Strategy Gamers

Tropico Reloaded

Tropico Reloaded - Tropico

Reading time
72 min read
Length
16,667 words
Updated
July 27, 2026

ORIGINAL FAQ DATE: April 27 2001 (04/27/01)

                            T R O P I C O

Unofficial FAQ

Author - James Paterson
Version - 1.5
Last Updated - May 23rd 2001, at 4:54pm EST
Platform - PC
E-Mail -
Web - http://www.tscentral.net/
Saved Game Site - http://www.tscentral.net/Tropico/

NONSENSE OF THE UPDATE:

"Political power grows from the barrel of a gun."

  • Chairman Mao Zedong, Chairman of the Chinese Communist Party

This document is copyright by US and Canadian copyright laws. This FAQ is for personal use only. This FAQ may not be reprinted or reproduced, in part or in whole, in any form, including, but not limited to, electronic transmission and magazine publication, unless prior consent is given by the author. This FAQ may not be sold to anybody, commercial or otherwise. Referencing or altering of this FAQ is expressly forbidden. If you own or operate a website and wish to post this FAQ, please read *[2] Webmaster Information*

The following publishers and/or publications are strictly forbidden from using this FAQ under any circumstance:

  • Ziff-Davis Video Game Group
  • IDG Media
  • Brady Games
  • Prima Games

If any of these, or other, publications use this FAQ or part of this FAQ will be pursued to the fullest extent of the law.

ATTENTION!! This FAQ is basically done. If I receive any corrections or strategies, questions, help, etc., or if I learn of any new information, I will update. But as it stands, it's complete.

UPDATE & REVISION HISTORY:

May 23rd

  • added the "Getting Started Guide," which walks you through the first five years of your reign
  • added "The Nine Commandents (err Happiness Factors)" section

May 21st

  • added a hot key list, courtesy of Richard Nigel

May 20th

  • finished adding all buildings and corrected errors on a lot of buildings
  • added the entire people section
  • added the entire Edict sections
  • corrected more spelling and grammatical errors
  • updated FAQ Information

May 3rd

  • added all "Background" qualities
  • finished Table Of Contents (no big deal, but it looked bad before)
  • added more information for the buildings and finished off the Tourism building section
  • added new section "Getting Started Guide

May 1st

  • added a little bit of information for housing and industries, as well as what the upgrades do.
  • added review
  • added a couple of questions under Frequently Asked Questions

April 30th

  • Couple bugs, credits; not much.

Table Of Contents

[1] Contact Information
[2] Webmaster Information
[3] Where This FAQ May Be Found
[4] Other FAQs Written
[5] FAQ Information
[6] Author Biography
[7] Tropico Copyright
[8] System Requirements
[9] Tropico Review
[10] Installing Tropico
[11] What Is Tropico?
[12] Buildings
[12.1] Housing
[12.1.1] Shack
[12.1.2] Country House
[12.1.3] House
[12.1.4] Luxury House
[12.1.5] Tenement
[12.1.6] Apartment
[12.1.7] Bunkhouse
[12.2] Industrial
[12.2.1] Lumber Mill
[12.2.2] Cannery
[12.2.3] Cigar Factory
[12.2.4] Jewelry Factory
[12.2.5] Rum Distillery
[12.3] Farming and Mining
[12.3.1] Farm
[12.3.2] Ranch
[12.3.3] Fishermen's Wharf
[12.3.4] Logging Camp
[12.3.5] Mine
[12.4] Tourism
[12.4.1] Bungalow
[12.4.2] Cheap Hotel
[12.4.3] Hotel
[12.4.4] Luxury Hotel
[12.4.5] Pool
[12.4.6] Beach Site
[12.4.7] Spa
[12.4.8] Scenic Outlook
[12.4.9] Archaeological Site (Visitor/Research Center)
[12.4.10] Souvenir Shop
[12.5] Entertainment
[12.5.1] Pub
[12.5.2] Nightclub
[12.5.3] Restaurant
[12.5.4] Gourmet Restaurant
[12.5.5] Sports Complex
[12.5.6] Casino
[12.5.7] Cabaret
[12.6] Infrastructure
[12.6.1] Port
[12.6.2] Airport
[12.6.3] Teamster's Office
[12.6.4] Construction Office
[12.6.5] Electric Power Plant
[12.6.6] Electric Substation
[12.6.7] Bank
[12.7] Government
[12.7.1] Palace
[12.7.2] Diplomatic Ministry
[12.7.3] Police Station
[12.7.4] Prison
[12.7.5] Guard Station
[12.7.6] Armory
[12.7.7] Immigration Office
[12.7.8] Radio Station
[12.7.9] TV Station
[12.7.10] Newspaper Office
[12.8] Human Services
[12.8.1] Clinic
[12.8.2] Hospital
[12.8.3] Church
[12.8.4] Cathedral
[12.8.5] High School
[12.8.6] College
[12.8.7] Marketplace
[13] People
[13.1] Uneducated
[13.1.1] Farmer
[13.1.2] Lumberjack
[13.1.3] Laborer
[13.1.4] Teamster
[13.1.5] Miner
[13.1.6] Fishermen
[13.1.7] Dockworker
[13.1.8] Showgirl
[13.1.9] Maid
[13.1.10] Cook
[13.1.11] Barmaid
[13.1.12] Attendant
[13.2] High School Educated
[13.2.1] Priest
[13.2.2] Athlete
[13.2.3] Soldier
[13.2.4] Policeman
[13.2.5] Pitboss
[13.2.6] Shopkeeper
[13.2.7] Teacher
[13.2.8] Bureaucrat
[13.3] College Educated
[13.3.1] General
[13.3.2] Bishop
[13.3.3] Professor
[13.3.4] Banker
[13.3.5] Engineer
[13.3.6] Doctor
[13.3.7] Journalist
[13.4] Specialty
[13.4.1] Slob Tourist
[13.4.2] Rich Tourist
[13.4.3] Unemployed
[13.4.4] Retiree
[13.4.5] Rebel
[13.4.6] Student
[13.4.7] Mother
[13.4.8] Child
[14] Background
[14.1] Moscow U.
[14.2] Harvard U.
[14.3] Miner
[14.4] Farmer
[14.5] Biblical Scholar
[14.6] Man Of The People
[14.7] Booze Baron
[14.8] Leftist Artist
[14.9] Fortunate Son
[14.10] Self-Made Man
[14.11] Silver Spoon
[14.12] Generalissmo
[14.13] Chief Of Police
[14.14] Developer
[14.15] Naturalist
[14.16] Professor
[14.17] Pop Singer
[15] Rise To Power
[15.1] Communist Rebellion
[15.2] Capitalist Rebellion
[15.3] Elected As Socialist
[15.4] Elected As Facist
[15.5] Elected As Capitalist
[15.6] Elected For "Family Values"
[15.7] Military Coup
[15.8] Religious Appointment
[15.9] Installed By KGB
[15.10] Installed By CIA
[15.11] Bought The Election
[15.12] Heir Apparent
[16] Qualities
[16.1] Charismatic
[16.2] Hardworking
[16.3] Financial Genius
[16.4] Green Thumb
[16.5] Administrator
[16.6] Diplomat
[16.7] Empathy
[16.8] Entrepreneurial
[16.9] Incorruptible
[16.10] Scholarly
[17] Flaws
[17.1] Kleptomaniac
[17.2] Womanizer
[17.3] Compulsive Liar
[17.4] Ugly
[17.5] Alcoholic
[17.6] Flatulence
[17.7] Compulsive Gambler
[17.8] Paranoid
[17.9] Coward
[17.10] Moronic
[17.11] Short Tempered
[17.12] Pompous
[17.13] Tourette's Syndrome
[17.14] Cheapskate
[17.15] Religious Zealot
[17.16] Great Schmoozola
[18] Edicts
[18.1] People
[18.1.1] Arrest
[18.1.2] Bribe
[18.1.3] Heretic
[18.1.4] Eliminate
[18.2] Foreign Policy
[18.2.1] Praise U.S.
[18.2.2] Praise Russia
[18.2.3] Trade Delegation to U.S.
[18.2.4] Trade Delegation to Russia
[18.2.5] U.S. Development Aid
[18.2.6] Russia Development Aid
[18.2.7] Alliance With U.S.
[18.2.8] Alliance With Russia
[18.3] Economic
[18.3.1] Industry Ad Campaign
[18.3.2] Air Pollution Standards
[18.3.3] Tourism Ad Campaign
[18.3.4] The Headliner
[18.3.5] Tax Cut
[18.3.6] 'Special' Building Permit
[18.3.7] Pan-Caribbean Games
[18.3.8] Mardi Gas
[18.4] Political/Religious
[18.4.1] Amnesty
[18.4.2] Early Election
[18.4.3] Inquisition
[18.4.4] Book BBQ
[18.4.5] Martial Law
[18.4.6] Open The Jails
[18.4.7] Papal Visit
[18.5] Social
[18.5.1] Prohibition
[18.5.2] Literacy Program
[18.5.3] Contraception Ban
[18.5.4] Anti-Litter Ordinance
[18.5.5] Sensitivity Training
[18.5.6] Food For The People
[19] The Nine Commandments (err Happiness Factors)
[20] Getting Started Guide
[20.1] Year 1
[20.2] Year 2
[20.3] Year 3
[20.4] Year 4
[20.5] Year 5
[21] Hot Keys
[22] Cheat Codes
[23] Updates and Patches
[24] Frequently Asked Questions (FAQ)
[25] Bugs
[26] Credits

|-------------------------|
|-[1] Contact Information-|
|-------------------------|

