The Power of Habit Charles Duhigg. Lean In Sheryl Sandberg. Getting Things Done David Allen. Together is Better Simon Sinek. Tribe of Mentors Timothy Ferris. Measure What Matters John Doerr. The Talent Code Daniel Coyle. Radical Candor Kim Scott. Unlimited Power Tony Robbins. The Miracle Morning Hal Elrod.
Pillow Thoughts Courtney Peppernell. The Compound Effect Darren Hardy. The Total Money Makeover: Classic Edition Dave Ramsey. The Culture Code Daniel Coyle. As a Man Thinketh James Allen. Compare your relative pay scale to what your buildings cost to maintain. In the early days of your island, your uneducated just plain won't make enough money to make it worthwhile to put them up in apartment buildings. I firmly believe that you should always strive to make your state-run housing profitable, since it can stem the tide of economic erosion as your wages go up to match the Caribbean average.
With that in mind I offer a handy reference table for how much money houses cost to maintain: Maintenance costs are per year, and are in places estimated. Break-even point refers to the amount you'd have to charge in rent monthly to have a fully- occupied building cover the maintenance cost. Note that in places I've erred on the high side because you're not always going to have full occupancy. But now that you can see exactly what you're up against, you can make your own decision as to exactly what you want to put your people in.
Personally, I love apartment complexes. You can charge a high enough rent to recoup a lot of salary, all while maintaining a very acceptable overall housing quality and turning a hefty profit over the maintenance cost of the buildings. If you're putting your college-educated in luxury houses, not only do you have to maintain the electric plants to ensure constant generation of the 2 MW of power each luxury house requires, you're also going to have to charge a confiscatory rate and almost restrict access to the luxury housing to the married.
Housing profits will be key to "capital recycling" in your economy. Nothing is worse than wasted resources, because it means you'll need more polluting industries to keep your economy running, creating a snowball effect that will drag down overall happiness. If you want to keep your people well-fed, grow a lot of corn and catch a lot of fish. Fish and corn don't sell for much on the export market, and there's only so much fish your canneries can put into cans before the teamsters see the excessive input store and start selling the fish directly.
When you see people start to skip meals, or when you notice that your food production occasionally dips below your food consumption, take that as a sign either to check on your marketplace network a nice cheap way to make sure the food gets distributed Subsistence whether at the base consumption level or at the higher "Food for the People" consumption level will help ensure continued efficient use of space and resources.
You could also use export crops like papayas and bananas as food, but if you need to do that, chances are you'd be better off just building another fishing wharf because bananas and papayas are more valuable as export goods. The obvious one is that people with adequate health care live longer and are less likely to die before they have a chance to have children or live out their full productive lives. The less obvious one is that Health Care Quality is a key component of the overall Happiness rating. With that in mind, I first note the comparative ratings and costs of each structure: Sure, they're efficient and effective.
But they also cost like sin to maintain. Build a few of those and sure, you'll have excellent health care quality. You'll also have a major leech pardon the medical pun on your nation's treasury. Clinics aren't as effective on the happiness front, but at a quarter of the maintenance cost and the same basic effect on your citizens' health , they're a better overall value if you need to get a few beds open for patients.
Use the Preventive Medicine option to ensure that occupancy of clinics is a little bit lower, and add more clinics if you see that the ones you do have are frequently at full occupancy meaning anyone else who needs health care has to use a snake-oil potion. I should point out one VERY important point, though: Putting Hospitals around your richest citizens' housing has a beneficial effect on the Capitalists' and Intellectuals' opinion of you, at least in part because the leaders of those two factions usually live in housing that will end up close to high-quality facilities!
If you're a Christian, imagine your people devoting their lives to the Lord Jesus Christ. If you're a Muslim, imagine your people bowing toward Mecca and sending their prayers to the Great Allah. If you're an atheist named Dave, imagine that the little peons on the screen worship their Lord and Savior the Great Lord Dave. Whatever gets you through. For that you'll need Churches and Cathedrals. I made some points about this in the Health Care section, but in Religion it's even more important: Don't worry about the highest-quality structures unless you're building them to improve your elite's opinion of you or to placate the Religious faction when they demand a Cathedral around the time your population hits So remember a few pointers for when you need a quick boost to the rating: You want your people happy.
