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First, I want to say I LOVE Tropico! I can't believe I missed out on this one when it first came out! The problem I'm having is that I suck at it. The average game session goes something like this:
1. Build some cash crops a logging camp and a mine if I'm lucky
2. Build a second teamster office and construction office
3. Build as many tenements as I can so my people have adequate housing.
4. At this point all the factions start whining at me so I build a clinic, a church, and a pub and a police station
5. My happiness starts plummeting, the militarists start whining
6. Build another construction office so I can attempt to build the four tenements and the three corn farms I need to feed my people.
7. Happiness is really dropping now but I persevere and get a high school and eventually a cannery or cigar plant
8. Everyone hates me now so I build an armory and guard posts.
9. I'm spending every penny I have on housing and food and an occasional amenity.
10. The three elections I have had to rig come back to haunt me when either the rebels kick the door down, a coup hits me, or I can't cheat at the elections enough.
11. Game over
I fear I am missing out on some subtlety with the game. It seems like I can never build fast enough to satisfy the needs of my people and avoid a revolution. Or, if I can despite all my pretty tenements and apartments and highish paying jobs El Presidente ends up on the boat!
Please help!
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FlameWhip: Please help!

Google "tropico reloaded walkthrough" or "tropico reloaded guides". There are many, different formats and different points of veiw. You can peek at your own pace, only when you need help so the fun is not spoiled.
high rated
Some random answers. Tropico allows a wide array of strategies, and everyting in the game has good and bad consequences, so answering clearly is not easy.
Tropico is a political sim. So, before you build anything, it's important to ensure that you have the manpower. Buildings themselves are useless if you don't have the correct employees, and if these employees don't want to work.
The clinic for example, requires doctors, who are college educated citizens -- which means you need a properly staffed college to train them .... which means you need a properly staffed highschool beforehand. Citizens evolve from non educated to highschool educated, and then college educated.
But not all of them do. They also need : a) the proper attributes (ie : be smart enough) and b) the proper ideological stance. For example, communists don't like eggheads, so they won't go to school as easily as other factions, and will not want to be bankers, for example.
You also need to set your wages high enough for higher level jobs (HS or college educated), so the Tropicans actually want to follow the studies. They won't go to school if the pay raise incentive isn't high enough in the new job. There are also edicts that can improve the learning rate.
For example, early in game, as wages, you can try : 6$ for non educated jobs ; 12$ for HS educated ; 24$ for college educated. The x2 increase is what is required to encourage tropicans to earn a better wage. Note that this x2 policy is leaning toward capitalism. A communist regime will require something more egualitarian, like 6-9-12 (less expensive for you, but less skilled workers as well).
All of this, of course, provided that you have an highschool to train the workers. The immigration office set on "skilled workers welcome" adds a nice plus.
Tenements aren't adequate housing. They're not that good. Apartments should be the run-on-the-mill housing. If you're a commie, you can get both tenements and apartments at half price by allying with the Soviets. Tenements have only mediocre housing value, and they bring crime and pollution. They're better that shacks, true, but but that's all. If you're an authoritarian despot, you can use them more, but even there, the're not a long term solution.
Early in game, you have no money to build an highchool, so you must rely on low-technology industry : log camps, farms, fisherman wharf and mines. A gold mine is the best thing you can hope now but, like all mines, it brings a hellish pollution. Don't overbuild : it's better to have 2 farms with good and happy farmers than 6 farms with crappy farmers who hate you. Plus, some crops requires a lot of time before they start producing. The fisherman wharf is also a good choice early.
Once you have a few low level industry, start caring about your people. The pub is cheap and will provide some easy relief. Tropicans won't use leisure building is the set price is higher than their wage. The restaurant is also nice here.
Then it's time to care about housing. First, the rent can't be higher than 1/3 of a family wage. Ie : a single who earns 6 can't pay a rent higher than 2. a married couple 6+6 can pay a rent of 4. and so on. By playing with wages and rents, you can more or less decide who will live where. It's easier if you're a hardcore capitalist : with high income disparity, it's easy to set the rents accordingly. With a 6-12-24 wage scale (depending on education), it makes a 2-4-8 rent scale for singles, and a 4-6-10 scale for married couples. It's not the double, because an educated citizen can marry an uneducated worker. Then, it's up to you to decide :
- bunkhouses : not surprinsingly, your peeps will hate living there. They're better than shacks and require only few room, so you can build a few without rent to put the jobless, the orphans and the old people (unless you want to treat them better than that, since they vote too).
- tenement : can be run-on-the-mill for communist/authoritarian regimes, but bring a lot of crime and pollution.
- country house : they build fast and provide decent housing level. Tropicans prefer single home, since they bring less crime and less pollution. Good if you have enough room on your island.
- Apartment : should be run-on-the-mill for any democratic regime.
- blue house : very good housing, but expensive and long to build.
- the two luxury housing (single luxury home and luxury appartment) are excellent but require electricity, which is difficult to get in this game. One you have it, they provide good housing for the doctors, the bankers and other VIP.
a few more random tips :
- If you're a democrat, you only need to please 51% of your citizens. You can't be loved by anyone anyway.
- If you're an authoritarian evil goon, you only need to please your army.
- Keep an eye on faction leaders or/and citizens with high leadership. Obviously, a rival faction leader with excellent leadership means trouble and should be dealt with.
- Bribing if the most powerful political tool, but it requires a bank and college educated bankers (hard to get if you're communist).
- If you're an evil dictator, building and staffing a prison must be your priority. Why ? Because you can put your soldiers in jail -- EVEN WHILE THEY ARE DOING A COUP ! Basically, it means you're using your police to control your army and your army to control your police.
- If you want to be good and you're certain to always hold elections, you can entirely ignore the army.
- the immigration office is a very efficient building, that allows plenty of uses. I let your discover them. If you're evil, "no one get out of here alive" is a must, to prevent your skilled citizens to leave the place.
Well, to summarize it all : don't overbuild. Focus on people, not buildings. Experience a lot of different strategies. Tropico being a very open game, practically everything can work, from stalinism to ecotopia.
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PH: Helpful answer

