly increasing their Drinking Satisfaction. More expensive than Free Beer but effect on satisfaction is greater as well.
Pirate Festival 1000 gold
Rig Gambling Against 500 gold Increases profits off of gambling facilities but reduces overall gambling satisfaction provided from those said facilities.
Rig Gambling in Favor 500 gold Increases gambling satisfaction provided at gambling facilities but reduces profits from those said facilities. Great in the late game when you got a strong economy and need to focus on maintaining pirate satisfaction.
Pirate Curfew 750 gold Increases order on the island at the cost of fear.
Loose Lips 100 gold
Betray Pirates n/a Permits a nation to hang all pirates of their nationality (including pirate captains). Issuing this edict will result in the immediate removal of all pirates and captains of the chosen nationality and dramatically improves relations with the nation.
Donate Money to Crew 500 gold Grant money to the crew of a certain ship: 500 gold is dispersed among the captain, officers, and crew.

Cruise OrdersEdit

Edict Cost Requirements Effects
Prohibit English Victims n/a Orders all ships to avoid preying on English ships during cruises. Best combined with a peace policy with England.
Prohibit French Victims n/a Orders all ships to avoid preying on French ships during cruises. Best combined with a peace policy with France.
Prohibit Spanish Victims n/a Orders all ships to avoid preying on Spanish ships during cruises. Best combined with a peace policy with Spain.
Walk the Plank n/a Orders all ships to not take any captives or new recruits from defeated ships during cruises. Best used if your pirate population is greater than your resources can support.
Foster War n/a
Recruit Captain 1500 gold1 Recruits a new Pirate Captain on the Island. Each ship requires a captain before it can go cruising.

1 - Certain Pirate King Backgrounds, Qualities, or Flaws can lower or raise the amount required. Also, some campaign missions have a different price to recruit a captain.

Captive PolicyEdit

Edict Cost Requirements Effects
Pay for Informants 1000 gold
Free All of Nationality n/a Frees all captives of a particular nationality (English, French, or Spanish), resulting in a significant boost in relations depending on how many of those captives were freed. Downside is a potential worker shortage when issued.
Random Executions 500 gold Permit all pirates to randomly kill captives they run into. Also increases anarchy and fear around the island, but causes captives to be more inclined to escape.
Pirate Guard Patrols 500 gold
Raise Dead 100 gold1 Graveyard Brings a pirate who died during your rule back as a skeleton. Skeletons only work as haulers, but do not require food, sleep, or prayer and are more skilled at hauling than unskilled captive haulers.

1 - Price rises an additional 20 gold each time a skeleton is raised. The Voodoo Adept quality lowers the initial cost to 50 gold.

International DiplomacyEdit

Edict Cost Requirements Effects
Raise Jolly Roger n/a Fort
Announce Peace Policy (England) n/a No Tortured by England Promise England that you will not attack its ships during cruises. Best issued along with Prohibit English Victims to prevent a potentially serious diplomatic backlash.
Announce Peace Policy (France) n/a No Tortured by France Promise France that you will not attack its ships during cruises. Best issued along with Prohibit French Victims to prevent a potentially serious diplomatic backlash.
Announce Peace Policy (Spain) n/a No Tortured by Spain Promise Spain that you will not attack its ships during cruises. Best issued along with Prohibit Spanish Victims to prevent a potentially serious diplomatic backlash.
Open Smuggler's Cove n/a Smuggler's Cove Allow the chosen nation (England, France, or Spain) to purchase goods from your smuggler's cove. This reveals the location of your pirate haven to that said nation so it is best done with your patron or a nation you intend to remain at peace with.
Letters of Marque n/a
Declare Patron n/a Harmonious relations with chosen nation Declare a certain nation (England, France, or Spain) as your patron. This protects you from invasion but this also reveals the location of your pirate haven to that said nation.
Tropico 2
MissionsBuildingsEdictsFactionsShipsPirate KingCaptainsPiratesCaptivesWealthy Captives

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