Feel free to contact me at the following address:

OR

james (at) tscentral (dot) net

E-mail is checked every two days, and a quick response is almost guaranteed. When e-mailing, DO NOT ask for the following:

  • hacks, cracks, warez, or other illegal materials
  • any additional information for Tropico, as everything I know is contained in this FAQ

I appreciate the following e-mails:

  • questions. If I receive enough questions, I will probably add a Frequently Asked Questions section.
  • bugs and glitches (to be added to [24] Bugs so people know what to look for and how to get around it)
  • information you have that I have missed
  • corrections to parts of the FAQ
  • suggestions to make the FAQ better or more informative
  • site's where this FAQ has been posted but is not listed under heading [3] Where This FAQ May Be Found
  • compliments
  • hate mail (legitimate and intelligent hate mail will be responded to, but unintelligent pieces of garbage, such as *ur fak sux* will be promptly ignored and added to a filter)

|---------------------------|
|-[2] Webmaster Information-|
|---------------------------|

If you wish to post this, or one of my other FAQs on your website, you may do so as long as the following conditions are applied:

  • the FAQ will remain as is in .txt form
  • you give me 100% credit
  • you send me an e-mail informing me the FAQ has been posted and where it has been posted (either a general URL or a direct URL to the FAQ)
  • you keep the FAQ updated by regularly checking GameFAQS

|---------------------------------|
|-[3] Where This FAQ May Be Found-|
|---------------------------------|

This FAQ may be found ONLY at the following websites:

GameFAQS http://www.gamefaqs.com/ The Cheat Empire http://home.planetinternet.be/~twuyts/ Cheat Planet http://www.cheatplanet.com/ Cheat Code Central http://www.cheatcc.com/ NeoSeeker http://www.neoseeker.com/ CompuServe Gamers Forum http://go.compuserve.com/Gamers/ GamesOver http://www.gamesover.com/ Nonsologiochi http://www.nonsologiochi.com/ (Italian) The Spolier Centre https://the-spoiler.com/ Game Power http://www.gamepower.com/

If you have my FAQ posted on your website with my permission, but your site is not listed here, don't worry; it will next update.

|------------------------|
|-[4] Other FAQs Written-|
|------------------------|

|-----------------------|----------|---------------| | GAME | Platform | Date | |-----------------------|----------|---------------| |-----------------------|----------|---------------|

| Nocturne              |   PC     |  24 Feb 2001  |
| Unreal Tournament     |   PC     |  24 Feb 2001  |
| Serious Sam           |   PC     |  27 Mar 2001  |
| The Sims: House Party |   PC     |  08 Apr 2001  |
| Mob Rule              |   PC     |  19 May 2001  |

|-----------------------|----------|---------------|

NOCTURNE and UNREAL TOURNAMENT are under the name of Droogie, my name I used in the Half-Life add-on, Team Fortress Classic. Both FAQs can be found at GameFAQS at http://www.gamefaqs.com

|---------------------|
|-[5] FAQ Information-|
|---------------------|

Number of Pages : 90
Word Count : 14301
Line Count : 3728
Best Font : Courier
Best Font Size : 9

|----------------------|
|-[6] Author Biography-|
|----------------------|

I am a computer networking engineer with a MCSE (Microsoft Certified Systems Engineer) certificate. I own and operate a local computer store that sells a variety of products, such as laptops, white-boxes, pre-built PC's, games, hardware, etc.

I enjoy playing a variety games, and recently I have gotten really into:

  • Onimusha: Warlords (PlayStation2)
  • Shadow Of Destiny (PlayStation2)
  • RollerCoaster Tycoon (oldie but a goodie)
  • Clive Barker's Undying (greatest horror game I've played in a while)
  • Project I.G.I. (bad reviews, but I find it to be a good game)
  • Serious Sam
  • Tribes 2
  • The Sims: House Party
  • Mob Rule (just like Constructor, but mob-oriented. Funny too)

I also watch a lot of movies, and my favorites at the moment are:

  • Se7en
  • American Beauty
  • Little Shop Of Horrors (1986 movie-musical version, with Rick Moranis)

I've also really gotten into the HBO TV series "The Sopranos." I've got season one on DVD and have taped the entire season two (since it hasn't been released on DVD yet) and am in the process of taping season three. It is a great show about a mafia boss in the 2000's who has to put up with his family and his other family, and needs to see a psychiatrist. I recommend fans of GoodFelllas, Scarface, etc. to watch the show.

|---------------------------|
|-[7] Tropico Copyright -|
|---------------------------|

Tropico, the Tropico logo, PopTop, and the PopTop logo are trademarks of PopTop Software, Inc. Gathering Of Developers, godgames, and the Godgames logo are trademarks of Gathering Of Developers, Inc. Take-Two Interactive Software, Inc and the Take-Two Family logo are registered trademarks of Take-Two Interactive Software Inc. All other trademarks and trade names are property of their respective owners. © 2001 Gathering Of Developers. All Rights Reserved.

This FAQ is not endorsed or supported in any way by GODGames, PopTop, it's staff or affiliates.

|-------------------------|
|-[8] System Requirements-|
|-------------------------|

- Windows 95/98/98SE/ME/2000/NT4
  • 200MHz
  • CDROM
  • 32MB RAM
  • 820MB Hard Disk Space

|--------------------|
|-[9] Tropico Review-|
|--------------------|

Tropico is an amazing game in my opinion. It takes the conventional city- building game, and adds new twists and game elements. People who enjoy playing games like SimCity or Caesar or Zeus, or anything along those lines because they like the feeling of "playing god" or being in control will really enjoy Tropico, because if you feel like a god playing above-mentioned games, you'll feel like a super-god (for lack of a better word) playing this.

Not only do you do the usual stuff, like construct buildings, but Tropico throws a full-featured economy and politics model at you. You have at your control over twenty edicts (read: laws) that you can pass, some lasting for a set duration, some lasting until you cancel it, and some that can only be activated once during your reign. Being a dictator of an out-of-the-way Caribbean island has it's advantages...

You get to create your president, in a word. Choose from four categories (Background, Rise To Power, Qualities, Flaws). Each selection will give you different conditions, be it good or bad, and some make people like you more or less, or make the U.S. and Russia like you more or less. For example, if you choose "Womanizer" as one of your flaws, the Religious Faction with like you -10% less, and the women of the island will like you 15% less. If you choose to be a Compulsive Gambler, the Religious will dislike you, and you also incur extra expenses at the end of the year to support your habit.

You have a multitude of buildings to select from, including construction offices, immigration offices, diplomatic ministry, banks, radio stations, television stations, newspaper offices, tourist buildings (such as a hotel, pool, spa, souvenir shop), industries (rum distillery, lumber camp, cigar factory), and plenty more. And unlike a lot of other games (although some notable ones do come to mind), when you place a building, it must be constructed, and that process can take a while depending on how many laborers you have. If built in a forested area, tress must be chopped down. The ground on which you are about to build must be flattened to support the building (try building an airport in the middle of dense forest; that's time consuming). Building roads and bulldozing buildings also don't occur automatically; everything must be built and demolished by a crew.