Thanks!
From reading that it sounds like my main mistake was playing it like a city building game blasting through at max speed building my glorious dingy island fascist state with a quarter of my population employed as construction workers. Political sim huh? I can do that! I guess the game provides all those charts and lists for a reason!
I love the flexibility of this game, I want to try to make an eco-friendly island. I think that would be really tricky to maintain. I'm thinking that the only way to do that would be with really restrictive immigration. That might help break me of my tenement and construction office fetish!
An important population isn't always a good thing. If you play an environmentalist, you need to make your island run with the smallest population possible : no heavy industry (only farming and fishing), replaced by luxury tourism and banking actvities. Cayman Islands style. Try to house your small population of privilegied citizens in one-family homes. This way, you please both the capitalists and the green party.
On the other hand, the communist path is the exact opposite : lots of people, lots of polluting industries, lots of tenements, endoctrined masses and a faithful army just in case. The communist party tends to be the stronger faction at the start of a game, so it's a good choice early on. With a russian alliance, mass housing becomes dirt cheap. Allow a Soviet base, so the USA won't invade you. The only problem with communism is the lack of skilled workers. As the game progresses, you'll lack the doctors, the engineers and the bankers you'll need.
What's very easy in this game, and often leads to the game over, is to concurrence yourself. Your citizens always want more, but if you raise the wages over and over, it will lead you to banckrupcy. Since nothing is immediate in this game (everything requires a delay before it works... or not), you may notice you've taken a wrong decision only several years later.
When you've nothing else to do, instead of the (admittedly tantalizing) "fast forward", use the stat screen to locate the six faction leaders. Keeping them happy does a lot to ease your burden, since they influence all the members of their factions. Bribe them if you have a bank, or increase the wages locally at the place they work, thus allowing them to live in a better home. You should know who they are, what they do, where they live, where they work, to prevent trouble before they occur. Once you have them, generals also need to be watched. They're direct rivals and will try to take your job at the first opportunity, especially in a dictatorship.
Links to some strategy guides.
http://archive.gamespy.com/articles/june01/tropicoguide1/
http://www.gamespot.com/gamespot/guides/pc/tropico_gg/toc.html
Post edited December 06, 2009 by johnb10000
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PH: - If you're an evil dictator, building and staffing a prison must be your priority. Why ? Because you can put your soldiers in jail -- EVEN WHILE THEY ARE DOING A COUP ! Basically, it means you're using your police to control your army and your army to control your police.

And lets not forget that if you've got a colonial fort on your isle (randomly generated and found on large maps) you can upgrade it to a dungeon. The evil dictators' secret weapon of choice!
"What's that? A place where inmates are feed imitation gruel? No, can't say I've ever heard of it...*ahem*"
Keep your military well paid and happy. If everyone gets too unhappy change your immigration office to Tropico Love it or Leave it. That helps some.