Not a safe way to be. If the overall wage in the Caribbean has gone up by a significant amount, make sure your workers' pay keeps pace. Likewise, if your island has begun to turn a huge profit, don't be afraid to share the wealth with your people. Remember that you can recoup most of the money in housing rents and entertainment fees, which you should raise whenever you give your workers a significant pay increase. When the game says college-educated workers don't like to be farmers, they're not kidding. Put up clinics, newspapers, churches Do whatever you have to in order to make sure that your food supply is more than you'd ever need under standard circumstances, then issue the edict.
It's a relatively cheap way to garner 30 points in one area of your rating, and that's one big jump indeed. Having the full complement of newspapers helps Liberty scores as well, as does issuing the "Sensitivity Training" edict. Another cheap and easy way to gain a lot of points on your Happiness scale. Overall Respect's kind of tough to raise and keep up, but the Chosen Six have a huge influence on your island as a whole.
Learning with Larry helps as well. There's not a hell of a lot that can be done in order to preserve your environment unless you're better than I am at getting your tourist trade started early and making money off your farming efforts. So try to minimize the downward slide and get it to stabilize at an acceptable level to all but your Environmentalists faction It's tough to get Housing Quality much above 60 overall, but making sure that everyone has a decent place to live is a good touch.
A few of those around and your whole rating will nosedive. Housing can be profitable for your regime see table in Chapter 4A. React to problems while they're small, not when the voice-over tells you to. By the time someone says anything to you, you've got a major problem on your hands that will take time and money to fix. You're going to need to haul those goods around. Likewise, just because you decide to build a tenement doesn't mean the tenement magically appears unless you're using a cheat I describe in Part IV, but never mind that now.
And as if that weren't enough, your Tropicans, at least in the early going, lack the requisite skills to get the economy kicked into high gear by themselves. If you're truly going to run a magnifico island paradise, you'll need a firm grasp on the basics of good infrastructure. To begin, I offer a chart of maintenance costs and employee counts at each of the major infrastructure buildings: They're uneducated, you can pay and treat them like dirt, and as the game goes on, their ranks will be composed primarily of immigrants as your native Tropicans get an education, but they're the backbone of your expansion.
Construction Offices are cheap to maintain, and having a few extra laborers around helps in a big way when it comes to building the larger, more complicated improvements to your island, stuff like Airports and Luxury Hotels that take a long time to build and require the clearing of a lot of jungle. Watching a horde of construction workers working in tandem is one of the game's cooler sights.
You can easily end up with a labor shortage if you build too many of these. Remember that you're only going to get so many people to immigrate to the island, and those people will need to be fed and housed. All this costs money, plus you're going to run into difficulties with runaway wages as the game goes on. If stuff is being built virtually instantly, that's probably a sign that you may be overdoing it a little with your construction crews. It may even be smarter to space your offices around the island a little, as workers tend to work on the nearest project, and this method offers you more flexibility in build designs.
They make sure food is hauled to marketplaces, raw materials are hauled to factories, and finished products are hauled to the docks to be sold. These are some valuable people indeed to have in your employ! There's a pretty easy method to the madness of making sure you have enough Teamsters. Check the "Output Store" at your major buildings. If the stuff's beginning to pile up more than 10 of something is in storage , you'll want to build another Teamster Office, preferably relatively near where the output store is piling up. Teamster Offices are a little pricey to maintain, so you may want to opt for maximum efficiency with them.
Sometimes output store piles up not because the stuff can't be hauled, but because there's nowhere to put it. Either that, or your dock ends up with three boats waiting to be loaded and 60 or more loads of output store sitting around! In that case, you're going to need more docks! Once again, you're aiming for maximum efficiency between low output store and minimizing the number of employees you need to hire. If output store is piling up at one dock, build another. If your industries, farms, and mines are WAY too far from the docks you have, build another one closer by in order to allow for efficient transfer and sale of goods.
Talk about some happy capitalists! So does rebellion, if you're not careful. Even if you never see a rebel in your life, there's still the matter of your Militarist faction. Almost as soon as you have a high school, you should think about building your first police station. They're relatively cheap to maintain, and Crime Safety is a big component of the Happiness rating. Of course, too many police make your Liberty score suffer, but liberty doesn't fall by as much as safety rises so it's a fair trade. Your elite in particular hate the notion of having to dodge the poor criminal street urchins almost as much as your luxury tourists do.
Having your educated citizens seek the relative calm and safety of the South Bronx is not exactly the way to keep your infrastructure strong. Keep some cops on patrol so everyone's safe Police alone can't solve all your problems. You're going to need Armories and Guard Stations so the people are constantly reminded of what will happen to them should they decide to slink off to the woods and foment rebellion.