Of course, after a while, the novelty wears off, and you may think that you're stuck with another run-of-the-mill city-building game trying to make it in a crowded field. However, even when the novelty wears off, you'll still have plenty of fun, with lots of different ways to run your island. Be a nice guy and give your people what they want and hold elections (without cheating) or be a mean president and don't provide housing, build structures that make you money, pay your citizens next to nothing, never hold elections, and rule with an iron fist. Use the three best edicts (Arrest, Brand Heretic, and, my favorite, Eliminate) to control your people.

Unfortunately, Tropico does have it's real flaws. There are some bugs, the people don't always pick the best jobs for them (a college educated work might wind up working on a farm), the fact that it takes the game a few seconds (on a slower computer) to rotate 90³, and the sluggish performance on lower end models when your population gets high and you've got lots of buildings. Despite these shortcomings, however, Tropico is well wroth it's price tag.

Recommendation: BUY THIS GAME!

|-------------------------|
|-[10] Installing Tropico-|
|-------------------------|

Start the Windows 95/98/98SE/ME/2000/NT4 operating system

  1. Place the Tropico CD in the CD drive. The Autorun menu appears.

Note: If the Autorun menu does not automatically appear, click the START button on the Windows Task Bar, then click Run... At the Dialog Box, type D:\start.exe, then click OK. The autorun menu appears. If your CD-ROM drive uses a letter other than "D", please substitute the letter of your CD-ROM drive for "D".

Click the Install button to install the Tropico

Note: You may exit the setup program at any time by clicking CANCEL.

Click FINISH to exit the install wizard

|-----------------------|
|-[11] What Is Tropico?-|
|-----------------------|

Tropico is, in the loosest sense of the word, a city building strategy game. Granted, you construct buildings, upgrade them, etc., but there is so much more to this game then buildings. The political aspect of the game is simply astounding. Arrest people, bribe them, label them heretics, get diplomatic with the U.S. and Russia, rig elections (which if you lose, you will be thrown out of the game), initiate book burnings, declare martial law, and so much more.

Tropico is also about people. Yes, people. Each map has a limit of 500 people (don't worry; it seems like a low number, but your population accumulates slowly, and you will most likely lose a lot of people in the process, legally or not. Each of these 500 citizens have a unique name and personality. You won't see two people on the same map that have the same name or exact same personality.

Factions also play a big part. You may be able to improve your Capitalist faction by providing lots of money making buildings, but your Communist faction may go down because common workers won't work at said buildings. Eliminate someone, and your Religious faction will go down, as well as the overall Respect level of the island.

In conclusion, what is Tropic? Answer: Fun.

|----------------|
|-[12] Buildings-|
|----------------|

|----------------|
|-[12.1] Housing-|
|----------------|

Housing is where your people live. Without adequate housing, your citizens will build Shacks, which lower their House rating, which leads to a lower happiness rating, which leads to lower respect for you, which leads to your possible overtake.

|----------------|
|-[12.1.1] Shack-|
|----------------|

  • Special
  • Not Available for construction
  • Built automatically by citizens
  • Can be bulldozed
  • Houses 1 family only
  • Base Quality: 5

Shacks cannot be built by you because they are the lowest form of housing a person can live in. They will be built by citizens who can't afford any of the housing you provide, or if there is not adequate housing available.

Shacks are very, VERY shoddy buildings. If you demolish them when you don't have other means of housing available, they will be re-built somewhere else. Make sure you always have other housing, be it a Tenement or whatever, to keep these disgusting things away.

|------------------------|
|-[12.1.2] Country House-|
|------------------------|

Cost: $500
Requirements: NONE
Upgrades: NONE
Income From: Rent
Options: NONE
Staff: NONE
# of families: 1
Base Quality: 50
Variations: 2

This house isn't too bad. It's got an average quality, which can be improved or disproved depending on what surrounds it. I usually use this house for my teamsters and for the Farmers, but usually no one else. I charge $3 for this house.

|----------------|
|-[12.1.3] House-|
|----------------|

Cost: $1,000
Requirements: NONE
Upgrades: NONE
Income From: Rent
Options: NONE
Staff: NONE
# of families: 1
Base Quality: 70
Variations: 3

Houses are nice buildings, and anyone would live in one. They have better- than-average quality, and they generally look nicer then most other housing structures. Since they are nice and have good quality, I usually charge $12 a month, which means my medium-low to medium-class citizens (laborers, shopkeepers, etc.) can live in it.

|-----------------------|
|-[12.1.4] Luxury House-|
|-----------------------|

Cost: $2,000
Requirements: Electricity (2 MW)
Upgrades: NONE
Income From: Rent
Options: NONE
Staff: NONE
# of families: 1
Base Quality: 95
Variations: NONE

This is a beautiful house. It's the most expensive single-family house, and it requires electricity, so build them only for your elite (bankers, doctors, priests, etc.). I usually charge $20 for it.

|-------------------|
|-[12.1.5] Tenement-|
|-------------------|

Cost: $4,500
Requirements: NONE
Upgrades: NONE
Income From: Rent
Options: Normal Maintenance
Roach Patrol
Staff: NONE
# of families: 12
Base Quality: 35
Variations: NONE

Normal Maintenance - building is maintained on a regular basis, which keeps the quality up, but costs more money.

Roach Patrol - building is maintained rarely, which keeps the quality down, but costs less money.

Your most basic multi-family house. It's got a fairly low quality, and it shouldn't be used for your good residents. Save the Tenement for Farmers, Laborers, Teamsters, Dockworkers, and the like. I usually charge $5, but I also build one or two which I leave as free, so the unemployed have somewhere to live.

|--------------------|
|-[12.1.6] Apartment-|
|--------------------|

Cost: $5,000
Requirements: NONE
Upgrades: NONE
Income From: Rent
Options: Normal Maintenance
Roach Patrol
Staff: NONE
# of families: 6
Base Quality: 50
Variations: NONE

Normal Maintenance - building is maintained on a regular basis, which keeps the quality up, but costs more money.

Roach Patrol - building is maintained rarely, which keeps the quality down, but costs less money.

The richer version of the Tenement, the Apartment can house six families, and has a slightly above average quality. This is for the middle-class people, such as Teachers (not Professors), Soldiers, and Bureaucrats. I usually charge $8.

|--------------------|
|-[12.1.7] Bunkhouse-|
|--------------------|

Cost: $350
Requirements: NONE
Upgrades: NONE
Income From: Rent
Options: Normal Maintenance
Roach Patrol
Staff: NONE
# of families: 2
Base Quality: 25
Variations: NONE

Normal Maintenance - building is maintained on a regular basis, which keeps the quality up, but costs more money.

Roach Patrol - building is maintained rarely, which keeps the quality down, but costs less money.

I've only used the Bunkhouse a few times, and I don't like it. The only thing I find it good for is placing close to a tourist area (but not too close that you lower the value of the area) so the attendants and Maid's can use it as their house. I charge $2.

|-------------------|
|-[12.2] Industrial-|
|-------------------|

Industrial buildings are one of the better money-makers, and having lots of them will make the Capitalists like you better.

|----------------------|
|-[12.2.1] Lumber Mill-|
|----------------------|

Cost: $5,000
Requirements: Logging Camp
Upgrades: Sawdust Burner - $2,000
Power Saw - $2,000 + 10Mw Electricity
Log Debarker - $3,000 + 5Mw Electricity
Income From: Refinement of logs into lumber
Options: Sweat Shop
Easy-Does-It
Staff: 5 High School Factory Workers

Sweat Shop - extra long hours, which gets more work done, but employee job happiness decreases

Easy-Does-It - workers get off 20% earlier, and their job happiness increases, but they don't get as much work done

UPGRADES

Sawdust Burner - Decreases pollution by 50% Power Saw - Increases production per worker by 30% Log Debarker - Increases production per worker by 25%, but 10% more logs are required per unit of finished lumber.

The Lumber Mill takes logs from the Logging Camp and turns it into lumber. Lumber's a good resource, and will make you good money. It helps your economy, so your faction with the Capitalists will increase. I usually pay the workers of this industry $30.

|------------------|
|-[12.2.2] Cannery-|
|------------------|

Cost: $15,000
Requirements: NONE
Upgrades: Packing House - $3,000
Flash Freezer - $3,500 + 10Mw Electricity
Income From: Refinement of fish, pineapple and coffee into canned fish,
canned pineapple and canned coffee
Options: Sweat Shop
Easy-Does-It
Staff: 8 High School Factory Workers

Sweat Shop - extra long hours, which gets more work done, but employee job happiness decreases

Easy-Does-It - workers get off 20% earlier, and their job happiness increases, but they don't get as much work done

Packing House - Increases production per worker by 25% Flash Freezer - Allows Coffee to be processed into freeze-dried coffee, worth 25% more than ordinary canned coffee.

