![]() ![]() In this case, building a church, a restaurant and a clinic will keep everybody happy. As dictator/president you can address problems by building the appropriate buildings. The first problems the inhabitants have concern religion, entertainment and health care. Keep them happy or there will be revolts, or you could even lose an election. The engine keeps track of who wants what and presents a summary of the overall mood on the island broken down by need so you will always have a good idea of what is on your subjects' minds. Each citizen has a list of needs (religion, housing, entertainment, liberty, etc.) and a ranking of how important each is. A drop in the banana market can sink a fledgling economy.Īfter the money starts flowing in your people will get restless about some quality-of-life issues. As an island, your primary source of income will be exports (with some tourism thrown in) so you'll constantly be at the mercy of international forces. First off, find something to export – a mine, farms or ranches all can provide resources that can make you a few bucks when shipped from your docks. Your first job is to to just stabilize the island. Each scenario opens up on a new island with a new problem: perhaps it has no natural resources, or the natives are unhappy, or there are monetary troubles. The campaign is built around the idea of the gamer as a banana republic-style dictator who moves from island to island solving problems on each and building them into stable, prosperous little city states. You can say a lot of things about Tropico, but you can't say it isn't an attractively presented, humorous, easy-to-play game about being the dictator of your own Caribbean island. It is a good thing the Tropico franchise is here to inject some life (and humor and color) into the genre. While there are gamers for whom poring over every detail is the fun part, they are a niche market - a somewhat under served niche market in this age of first-person shooter epics and real-time strategy extravaganzas. ![]() Constant worries over zoning minutiae and travel distances can turn the fun of building a city into a micro-management nightmare. And salt mines boost all cattle ranches and fishing industry (maybe canneries too, the game seems to be confused on that part) nearby, so, there, another purpose.City-building games can be a dry lot. The setting of the game fistly simulates a raw-material-export-based economy, otherwise it wouldn't be a "banana republic sim", it just gives you a choice and a chance to overcome that stereotype.Īlso, remember that with the Modern Times DLC, more industries are available and you can turn bauxite into cars or electronics, so that's one problem solved. Now, as Presidente, you may choose to turn your island into an industry giant, and even leader in high-tech stuff and post-industrial economy, but that's just your choice. In the time period that the game covers countries like that generally relied on exporting raw materials and unprocessed goods or foods - caused by an uneducated workforce and generally bad economic situation, which earned them their name and reputation. Keep in mind that first and foremost Tropico is a 3rd world country, basically a 'banana republic". Same with goat cheese, lama wool and corn. You can't turn them into any of the processed goods, so you have to export them raw. Well, it's the same with, for example, papayas or bananas. ![]()
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