For every General you have working at an Armory, you'll be able to build three Guard Stations. With that in mind, you can budget for a strong military presence on your island, since you'll know your profit margins and have a good handle on your wage and maintenance costs for the buildings and their staff. A strong military will make liberty scores suffer, but Sensitivity Training will alleviate that in a big way. Just try not to pick the "Paranoid" character flaw if you're even thinking about running a police state. Maybe you think the Yanquis will send all of the educated workers you'll need.
But if you're not building Schools and Colleges, you're more likely just an idiot. High Schools require high-school educated women to be the teachers. Colleges require college-educated men to be the professors. The beauty part of this is that as more people graduate from your educational institutions, more of them will end up teaching in the very schools they graduated from. Those extra slots can be great "placeholder jobs" while you're building more things for your educated workers to do.
Just remember that if there's nothing for an educated person to do on your island, your islanders will see right through the ruse and not bother going to school. After all, if you knew that the best job you could get didn't require an education, why would you bother to get an education? Maintenance costs on these things get pricey in a hurry, but the good news is that if you need more than one of them, you've probably got a giant population that's very well-employed and producing a lot of high-priced merchandise or tourist trade.
In that case, it won't be a big hit on your treasury to shell out another grand or two a year in order to maintain that high level of education. I've always found that an island full of intellectuals is, in general, more stable than an island full of uneducated Communists. That, and the fact that a high level of education also correlates to rapid skill-gaining in jobs. Give the women something to do after graduation by building an Electric Plant. Development Aid will help in a big way on this front, since it halves the cost of production on Electric Plants. Once you've got the Aid and the college-educated women or the potential to put women through college , build away.
You'll be able to build the electric- powered gizmos on your factories which help production and profit , you'll be able to build Luxury Houses but watch out since those 2MW power bills add up FAST , and you'll be able to attract the highest caliber of tourist since you'll be able to build everything from Luxury Hotels to Casinos.
Electric Substations are a big help on the Electric front. They allow you to clump your power plants together in some obscure corner of the island where few people dare to tread you can house your Engineers at a safe distance if you build a road to the plants , thus keeping the massive pollution that power generation produces OUT of the way of your citizens.
I'm pretty sure that smog gets carried on the wind, so if you keep your power plants downwind from your people watch the clouds overhead for an idea of general wind direction , you'll lower the pollution effect even further. But my point is that you can put Substations down in order to extend the power grid out to where your people dwell without having to stick big belching smokestacks in their backyards.
That's more than worth the seventy-five bucks it takes each year to maintain them. Make sure your power grid grows along with your demand for electricity. Ask the people of California what happens when power consumption exceeds power generation It seems like some of the people out there have VERY strong opinions of whose fault it is. It's an eternal battle between environmentalists who don't want the Earth's resources exploited for power generation vs.
On Tropico, it's no contest. If anyone out there has a strategy wherein you can make an island work well with minimal or no power expenditure, I'd love to hear it. My island population at last count uses about 1, MW of electricity to keep itself running. In case you're wondering: You've got the United States and the Soviet Union to think about. You've also got countries all over the world from which immigrants can make their way to your magnifico island.
In order to get the most bang for your foreign buck, you'll need immigration offices and diplomatic ministries. My advice is VERY straightforward here. I've tried a few methods of mayhem with these vital government buildings, and the advice I present here is probably the most concrete advice I'll give in the whole strategy guide, so heed it well. You should have a two-pronged approach to Immigration. First, you should set the priority to Skilled Workers Welcome, and raise wages above normal high- school-educated wage.
That will help ensure that what few high-school educated women you can attract at this point in the game will become bureaucrats, keeping your office fully staffed. This will also provide the necessary schoolteachers to get your high school up and running. Once you've got enough high-school educated workers to have a good go at creating a self-sustaining educational infrastructure, change the setting to "No One Gets Out Of Here Alive".
That'll keep your intellectuals from taking off for greener pastures and leaving you high and dry. I've noticed that some people just can't be pleased with your backwards society, but a little coercion will keep them around for a longer haul. Last thing you need is a labor shortage on the high end.
In order to staff the high-school-educated buildings properly, keep a close eye on the Almanac, specifically the "All Residents: If you see high-school or college educated workers working in low-end jobs when there are high-end jobs available, locate them and fire them from every job they take until they take the one YOU want them to have. Later, you can snicker at all the "March , Farmer. Talk about a multitasker, eh? As regards the Diplomatic Ministry, I recommend Neutral Policies until the Yanquis come around and reach the "Very Close" required for a military base and alliance.