Cannery's take fish, pineapple and coffee and turns it into canned goods, which are worth more than un-canned goods. It helps your economy, so your faction with the Capitalists will increase. I usually pay the workers of this industry $30.

|------------------------|
|-[12.2.3] Cigar Factory-|
|------------------------|

Cost: $10,000
Requirements: NONE
Upgrades: Climate Control - $6,000 + 5Mw Electricity
Auto-roller - $12,000 + 10Mw Electricity
Skylights - $5,000
Income From: Refinement of tobacco into cigars
Options: Sweat Shop
Easy-Does-It
Staff: 8 High School Factory Workers

Sweat Shop - extra long hours, which gets more work done, but employee job happiness decreases

Easy-Does-It - workers get off 20% earlier, and their job happiness increases, but they don't get as much work done

Skylights - Increases job happiness by 15% Climate Control - Decreases tobacco wastage, decreases raw materials used per cigar by 20% Auto-roller - Increase production per worker by 50%, but cigars are worth $10 less then hand-rolled

Cigar's have the potential to make you a lot of money. Once your economy is somewhat strong, build two or three Tobacco Farms and Cigar Factories, and watch the money roll in. It helps your economy, so your faction with the Capitalists will increase. I usually pay the workers of this industry $30.

|--------------------------|
|-[12.2.4] Jewelry Factory-|
|--------------------------|

Cost: $13,000
Requirements: NONE
Upgrades: Skylights - $3,000
Jeweler's Guild - $5,000
Finishing Shop - $16,000 + 10Mw Electricity
Income From: Refinement of gold into jewelery
Options: Sweat Shop
Easy-Does-It
Staff: 6 High School Factory Workers

Sweat Shop - extra long hours, which gets more work done, but employee job happiness decreases

Easy-Does-It - workers get off 20% earlier, and their job happiness increases, but they don't get as much work done

Skylights - Increases job happiness by 15% Jeweler's Guild - Increases the rate at which workers gain experience by 50% Finishing Shop - Allows the creation of fine jewelery, which is worth 15% more than ordinary jewelery.

Jewelery brings in roughly $2,500 - $3,000, so it's something you'll definitely want. Gold, which is used to make jewelery, brings in a fair bit of cash itself, so if you can't afford a Jewelery Factory right away, at least build a Gold mine. It helps your economy, so your faction with the Capitalists will increase. I usually pay the workers of this industry $30.

|-------------------------|
|-[12.2.5] Rum Distillery-|
|-------------------------|

Cost: $22,000
Requirements: NONE
Upgrades: Flavoring Facility - $15,000
Mulching Machinery - $10,000 + 15Mw Electricity
Income From: Refinement of sugar into rum
Options: Sweat Shop
Easy-Does-It
Staff: 12 High School Factory Workers

Sweat Shop - extra long hours, which gets more work done, but employee job happiness decreases

Easy-Does-It - workers get off 20% earlier, and their job happiness increases, but they don't get as much work done

Flavoring Facility - Allows the creation of spiced rum, worth 15% more than ordinary rum. Mulching Machinery - Increases production per worker by 20%

Beer beer beer! This is the ultimate money-maker. For an added bonus, if you chose "Booze Baron" as one of your qualities, you will get an additional 100% revenue! Unfortunately, if you have enacted the edict "Prohibition", this factory, as well as your pubs and nightclubs, will cease to function. It helps your economy, so your faction with the Capitalists will increase. I usually pay the workers of this industry $30.

|---------------------------|
|-[12.3] Farming and Mining-|
|---------------------------|

Farms do two things. They can either a) produce food for your citizens or b) harvest cash-crops, which don't feed anybody, and only make money. Mining facilities are required for some factories. Example: you need a Gold Mine to mine gold so that it can be delivered to a Jewelery Factory.

|---------------|
|-[12.3.1] Farm-|
|---------------|

Cost: $1,000
Requirements: NONE
Upgrades: NONE
Income From: Crop Production, Corn, Pineapple, Coffee, Sugar
Options: Sugar, Tobacco, Papaya, Bananas, Corn
Staff: 4 Farmers

Each farm that produces food (Corn, Pineapple, Papaya, Banana) can feed about 30 people, give or take. It is a general rule of thumb (for me at least) to build another farm for every 40 people that immigrate to your island. Be sure to spread the farms out so that you get a full crop so you can make the most food (or money). I pay food farmers $10, but for the Sugar and Tobacco farms, I pay $15.

|----------------|
|-[12.3.2] Ranch-|
|----------------|

Cost: $750
Requirements: NONE
Upgrades: Smoke House - $2,000
Income From: Refinement of fish, pineapple, coffee into canned fish,
pineapple and coffee
Options: Livestock production, cattle, goat
Staff: 2 Farmers

Smoke House - allows creation of smoked beef, which is worth 20% more than ordinary beef

Beef is a very good dish, and a Ranch will feed about 20 people. It's good to spread these out (though not as far as a farm) so that you can host the most cattle or goat. I usually pay these farmers $10.

|----------------------------|
|-[12.3.3] Fishermen's Wharf-|
|----------------------------|

Cost: $3,000
Requirements: Must be placed on shoreline
Upgrades: NONE
Income From: Refinement of tobacco into cigars
Options: Fishing
Clean Waste Disposal
Staff: 4 Fishermen
Variations: North, South, East, West

Clean Waste Disposal - increases maintenance costs, but produces less pollution

Back To The Sea - reduces maintenance costs, but causes pollution to occur around the beach where the Wharf is placed

I don't build too many of these, because I prefer the farms and ranch. If you do build one, make sure you provide road access so that your teamsters can get the goods faster. I usually pay fishermen $10.

|-----------------------|
|-[12.3.4] Logging Camp-|
|-----------------------|

Cost: $1,500
Requirements: NONE
Upgrades: Tool Shop - $3,000
Horticultural Station - $1,500
Income From: Logging
Options: Clear Cut
Selective Harvest
Staff: 8 Lumberjacks

Clear Cut - cut the trees around the camp all the way down

Selective Harvest - cut the trees down halfway, preserving the beauty of the area but requiring your workers to move further out to produce a full harvest

Tool Shop - Decreases cutting time by 40% Horticultural Station - Causes areas that have been cut down to regenerate at double speed

I build lots of these, because they are quite a good source of money. I usually have two camps for every mill, so that way the people who turn the logs into lumber are never busy and never have nothing to do. I pay these people $15.

|---------------|
|-[12.3.5] Mine-|
|---------------|

Cost: $3,000
Requirements: NONE
Upgrades: Crusher - $1,500 + 5Mw Electricity
Separator - $5,000 + 10Mw Electricity
Screener - $3,000 + 10Mw Electricity
Income From: Mining
Options: Iron, Bauxite, Gold, All Metals
Staff: 8 Miners

Crusher - Increases Bauxite per load by 30% and Iron by 15% Separator - Increase Gold per load by 20% and all other metals by 10% Screener - Increases Iron per load by 40%

Mines are the major (next to Tourism) source of your economy, and without enough of them, the Capitalists will get mad at you. If you're lucky, you'll have a good gold area around your palace, as it's the richest metal. I usually pay my miners $15.

|----------------|
|-[12.4] Tourism-|
|----------------|

Tourism is a big money-making industry. It also, however, requires a lot of money before you can set up a medium sized tourist area. Also takes a lot of workers and a lot of time.