This will keep Russia from getting too mad at you in the early going. It's a tough order to keep the Russians happy once you start becoming an industrial nation, since your Communists are very difficult to please. You really have to be trying in order to get Russia to like you after about the first five years of the game. It's easier and more profitable to suck up to Uncle Sam. You're going to want improvements to your society, profits from foreign media companies, and a healthy dose of El Presidente. Thing is, you're going to have to leave one format out from each type of media outlet because of the limit on how many of each you can build.
Have I completely confused you yet? Following, a priority list of the best media outlets money can buy: The one I recommend leaving out is in parentheses, but use your own judgment based on your island's situation. Note that percentages are either with a complement of workers with average skills BBC or base for workers with no skills at all everything else. Your actual results can and will vary tremendously, a huge argument in favor of Learning With Larry!
Anything that keeps your people from turning into indignant leftists while you're trying to make money is, in my view, a good thing. America will love you for it, and they're the ones with their hand on the spigot of your tourist flow. I cover them here: Put the extra money you save into your Swiss Bank account with the Presidential Slush Fund Option or not, if you've decided to be "Incorruptible".
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Or, rip off tourists for forty bucks a month with the Tourists' Offshore Banking option. Five banks will take care of all your island's needs One, it helps you to attract higher-quality tourists see Chapter 3C. Two, it allows you to send out Trade Delegations to the United States. I haven't even mentioned Russia Russia will just turn you away and laugh at you.
I prefer more peaceful methods of coercion, largely because I value my Liberty score. That, and nobody on my island has ever caused me enough trouble to merit incurring the wrath of his family and any bystanders who witness the arrest. But if you have people actively trying to undermine your regime or if you see someone who has both the courage of a lion and the leadership skills of Julius Caesar and you're feeling paranoid , it helps to throw these types into jail.
If you can round up eight potential troublemakers, throw them in jail all at the same time, then use "Open the Jails" right near the end of their seven-year sentences, not only can you get rid of some vile elements, you can make a pile of money off license plates besides. Just remember that it'll tick off the Yanquis if you put your prisoners in rafts and give them a good hard shove toward Florida and a can of shark repellent. Expect a little blow to your diplomatic standing for a few years as the people of Miami lodge protests against the newcomers.
You could use everything you've learned up through Chapter Five and have a pretty good run at things. But why stop there? Why be just good when you can be completely godly? By the time you get done with these four chapters, you'll be running islands so big and prosperous that the Yanquis will be offering to make Tropico a US State If anyone out there is from Puerto Rico and knows anything about that island's bid for statehood, I'd love to hear from you Or any other game where there are little rules tweaks that can be played like cards in order to mess with the game mechanics a little?
Then you understand Edicts. You've got a couple of dozen things you can do in order to run your island more or less, be careful with these! Want to know what they do and how to use them? I figured you would Throw some money at them! With a Bribe, you throw 1, Yanqui dollars at anyone on the island, making that person very happy. If that person is a Faction leader, you'll have a nice trickle-down effect as the faction leader expounds on Presidente's magnifico generosity to anyone who will listen.
The leader doesn't seem to lose any credibility with his or her followers, as the faction doesn't seem to realize that their leader's on the take. So use bribes whenever you have a thousand bucks and a palm to grease. Bribes are also useful when given to people who have a spouse and a lot of children. The immediate family effect is such that you get more bang for your buck. You see the most obvious practical application for this It's called "buying the election". Tax cut can also be thought of as "the cost of running a campaign". You can issue a Diplomatic Edict every 2 years, so choose wisely.
If you play these right, you'll be able to rip off the Yanquis and the Kremlin for valuable goodies. If not, you'll have a huge waste of resources. You've got four basic choices here: Use the Praise Edict, a colossal waste of the two-year window. There's nothing this edict can do that sound policies and a Diplomatic Ministry can't do a hundred times better. Save your money and energy to cast a wider net in the diplomatic fishing waters.
Either that or if you're still a level or two away on the diplomatic scale from an Alliance, you can accelerate the process a little bit I covered everything along these lines in Chapter 5B. It's up to you how often you decide to send these delegations, but personally I send one as often as the game will let me, which is to say every two years once I have the Yanqui alliance and the Perfect Harmony relationship level.
I'm shameless about it, acting like Tropico is a US state. You'll get the chance to build Tenements and Apartment Complexes for half-price. This will make the Diplomatic Ministry pay for itself almost instantly, and you don't even need any employees in the building in order to issue the edict.
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The lowered building cost will aid you tremendously as you begin to get your workers out of shacks and into real housing. Second thing you should do, two years later, is apply for US Development Aid. You may need to have a few industries up and running in order to get the Yanquis to respect you enough to have the "cool" relations necessary to issue the edict, but since the result of the edict is that you get Electric Plants and Airports for half-price, it stands to figure that by the time you need those things, you've got enough on your plate to impress Uncle Sam.
To boil that horrible run-on sentence down to its essence: By the time you need US aid, you'll be able to get it. Once you've got these two edicts passed, you'll be in good shape The Yanquis will put a base on your island, pay you a thousand dollars a year for the base, and pay you a lot more in foreign aid each year in order to protect their interests. You'll also see a sharp rise in tourism, as more and richer tourists come to your island. All told, your economy will go into overdrive once you have the Alliance with the Yanquis.
Those who like books and those who hate them. The former type is popular with the intellectuals; the latter type is popular with the Religious zealots. If you really hate education, or you're trying to engineer a society toward theocracy, by all means let the Ray Bradbury references flow like sacramental wine. But if you want happy, productive people, enact that Literacy program and watch the experience and education levels soar.
The more experienced your workers become, the faster they work, and in general the happier they are in their jobs, because people enjoy doing things they're good at. I've also noticed that the Literacy Program tends to increase attendance at high schools and colleges as long as the job requirements are met If you have a theocracy that works, please email and tell me about it so I can throw it into an upcoming Reader Submissions section.
I don't like to rough my people up. But there are certain cases in which it's necessary. Let him make license plates for seven years If someone has exceptional Courage and Leadership thus making him a potential threat , a paranoid Presidente may want to stop the problem before it starts. Or, if you just plain don't like someone and that someone has no immediate family to turn around and undermine you , throw him in jail.
Just remember that you're going to lose a hefty amount of respect, not only from that person who will probably emerge from jail bent on revenge , but from that person's family, and from anyone within ten cells of where the arrest takes place, who will witness the policeman doing his brutal work and who will think ill of your regime. There's also the issue of possible resistance. Some people have a "You'll never take me alive, copper! If this happens, the net result will be exactly the same as if you'd used the Eliminate edict.
Not a pretty sight at ALL. Trouble is, their extended family brothers, sisters, aunts, uncles, and the family dog will swear vengeance against your regime, and you'll end up with a slew of mortal enemies. In addition, bystanders who witness the slaughter will see their liberty score plummet to zero.
Kill someone only as a last resort. The fallout could get ugly otherwise. You can only do this once, but deporting your worst elements could prove to be an effective way to restore stability to what may be becoming an unstable island otherwise. Personally, I've never seen anything a police edict could do that a regular patrol of cops and soldiers couldn't do a thousand times better Those liberty scores can be fixed up by TV and radio.
Let your cops and soldiers take care of the rough stuff without being so damn overt about it. Want your people to bow to you, their button-pressing, mouse-clicking overlord? Then you'll need some Religious edicts. You've got a few choices here, so I'll give you the rundown and let you decide for yourself how you want to enforce the word of God.
Your people will love you for it, and your overall respect will rise for about three years another great "around election time" edict if you meet the conditions. The even bigger upside is that this is the only edict that will thrill the Religious types without annoying the Intellectuals. It's kind of like arresting someone, except the penalty from the immediate family is a little lower It won't stop him from joining any existing attempt at revolution, but if you use this edict right, that won't be a problem.
Everyone else can be left to their own devices, since they're less of a threat. You'd do well to enact a Contraception Ban. Give 'em "The Word of God" to read and a parochial education at school, and you'll offset the penalties from your Intellectuals with a big boost from your Religious wing nuts. Anyway, Nobody Expects the Spanish Inquisition! If you want to get your people to spend more quality time reading their Bibles, you'd do well to enact this edict. It'll scare the pants off of everyone on the island, causing a lot of them to join the Religious faction. Your Intellectuals will be miffed in a big way, as they see science subverted to the needs of a zealous madman calling himself Presidente.