# of tourists = number of tourist families this building can hold at once Always registered in "couples"

|-------------------|
|-[12.4.1] Bungalow-|
|-------------------|

Cost: $400
Requirements: NONE
Upgrades: NONE
Income From: Rent
Options: Auto-Fee (50-100% occupancy)
Manual Fee
Staff: 1 Maid
# of tourists: 1
Base Quality: 60
Area Quality: Medium-Class

Auto-Fee - automatically chooses a fee based on how full you want to keep the hotel

Manual Fee - used like any building; adjust the fee to your liking

I like to place two rows of five Bungalows each along the beach. It doesn't really do much, but it just looks nice, because these types of hotels are generally supposed to be built on a beach.

|----------------------|
|-[12.4.2] Cheap Hotel-|
|----------------------|

Cost: $3,000
Requirements: NONE
Upgrades: NONE
Income From: Rent
Options: Auto-Fee (50-100% occupancy)
Manual Fee
Staff: 2 Maids
# of tourists: 10
Base Quality: 30
Area Quality: Low-Class

Auto-Fee - automatically chooses a fee based on how full you want to keep the hotel

Manual Fee - used like any building; adjust the fee to your liking

Build the Cheap Hotel to attract the fat, lazy vacationers. The "Slob" tourists, as the book like to says. They don't have as much money as the middle- or high-class tourists, and they won't enter any building that has an "Upscale Dress Code."

|----------------|
|-[12.4.3] Hotel-|
|----------------|

Cost: $5,000
Requirements: NONE
Upgrades: NONE
Income From: Rent
Options: Auto-Fee (50-100% occupancy)
Manual Fee
Staff: 3 Maids
# of tourists: 12
Base Quality: 50
Area Quality: Medium-Class

Auto-Fee - automatically chooses a fee based on how full you want to keep the hotel

Manual Fee - used like any building; adjust the fee to your liking

This is the middle-class hotel. Slob tourists will also stay in this hotel (if they can afford it, which most can't, unless you charge cheap prices), but this hotel is best at attracting the middle-class who have a fair amount of money. Middle-class can enter buildings with an "Upscale Dress Code."

|-----------------------|
|-[12.4.4] Luxury Hotel-|
|-----------------------|

Cost: $10,000
Requirements: 15Mw Electricity
Upgrades: NONE
Income From: Rent
Options: Auto-Fee (50-100% occupancy)
Manual Fee
Staff: 6 Maids
# of tourists: 15
Base Quality: 80
Area Quality: High-Class

Auto-Fee - automatically chooses a fee based on how full you want to keep the hotel

Manual Fee - used like any building; adjust the fee to your liking

Now you're getting high up. You want the best Yanqui, and this will bring them to you. If possible, try building up your tourist industry before placing this hotel (build a Bungalow, then the other structures become available). That way, you'll have a better time judging the quality of the area. High-class have huge amounts of money, love the Casino and Arena, will go to any site (except the Beach Site) and can enter buildings with an "Upscale Dress Code." If possible, build an airport to attract even richer Yanqui.

|---------------|
|-[12.4.5] Pool-|
|---------------|

Cost: $4,000
Requirements: Hotel (any kind)
Upgrades: NONE
Income From: Admission
Options: No Dress Code
Upscale Dress Code
Staff: 2 Attendants
# of tourists: 16
Base Quality: 60

No Dress Code - anybody can enter this attraction, including slobs

Upscale Dress Code - only the medium- and high-class tourists may enter

For some reason, tourists don't actually use the pool. They lay on towels *around* the pool. Ah well. Whatever floats your boat. Pools can and will be accessed by all forms of tourists, unless you opt to have "Upscale Dress Code."

|---------------------|
|-[12.4.6] Beach Site-|
|---------------------|

Cost: $500
Requirements: Hotel (any kind), must be placed along beach
Upgrades: NONE
Income From: Admission
Options: No Dress Code
Upscale Dress Code
Staff: 1 Attendant
# of tourists: 10
Base Quality: 50
Variations: North, South, East, West

No Dress Code - anybody can enter this attraction, including slobs

Upscale Dress Code - only the medium- and high-class tourists may enter

Ahh...the favorite activity of slob tourists...lay on a beach, with your big fat butt toward the sky. Low- (slob) and middle-class tourists both enjoy the Beach Site.

|--------------|
|-[12.4.7] Spa-|
|--------------|

Cost: $5,000
Requirements: Hotel (any kind)
Upgrades: NONE
Income From: Admission
Options: No Dress Code
Upscale Dress Code
Staff: 3 Attendants
# of tourists: 9
Base Quality: 90

No Dress Code - anybody can enter this attraction, including slobs

Upscale Dress Code - only the medium- and high-class tourists may enter

Pamper and beauty...enjoyable by all but the slobs. I place two of these fairly close by, because they seem to attract a bunch of tourists at once. Middle- and high-class people will use this, and low-class if the prices are cheap and you don't have a dress code.

|-------------------------|
|-[12.4.8] Scenic Outlook-|
|-------------------------|

Cost: $1,000
Requirements: Hotel (any kind)
Upgrades: NONE
Income From: Admission
Options: Mimeographed Handout
4-Color Brochure
Staff: 1 Attendant
# of tourists: 6
Base Quality: 50

Mimeographed Handout - low quality, black and white brochure, which lowers quality and maintenance costs

4-Color Brochure - high quality, 4-page color brochure, which increases quality and maintenance costs

I, personally, do not build many of these. Why? I don't like them. I find that they don't attract enough people to make any good money. I set the price at $2 and offered the 4-Color Brochure, and in a ten year span, I had 14 people visit it, and it's rating was always in the 30's. This isn't good, considering it was next to a few large fountains and a pool and spa.

|--------------------------------------------| |-[12.4.9] Archeological Site Tourist Center-| |--------------------------------------------|

Cost: $2,000
Requirements: Archeological Site (randomly placed when map is generated)
Upgrades: NONE
Income From: Admission
Options: Mimeographed Handout
4-Color Brochure
Staff: 2 College Professors
# of tourists: 10
Base Quality: 70

Mimeographed Handout - low quality, black and white brochure, which lowers quality and maintenance costs

4-Color Brochure - high quality, 4-page color brochure, which increases quality and maintenance costs

If you are lucky enough to have an Archeological Site on your island (on two of my islands I didn't have one), then you better well exploit it. Build a Tourist Center and let two professors work at it. It's well-visited, and will bring you lots of cash.

|-------------------------|
|-[12.4.10] Souvenir Shop-|
|-------------------------|

Cost: $1,250
Requirements: Hotel (any kind)
Upgrades: NONE
Income From: Admission
Options: T-Shirts
Arts & Crafts
Staff: 2 High School Shopkeepers
# of tourists: 10
Base Quality: 35

T-Shirts - geared toward low-to-medium class visitors

Arts & Crafts - geared toward high-class visitors

What would a vacation be if the tourists can't bring back a little something? Quite a bad one, I imagine. That's where the Souvenir Shop comes in. It offers two different products that you can sell. I usually build two of these; one offering T-Shirts, the other offering Arts & Crafts. These things, no matter where I placed them, always generated lots of visits, and the average tourism rating for this structure alone bounced between 70-95.

|----------------------|
|-[12.5] Entertainment-|
|----------------------|

Your people need entertainment. Wait. Scratch that. Your people DEMAND entertainment! If you go five years without building an entertainment building, be it a Pub or Casino, your people will complain. Even if you have sufficient money to purchase four Stadium's, you should also build the lower quality structures, like the Pub, because some of your citizens just want to drink and don't care for "fancy entertainment", as a lot of them say.

|--------------|
|-[12.5.1] Pub-|
|--------------|

Cost: $800
Requirements: NONE
Upgrades: NONE
Income From: Meal/Drink charges
Options: No Dress Code
Upscale Dress Code
Staff: 2 Barmaids
Max. Occupancy 8 people
Base Quality: 35
Variations: NONE

No Dress Code - anybody can enter this attraction

Upscale Dress Code - only the medium- and high-class citizens and tourists will enter

|---------------------|
|-[12.5.2] Night Club-|
|---------------------|

Cost: $4,000
Requirements: Pub
8Mw Electricity
Upgrades: NONE
Income From: Admission Fee
Options: No Dress Code
Upscale Dress Code
Staff: 4 Barmaids
Max. Occupancy: 15 people
Base Quality: 70
Variations: NONE

No Dress Code - anybody can enter this attraction

Upscale Dress Code - only the medium- and high-class citizens and tourists will enter

|---------------------|
|-[12.5.3] Restaurant-|
|---------------------|

Cost: $2,000
Requirements: NONE
Upgrades: NONE
Income From: Meal charges
Options: Paper Placemats
Cloth Napkins
Linen Tablecloths
Staff: 2 Cooks
Max. Occupancy: 10 people
Base Quality: 40
Variations: NONE

Paper Placemats - -50% maintenance cost, -10% quality Cloth Napkins - Equal maintenance and quality Linen Tablecloths - +50% maintenance cost, +20% quality

|-----------------------------|
|-[12.5.4] Gourmet Restaurant-|
|-----------------------------|

Cost: $3,000
Requirements: Restaurant
5Mw Electricity
Upgrades: NONE
Income From: Meal charges
Options: Paper Placemats
Cloth Napkins
Linen Tablecloths
Staff: 4 Cooks
Max. Occupancy: 12 people
Base Quality: 80
Variations: NONE