Your people don't like living scared, and Liberty scores will drop tremendously. But if you have a bunch of churches, a couple of Cathedrals, and a few God- oriented character traits that up your religious respect, having religious zealots for followers on the island might not be so bad. Combine it with the Book BBQ They don't believe in education, so your people will be mired in the depths of stupidity.
They're not particularly productive because of their low education, so they won't make you any money. Churches and Cathedrals are expensive to maintain Of course, if you want to take the screws to your island even more, you could try: Let's for a moment ignore the fact that Pubs and Nightclubs are high-quality entertainment sources, and that some of your citizens REALLY love to drink.
Let's even leave the sharp rise in the crime rate that comes with Prohibition out of this discussion for a minute.
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Now then, you were saying? Your Religious faction will love you if you ban the production and consumption of alcohol on your island. But as mentioned, your people and your tourists don't like a place where fun is outlawed. The tourists will stay home or go to New Orleans or Las Vegas for their sinful pleasures , and your people will turn to crime in order to slake their thirst. You don't want to pass this edict Try a Tax Cut if you want a quick fix. Advertise your Tourism for a quick boost to your Tourism rating but make sure you've got something on your island that's worth coming to see or you'll just make those tourists mad.
As for the Tourism campaign, it's a wash. If you have a massive number of hotel rooms available, by all means advertise in order to fill them. But I find that I usually have enough tourists and a high-enough rating as is, so I don't need a campaign to boost anything. Lowers factory pollution by half. It's up to you. Are you producing enough output to be able to eat the cost and remain profitable? Does the voice-over plead with you to do something about the environment? If the answer to either of these questions is "yes", then consider the edict.
You'll be glad you did either way. They increase entertainment value and enhance tourism. Mardi Gras comes with a slight increase in the crime rate, so have enough policemen on duty. The Headliner brings with him a nice boost to US-Tropican relations, sometimes to the point where you can turn Close into Very Close for the purpose of getting an alliance forged, or turn Very Close into Perfect Harmony so you can get a fat assload of foreign aid and Trade Delegation goodies. Pan-Caribbean Games is the strongest of these three edicts in terms of Tourism Rating and Entertainment Quality, but it's a one-time only thing, so use it when you feel it can do the most good.
It can be another one of those beautiful "election year" tricks that further establishes your position as ruler of the island. Amnesty can coax the rebels out of the woods. You need to have improved overall happiness by five points before rebels will come back. Sensitivity Training lowers the Liberty penalty associated with Police and Soldiers, and as such is a good way to give a quick boost to Liberty score although free press and free elections do this a lot more effectively.
If you enact an Anti-Litter Ordinance, people don't pollute the ground around them, but Liberty suffers because of the enforcement of the anti-littering laws. The net results are frightening in some senses: You virtually eliminate the chance of protests and uprisings against your regime.
That's the good news. You'd better hope your military is fiercely loyal to you, because they're going to be the true rulers of the island since they have all the guns. If you're at the point where only Martial Law can save your regime, you're at the point where your regime is most likely WAY beyond repair. In other words, you're in BIG trouble. Everyone on Tropico belongs to at least one faction, and some people belong to as many as three, so focusing exclusively on one group of people won't keep you in power for very long.
Following, the six Factions, and as many tips as I can cram into this space on how to keep them happy and on your side. Take note that automatically on the list of Flaws to Avoid are any flaws that reduce Overall respect. Remember, Overall respect can be as powerful in fact more so than the traits that increase one faction's opinion of you.
If you want a pure Overall Respect approach: High quality of life, housing, and entertainment for the better elements of your society will go a long way. You'll also do well to create a Financial Times newspaper. If you play it right, you'll have Perfect Harmony with the money-grubbers. It is in theory possible to get the Commies to respect you. You can start with the Character Traits: Keep everyone in the same type of housing a rare case where an island full of tenements is a good thing, and you can build apartment houses for your married couples.
Keep salaries fairly equal across the board you'll have to either underpay your educated workers or overpay your uneducated ones to make this work. Don't keep a lot of tourist traps on the island. Communists hate tourist traps. It reminds them of how much better off all the other countries of the world are.
If you want to build a farm- and mine-based economy, you may be able to please the Commies. But I wouldn't bother if I were you. Begin at the beginning with your Character Traits: You'll want to keep residents in single-family housing with a reasonable degree of spread. You'll probably want to avoid anything electrical, you can forget about mining, and industry that doesn't have pollution-reduction gizmos is probably out too. In order to please the Environmentalists, your only major industry will probably have to be tourism, which means you'll need at least one or two Electric Plants.