Paper Placemats - -50% maintenance cost, -10% quality Cloth Napkins - Equal maintenance and quality Linen Tablecloths - +50% maintenance cost, +20% quality

|---------------------------------|
|-[12.5.5] Sports Complex/Stadium-|
|---------------------------------|

Cost: $25,000
Requirements: 20Mw Electricity
Upgrades: NONE
Income From: Admission Fee
Options: No Booze Allowed
Booze Allowed
Staff: 6 High School Athletes
Max. Occupancy: 24 people
Base Quality: 60
Variations: NONE

No Booze Allowed - drinks won't be sold, and will scare off people who like to drink

Booze Allowed - drinks will bring in additional income, but will scare off people who don't drink and slightly increase crime

|-----------------|
|-[12.5.6] Casino-|
|-----------------|

Cost: $10,000
Requirements: 25Mw Electricity
Upgrades: NONE
Income From: Admission Fee
Options: Nickel Slot Machines
Blackjack
Baccarat
Staff: 4 High School Pitbosses
Max. Occupancy: 24 people
Base Quality: 55
Variations: NONE

Nickel Slot Machines - will attract low-class citizens and tourists Blackjack - will attract middle-class citizens and tourists Baccarat - will attract high-class citizens and tourists, and slightly raise crime

|------------------|
|-[12.5.7] Cabaret-|
|------------------|

Cost: $4,000
Requirements: NONE
Upgrades: NONE
Income From: Admission Fee
Options: No Dress Code
Upscale Dress Code
Staff: 3 Showgirls
Max. Occupancy: 9 people
Base Quality: 60
Variations: NONE

No Dress Code - anybody can enter this attraction

Upscale Dress Code - only the medium- and high-class citizens and tourists will enter

|-----------------------|
|-[12.6] Infrastructure-|
|-----------------------|

Infrastructure essentially controls the city. With the proper buildings, your island will run smoothly, or as smooth as a dictated island can.

|---------------|
|-[12.6.1] Port-|
|---------------|

Cost: $2,000
Requirements: Clear shoreline
Upgrades: NONE
Income From: Exported goods
Options: All Ships
Freighters Only
Yachts Only
Staff: 4 Dockworkers
Variations: NONE

All Ships - This dock will service any ships that approach it Freighters Only - This dock will service just freighters Yachts Only - This dock will service just yachts

Note: All tourists who arrive by Yacht pay a $20 docking charge.

|------------------|
|-[12.6.2] Airport-|
|------------------|

Cost: $16,000
Requirements: NONE
Upgrades: Enhanced Terminal - $6,000
Control Tower - $8,000 + 10Mw Electricity
Income From: Ticket Sales (Coach brings $100, First-Class brings $200)
Options: Coach Service
First-Class Service
Staff: 2 College Engineers
Variations: NONE

Enhanced Terminal - allows two planes to land at one time Control Tower - larger planes may land, which carry more tourists)

Coach Service - anybody will fly in (including slobs) First-Class Service - only the rich will fly in

|----------------------------|
|-[12.6.3] Teamster's Office-|
|----------------------------|

Cost: $2,000
Requirements: NONE
Upgrades: NONE
Income From: NONE
Options: Sweat Shop
Easy-Does-It
Staff: 8 Teamsters
Variations: NONE

Sweat Shop - extra long hours, which gets more work done, but employee job happiness decreases

Easy-Does-It - workers get off 20% earlier, and their job happiness increases, but they don't get as much work done

|------------------------------|
|-[12.6.4] Construction Office-|
|------------------------------|

Cost: $1,000
Requirements: NONE
Upgrades: NONE
Income From: NONE
Options: Sweat Shop
Easy-Does-It
Staff: 8 Laborers
Variations: NONE

Sweat Shop - extra long hours, which gets more work done, but employee job happiness decreases

Easy-Does-It - workers get off 20% earlier, and their job happiness increases, but they don't get as much work done

|-------------------------------|
|-[12.6.5] Electric Power Plant-|
|-------------------------------|

Cost: $17,000
Requirements: NONE
Upgrades: NONE
Income From: NONE
Options: Coal
Gas
Staff: 6 College Engineers
Variations: NONE

Coal - increases pollution, but lowers maintenance cost Gas - decreases pollution, but raises maintenance cost by 50%

|------------------------------|
|-[12.6.6] Electric Substation-|
|------------------------------|

Cost: $2,000
Requirements: Electric Power Plant
Upgrades: NONE
Income From: NONE
Options: NONE
Staff: NONE
Variations: NONE

|---------------|
|-[12.6.7] Bank-|
|---------------|

Cost: $8,000
Requirements: NONE
Upgrades: NONE
Income From: NONE
Options: Urban Development
Presidential Slush Fund
Tourist's Offshore Banking
Staff: 5 College Bankers
Variations: NONE

Urban Development - Reduce building cost by 10% up to a maximum of 40%, or four banks Presidential Slush Fund - increase money which goes into your Swiss account Tourist's Offshore Banking - allows wealthy tourists to set accounts which brings in money

|-------------------|
|-[12.7] Government-|
|-------------------|

Government buildings is where you exercise your control and presence over Tropico. A lot of these buildings are necessary to ensure a smooth running island.

|-----------------|
|-[12.7.1] Palace-|
|-----------------|

Cost: NONE
Requirements: NONE
Upgrades: NONE
Income From: NONE
Options: Normal Training
Special Op Training
Staff: 4 High School Soldiers
Variations: NONE

Normal Training - soldiers gain experience at a normal, steady rate Special Op Training - soldiers gain experience faster, but their job happiness drops

|------------------------------|
|-[12.7.2] Diplomatic Ministry-|
|------------------------------|

Cost: $5,000
Requirements: Electric Power Plant
Upgrades: NONE
Income From: NONE
Options: Neutral Policy
Pro-American Policy
Pro-Russian Policy
Staff: 3 High School Bureaucrats
Variations: NONE

Neutral Policy - don't show favorites to either country and neither country will hate you Pro-American Policy - increase your relations with the U.S. by 10% while your Russian relations drop 10% Pro-Russian Policy - increase your relations with Russia by 10% while your American relations drop 10%

Note: You can only have one Diplomatic Ministry.

|-------------------------|
|-[12.7.3] Police Station-|
|-------------------------|

Cost: $2,000
Requirements: NONE
Upgrades: NONE
Income From: NONE
Options: Normal Training
Special Op Training
Staff: 6 High School Policemen
Variations: NONE

Normal Training - policemen gain experience at a normal, steady rate Special Op Training - policemen gain experience faster, but their job happiness drops

|-----------------|
|-[12.7.4] Prison-|
|-----------------|

Cost: $3,000
Requirements: Police Station
Upgrades: NONE
Income From: NONE
Options: Use Convict Labor
Re-education
Staff: 2 High School Policemen
# of inmates: 8
Variations: NONE

Use Convict Labor - inmates produce license plates at $5 a plate Re-education - inmates respect for you may increase

|------------------------|
|-[12.7.5] Guard Station-|
|------------------------|

Cost: $1,500
Requirements: Armory and at least one general in the armory (one general
per station, so one fully staffed armory can support three
guard stations)
Upgrades: NONE
Income From: NONE
Options: Normal Training
Special Op Training
Staff: 3 High School Soldiers
Variations: NONE

Normal Training - soldiers gain experience at a normal, steady rate Special Op Training - soldiers gain experience faster, but their job happiness drops

|-----------------|
|-[12.7.6] Armory-|
|-----------------|

Cost: $3,000
Requirements: NONE
Upgrades: NONE
Income From: NONE
Options: Normal Training
Special Op Training
Staff: 3 College Generals
Variations: NONE

Normal Training - soldiers gain experience at a normal, steady rate Special Op Training - soldiers gain experience faster, but their job happiness drops

|-----------------------------|
|-[12.7.7] Immigration Office-|
|-----------------------------|

Cost: $2,500
Requirements: NONE
Upgrades: NONE
Income From: NONE
Options: Open Door Immigration
Skilled Workers Welcome
Tropico First
Love It Or Leave It
Nobody Gets Out Of Here Alive
Staff: 2 High School Bureaucrats
Variations: NONE

Open Door Immigration - raise immigration Skilled Workers Welcome - raise immigration for high school and college workers Tropico First - reduce immigration Love It Or Leave It - raise emigration Nobody Gets Out Of Here Alive - reduce emigration

Note: You can only have one Immigration Office.

|------------------------|
|-[12.7.8] Radio Station-|
|------------------------|

Cost: $10,000
Requirements: Electric Power Plant (10Mw)
Upgrades: NONE
Income From: NONE
Options: El Presidente
Radio Free Tropico
Menudo's Greatest Hits
Baja Bachata
Ossified Opera
Staff: 2 College Journalists
Variations: NONE

El Presidente - increase your overall respect Radio Free Tropico - increase liberty Menudo's Greatest Hits - foreign broadcast pays you monthly to air general music Baja Bachata - foreign broadcast pays you monthly to air music for common people (especially workers) Ossified Opera - foreign broadcast pays you monthly to air music for the intelligent

|---------------------|
|-[12.7.9] TV Station-|
|---------------------|

Cost: $15,000
Requirements: Electric Power Plant (15Mw)
Upgrades: NONE
Income From: NONE
Options: Your Government, Your Friend
BBC
Learning With Larry
Yanqui Sitcoms
24-Hour Sumo Wrestling
Russian Soap Operas
Staff: 3 College Journalists
Variations: NONE

Your Government, Your Friend - increase your overall respect BBC - increase liberty Learning With Larry - workers gain experience 50% faster Yanqui Sitcoms - foreign broadcast pays you monthly 24-Hour Sumo Wrestling - foreign broadcast pays you monthly Russian Soap Operas - foreign broadcast pays you monthly

|----------------------------|
|-[12.7.10] Newspaper Office-|
|----------------------------|

Cost: $7,500
Requirements: NONE
Upgrades: NONE
Income From: NONE
Options: Voice Of The Worker
Financial Times
Soldado de Fortuna
The Word Of God
Coupons 'N' More
Staff: 3 College Journalists
Variations: NONE

Voice Of The Worker - increase respect with Communist faction Financial Times - increase respect with Capitalist faction Soldado de Fortuna - increase respect with Military faction The Word Of God - increase respect with Religious faction Coupons 'N' More - foreign broadcaster pays you monthly per adult

|-----------------------|
|-[12.8] Human Services-|
|-----------------------|

Churches, hospitals, schools... all these important structures can be found under this category.

|-----------------|
|-[12.8.1] Clinic-|
|-----------------|

Cost: $3,000
Requirements: NONE
Upgrades: NONE
Income From: NONE
Options: Preventive Medicine
Obstetrics
Gerontology
Staff: 2 College Doctors
Health Rating: 50
Variations: NONE

Preventive Medicine - basic medicines to keep your population alive and well Obstetrics - increases birth rates Gerontology - increases the lifespan of elderly by 5-10 years

|-------------------|
|-[12.8.2] Hospital-|
|-------------------|

Cost: $12,000
Requirements: Clinic, Electric Power Plant (15Mw)
Upgrades: NONE
Income From: NONE
Options: Preventive Medicine
Obstetrics
Gerontology
Staff: 4 College Doctors
Health Rating: 90
Variations: NONE

Preventive Medicine - basic medicines to keep your population alive and well Obstetrics - increases birth rates Gerontology - increases the lifespan of elderly by 5-10 years

|-----------------|
|-[12.8.3] Church-|
|-----------------|

Cost: $6,000
Requirements: NONE
Upgrades: NONE
Income From: NONE
Options: NONE
Staff: 4 High School Priests
Religion Rating: 60
Variations: NONE

|--------------------|
|-[12.8.4] Cathedral-|
|--------------------|

Cost: $20,000
Requirements: Church, Electric Power Plant
Upgrades: NONE
Income From: NONE
Options: NONE
Staff: 4 High School Bishops
Religion Rating: 95
Variations: NONE

|----------------------|
|-[12.8.5] High School-|
|----------------------|

Cost: $8,000
Requirements: NONE
Upgrades: NONE
Income From: NONE
Options: General Education
Parochial Education
Military Education
Staff: 6 High School Teachers
# of students: 12
Variations: NONE

General Education - raise education level normally Parochial Education - raise education level with an emphasis on the government, but slows down education Military Education - raise education level with an emphasis on the military, but slows down education

|------------------|
|-[12.8.6] College-|
|------------------|

Cost: $12,000
Requirements: High School, Electric Power Plant
Upgrades: NONE
Income From: NONE
Options: General Education
Parochial Education
Military Education
Staff: 8 College Professors
# of students: 16
Variations: NONE

General Education - raise education level normally Parochial Education - raise education level with an emphasis on the government, but slows down education Military Education - raise education level with an emphasis on the military, but slows down education

|----------------------|
|-[12.8.7] Marketplace-|
|----------------------|

Cost: $500
Requirements: NONE
Upgrades: NONE
Income From: Purchase of food
Options: NONE
Staff: 1 High School Shopkeeper
Variations: Variations

|-------------|
|-[13] People-|
|-------------|

The people that reside on your island are the most important things of all. Without them, you wouldn't have anybody to work, to build, to manufacture goods, to transport goods. Treat your people well. Or don't, but make sure they don't get out of control.

|-------------------|
|-[13.1] Uneducated-|
|-------------------|

These people are the workforce. They do the menial jobs, such as carrying goods, loading goods, building, and farming.

|-----------------|
|-[13.1.1] Farmer-|
|-----------------|

Works At: Ranch, Farm

|---------------------|
|-[13.1.2] Lumberjack-|
|---------------------|

Works At: Logging Camp

|------------------|
|-[13.1.3] Laborer-|
|------------------|

Works At: Construction Office

|-------------------|
|-[13.1.4] Teamster-|
|-------------------|

Works At: Teamster's Office

|----------------|
|-[13.1.5] Miner-|
|----------------|

Works At: Mine

|--------------------|
|-[13.1.6] Fishermen-|
|--------------------|

Works At: Fishermen's Wharf

|---------------------|
|-[13.1.7] Dockworker-|
|---------------------|

Works At: Dock

|-------------------|
|-[13.1.8] Showgirl-|
|-------------------|

Works At: Cabaret

|---------------|
|-[13.1.9] Maid-|
|---------------|

Works At: Bungalow, Cheap Motel, Hotel, Luxury Hotel

|----------------|
|-[13.1.10] Cook-|
|----------------|

Works At: Restaurant, Gourmet Restaurant

|-------------------|
|-[13.1.11] Barmaid-|
|-------------------|

Works At: Pub, Nightclub

|---------------------|
|-[13.1.12] Attendant-|
|---------------------|

Works At: Beach Site, Pool, Scenic Outlook, Spa

|-----------------------------|
|-[13.2] High School Educated-|
|-----------------------------|

These guys run most industrial buildings, and they are also used as your military force.

|-----------------|
|-[13.2.1] Priest-|
|-----------------|

Works At: Church

|------------------|
|-[13.2.2] Athlete-|
|------------------|

Works At: Stadium

|------------------|
|-[13.2.3] Soldier-|
|------------------|

Works At: Palace, Guard Station

|--------------------|
|-[13.2.4] Policeman-|
|--------------------|

Works At: Police Station, Prison

|------------------|
|-[13.2.5] Pitboss-|
|------------------|

Works At: Casino

|---------------------|
|-[13.2.6] Shopkeeper-|
|---------------------|

Works At: Marketplace, Souvenir Shop

|------------------|
|-[13.2.7] Teacher-|
|------------------|

Works At: High School

|---------------------|
|-[13.2.8] Bureaucrat-|
|---------------------|

Works At: Immigration Office, Diplomatic Ministry

|-------------------------|
|-[13.3] College Educated-|
|-------------------------|

These people run your very important structures, from the clinics to the Cathedrals. Most, if not all of these people belong to the Intellectual faction, being they graduated from college and all.

|------------------|
|-[13.3.1] General-|
|------------------|

Works At: Armory

|-----------------|
|-[13.3.2] Bishop-|
|-----------------|

Works At: Cathedral

|--------------------|
|-[13.3.3] Professor-|
|--------------------|

Works At: College, Archeological Site

|-----------------|
|-[13.3.4] Banker-|
|-----------------|

Works At: Bank

|-------------------|
|-[13.3.5] Engineer-|
|-------------------|

Works At: Airport, Electric Power Plant

|-----------------|
|-[13.3.6] Doctor-|
|-----------------|

Works At: Clinic, Hospital

|---------------------|
|-[13.3.7] Journalist-|
|---------------------|

Works At: Radio Station, TV Station, Newspaper Office

|------------------|
|-[13.4] Specialty-|
|------------------|

People that don't fall into the above categories.