Just keep them as far out of the way as possible and use Gas as your fuel. Running an environmentalist's island isn't exactly easy, but I think it's easier than catering to the Commies They advocate the advancement of education, which in practical Tropican terms means an abundance of highly-skilled workers who can turn out expensive export goods. It also means solid quality of anything that requires educated workers to function, like health care and religion. Get these guys on your side, because they're valuable allies.
Your first lesson in making the Intellectuals like you is to start with your Character Traits: If you ignore my advice on that one, then choose Charismatic instead of Incorruptible. But if it's riches you're after, you should probably be kissing up to the Capitalists, not the Intellectuals. As for the game itself: Build a high school and a college ASAP. Make sure that everyone has a job that's commensurate with their educational level.
If you see that your schools are constantly full, then don't miss the opportunity to build more. Making sure that everyone who wants an education can get one and find a good job that makes use of the skills is key to keeping the smart set on your side Intellectuals are the first to emigrate if you give them half the chance. For that reason, the Immigration Office should probably be set to ensure that the Intellectuals stay on the island. Police will be resented like Soldiers.
Issue 54 Pieces — fugue
Don't expect your people to feel a lot of personal liberty if you set your island up to be an army- oriented police state. The more freedom-loving element on your island will probably seek any opportunity to leave. You can use as much force as you have to in order to convince them to stay, though Remember that the biggest criterion in the Religious faction's opinion of you is the ratio of people with religious needs to available spaces in churches and cathedrals.
Make sure you've got a church close to every major population center. If you can afford to eat the cost, put up more than one cathedral but watch the expenses! Also, try to minimize the number of pubs, nightclubs, and casinos on the island; the Church hates them. Add a newspaper spreading the Word of God, and you've got all your ingredients in place.
You should be able to strike a good balance between your citizens' need to have a good time and your priests' pleadings for moderation and temperance. Choosing a professor or a diehard capitalist will make the game easier by allowing your Tropicans to be educated more quickly or work more productively or, sometimes, both.
Choosing a chief of police who came to power as a Fascist will do wonders to lower the crime rate, making more of your high-school educated workers available for either soldier duty if you're going the "oppressive" route or factory work if you're going the more traditional capital-production route. You can modify your standing with the various factions to suit your play style. Or, if you like, you can choose rewards like higher rum revenue that will have a VERY major effect on your play style as you gear your island's economy to milk the cash cow. Following, a dissertation on each of the possible character attributes and what they can do for you: Your answer to that question will determine quite a lot: Amusingly, the Education bonus is lower for the commie college than for Harvard.
A dig at the Soviet "education" system, perhaps? Choose this one if you're trying to get Moscow to like you, and if you intend to do a lot of farming and mining to keep the commies happy. Don't expect the Soviet Union to think very highly of you if you went to Harvard. This one actually bears exploring. Since mining can generate a ton of money, this may end up being a good choice.
Your commies will like you because iron and bauxite are raw material exports. Your capitalists will like you because gold and jewelry are highly profitable. Your environmentalists will despise you because your island will be full of holes dug by the miners, wrecking beauty and contributing to pollution. Useful in a variety of circumstances, from basic feeding of the people to increased rum, cigar, and canning revenue.
Your commies will like you, your farmers will work like men and women possessed, but your intellectuals will think you're some sort of agrarian tofu-munching dumbass, and they'll respect you a bit less. A student of the Book of the Great Dave, you'll garner increased respect from both the Bible-thumpers and the learned ones, a rare combination indeed. You'll also have faster-educated, more law-abiding citizens, since your scholarly nature with a twist toward the holy will inspire your people on both fronts.
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This is an above-average choice. Religious types aren't too thrilled with you. Your choice whether the tradeoff is worth it. Religious types won't be thrilled by the idea of the blind drunk leading the blind drunk, but when your hooch costs twice as much and allows you to build pretty religious buildings, the fanatics will come around and start serving sacramental rum in the churches! If you're planning on building an island that's well-suited to sugar production, you might want to give this background a look.
So your books had all the flavor and readability of a bad Karl Marx-meets-Dennis Miller rant. That shouldn't stop you from becoming Presidente! You'll get a nice bonus to education, and your commies and intellectuals will both think quite a bit more highly of you. For my money, there are better ways to generate education and intellectual respect, but this way allows you to do it while pleasing the commies. Pick up a round boost to respect from everyone except the intellectuals with this one.
It's a nice, bland, vanilla choice. I've used up my lyric ration, so I'll leave the Stealer's Wheel quote out. Get a boost to capitalism in the form of capitalist respect, U. Maybe I had some lyric lameness bullets left in the gun. You'll hasten the decline in relations with your communists, but accelerate the rise to power of your pro-American element that would otherwise take a lot longer. You'll also get tourists to like your island more, and that will save you a bit of effort and allow you to pack them in a little more tightly and still maintain your tourism rating.
On the other hand, you could go for a might-makes-right approach. A compromise of sorts between the repressive and the free. Pollution's hard to keep in check as it is, and as much as I hate coddling the tree huggers, choosing this one will probably get them to riot against you. It's up to you just how money-grubbing you want to be, though.
If, on the other hand, you WANT to coddle the tree-huggers, this would be the choice for you. Keep Tropico Beautiful with the Naturalist choice and possibly make the money back with interest when the tourists come calling! I almost always choose this one when I play my own games.
I like highly-skilled, productive workers. Try it out for awhile and I bet you will too. Good for increasing tourist revenue and improving your locals' entertainment quality, Pop Singer is a sweet niche choice if you want to get the Yanquis off the cold, boring mainland and out to Tropico for a "Wild On Tropico" E! Very low democratic expectations make life easier in the early going. Russia will adore you, your farmers will be a bit more productive, and your commies will like you more. Decent choice for those going the socialist-utopian route. Low democratic expectations, and similar bonuses to the commie rebellion, except it's factory-workers instead of farmers, U.
High democratic expectations, so consolidate your power early. Communists and Russians like you more, though Russia would rather have seen you seize power with more force. All the "Elected as Moderate democratic expectations, lower than with any other Elected rise to power. Lower the crime rate and impress the militarist faction, all while raising liberty. I rather like this choice, and have used it on many an occasion to keep my people in check.
Very High democratic expectations mean elections early and often, and a lot more rebellion and protest if you refuse. Your religious faction likes you more, and tourists like coming to a place where the people are a little less barbaric than most Third World natives. A good way to offset some of the religious penalties that certain other choices bring. Near Nil democratic expectations. Cancel elections whenever you like, beef up the army, and get ready to fight. Want to try and prove Chairman Mao's adage that "power grows from the barrel of a gun"?
Low democratic expectations, since the church has basically stated you're some kind of divine entity. The upside is that your palace will always be well-staffed because the uneducated are allowed to be soldiers. You'll still need college-educated generals for your armories, though.
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Democratic expectations are predictably very low. Turn the KGB appointment around to the capitalist side. You get the idea. This one's just a flat-out waste Democratic expectations are low, but not as low as the KGB appointment after all, you were installed by the Land of the Free. Want to cheat your way to the top? Low democratic expectations and a nice safety net. A round choice for those of you who don't like to overspecialize.
This one can be quite effective in offsetting the penalties to some people's respect of you brought on by certain flaws. A nice touch of grease on the gears of your economic machine. A nice one if you're going the money route. Environmentalists like you more, and pollution is cut in half, meaning that if combined with the Naturalist background, you can turn your environment into a Timex watch that takes a licking and keeps on ticking.
I like this one. You get a free diplomatic ministry and a high- school-educated woman to staff it. You get to apply for Soviet development aid right at the outset, which instantly makes apartments and tenements cost half as much to build. You could, if you wanted to, fire that bureaucrat and put her to work in your immigration office once you build it, so you'll end up attracting a bunch more skilled workers to staff your other buildings.
You could fire her and turn her into a high-school teacher. The possibilities are endless. They're immune to mass psychology. Combine this with industry ad campaigns and trade delegations and watch your prices soar. An all-around great choice, all from a single effect! So you'll have nothing in the Swiss Bank. Only in video games. Just remember that this choice will be unavailable if you choose "Tis Money that Makes the Man" at the outset, because otherwise what would be the point of honesty? At the top of every Presidente's wish list should be this choice.
Combine it with Professor. Let stand in warm, moist environment. Recipe for smarter Tropicans. Cook and eat if your Idi Amin tendencies decide to show themselves. Capitalists and Religious both dislike this one. Thou shalt not steal. This one can be offset by Empathy or by kissing up to some of the factions, so it's not quite as big a penalty as some of the other flaws. America throws you a parade! Seriously, though, this is the biggest religious penalty of 'em all, and your intellectuals detest a fraud.