|-----------------------|
|-[13.4.1] Slob Tourist-|
|-----------------------|

Tourists who are fat and poor. Will arrive in yachts and an airplane, if you accept Coach passengers. They don't have a lot of money.

|-----------------------|
|-[13.4.2] Rich Tourist-|
|-----------------------|

Tourists who are skinny and rich. Will arrive in yachts and an airplane, on either Coach or First-Class. They have lots of money and will not stay in a Cheap Hotel.

|---------------------|
|-[13.4.3] Unemployed-|
|---------------------|

These people only show up if you don't have any industries or other buildings that require workers, but your population still grows. Will always live in a shack unless free housing is available. Unemployed eventually find a job.

|------------------|
|-[13.4.4] Retiree-|
|------------------|

People who are too old to work, and therefore do not make money. Will always live in a shack (where they will die quicker) unless there is free housing available.

|----------------|
|-[13.4.5] Rebel-|
|----------------|

People who have had enough of your rule. They run to the woods and are never seen again until they emerge to attack.

|------------------|
|-[13.4.6] Student-|
|------------------|

People who attend High School or College to increase their skills. This will ultimately save you money as you do not need to import workers.

|-----------------|
|-[13.4.7] Mother-|
|-----------------|

A "homemaker" who doesn't work so she can take care of her kid(s) until they are old enough to attend school or become workers. Will always live in a shack unless free housing is available.

|----------------|
|-[13.4.8] Child-|
|----------------|

People who are newborn. They do not work and can't do anything for themself. They live wherever their parents live.

|-----------------|
|-[14] Background-|
|-----------------|

When selecting your dictator traits, you can choose his background, which is what he did before becoming dictator. Each background has different good and bad traits, while a few have all good traits.

|------------------|
|-[14.1] Moscow U.-|
|------------------|

Positives

+10 Communist Faction - The communist (worker) faction respects you 10% more +30 Russia Relations - Russia respects you 30% more +10 Education - Citizens learn 20% faster and job skills improve 20% faster

Negatives

-10 U.S. Relations - U.S. respects you -10% less

|-------------------|
|-[14.2] Harvard U.-|
|-------------------|

Positives

+10 Capitalist Faction - The capitalist (elite) faction respects you 10% more +30 U.S. Relations - U.S. respects you 30% more +20 Education - Citizens learn 20% faster and job skills improve 20% faster

Negatives

-15 Russia Relations - Russia respects you -15% less

|--------------|
|-[14.3] Miner-|
|--------------|

Positives

+10 Communist Faction - The communist (worker) faction respects you 10% more +10 Capitalist Faction - The capitalist (elite) faction respects you 10% more +50 Miner Productivity - Miners work 50% faster +20 Environmental Faction - The environmentalists respect you 20% more

Negatives

None

|---------------|
|-[14.4] Farmer-|
|---------------|

Positives

+10 Communist Faction - The communist (worker) faction respects you 10%
more
+50 Farmer Productivity - Farmers work 50% faster

Negatives

-10 Intellectual Faction - The intellectual faction respects you 10% less

|-------------------------|
|-[14.5] Biblical Scholar-|
|-------------------------|

Positives

+10 Religious Faction - The religious faction respects you 10% more +5 Intellectual Faction - The intellectual faction respects you 10% more +10 Education - Citizens learn 20% faster and job skills improve 20% faster -5 Crime Rate - Crime is 15% lower

Negatives

None

|--------------------------|
|-[14.6] Man Of The People-|
|--------------------------|

Positives

+20 Communist Faction - The communist (worker) faction respects you 20% more

Negatives

-5 Religious Faction - The religious faction respects you 5% less

|--------------------|
|-[14.7] Booze Baron-|
|--------------------|

Positives

+100 Rum Revenue - Rum sells for twice the normal price

Negatives

-5 Religious Faction - The religious faction respects you 5% less

|-----------------------|
|-[14.8] Leftist Artist-|
|-----------------------|

Positives

+10 Communist Faction - The communist (worker) faction respects you 10% more +10 Intellectual Faction - The intellectual faction respects you 10% more +20 Education - Citizens learn 20% faster and job skills improve 20% faster

Negatives

None

|----------------------|
|-[14.9] Fortunate Son-|
|----------------------|

Positives

+10 Overall Respect - All factions respect you 10% more

Negatives

-10 Intellectual Faction - The intellectual faction respects you 10% less NOTE: This intellectual decrease doesn't really change, because of the 10% overall boost.

|-----------------------|
|-[14.10] Self-Made Man-|
|-----------------------|

Positives

+10 Capitalist Faction - The capitalist (elite) faction respect you 10% more +10 U.S. Relations - U.S. respects you 10% more +15 Factory Worker Productivity - Factory workers work %15 faster

Negatives

None

|----------------------|
|-[14.11] Silver Spoon-|
|----------------------|

Positives

+25 Capitalist Faction - The capitalist (elite) faction respect you 25% more +10 Tourism Rating - Tourists automatically rate island 10% better +10 Factory Worker Productivity - Factory workers work 10% faster +20 Startup Cash - 20% more cash upon beginning of game

Negatives

-10 Communist Faction - The communist (worker) faction respects you 10% less

|----------------------|
|-[14.12] Generalissmo-|
|----------------------|

Positives

+30 Military Faction - The military faction respects you 30% more +15 Soldier Productivity - Soldiers exert 15% more government control, and they shoot faster and aim better

Negatives

-20 Liberty - Citizens feel 20% more oppressed

|-------------------------|
|-[14.13] Chief Of Police-|
|-------------------------|

Positives

+10 Military Faction - The military faction respects you 10% more -40 Crime Rate - Crime is 40% lower

Negatives

-10 Liberty - Citizens feel 10% more oppressed

|-------------------|
|-[14.14] Developer-|
|-------------------|

Positives

+20 Capitalist Faction - The capitalist (elite) faction respects you 20%
more
-20 Building Cost - All buildings require 20% less cash to
construct

Negatives

-10 Environmentalist Faction - The environment faction respects you 10% less +50 Pollution - Pollution is 50% more

|--------------------|
|-[14.15] Naturalist-|
|--------------------|

Positives

+15 Intellectual Faction - The intellectual faction respects you 15% more +25 Environmentalist Faction - The environmentalist faction respects you 25% more -30 Pollution - 30% less pollution

Negatives

+10 Building Cost - Buildings cost 10% more money to construct

|-------------------|
|-[14.16] Professor-|
|-------------------|

Positives

+20 Intellectual Faction - The intellectual faction respects you 20% more +50 Education - Citizens learn 50% faster and job skills improve 50% faster

Negatives

None

|--------------------|
|-[14.17] Pop Singer-|
|--------------------|

Positives

+5 All Factions - All factions respect you 5% more +10 U.S. Relations - U.S. respects you 10% more +10 Tourism Rating - Tourists automatically rate the island 10% better +50 Nightclub Effectiveness - Nightclub's have 50% higher quality rating

|--------------------|
|-[15] Rise To Power-|
|--------------------|

How you became the dictator of Tropico. Some have good traits and bad, some have just good.

|----------------------------|
|-[15.1] Communist Rebellion-|
|----------------------------|

Democratic Expectations: Very Low

Positives

+10 Communist Faction - The communist (worker) faction respects you 10%
more
+25 Russia Relations - Russia respects you 25% more
+10 Farmer Productivity - Farmers work 10% faster

Negatives

None

|-----------------------------|
|-[15.2] Capitalist Rebellion-|
|-----------------------------|

Democratic Expectations: Low

Positives

+10 Capitalist Faction - The capitalist (elite) faction respects you 10% more +25 U.S. Relations - U.S. respects you 25% more +10 Factory Worker Productivity - Factory worker's produce goods 10% faster

Negatives

None

|-----------------------------|
|-[15.3] Elected As Socialist-|
|-----------------------------|

Democratic Expectations: High

Positives

+10 Communist Faction - The communist (worker) faction respects you 10% more +15 Russia Relations - Russia respects you 15% more +20 Liberty - Citizens feel 20% more liberated (free)

Negatives

None

|---------------------------|
|-[15.4] Elected As Fascist-|
|---------------------------|

Democratic Expectations: Moderate

Positives

+15 Military Faction - The militarists respects you 15% more +20 Liberty - Citizens feel 20% more liberated (free) -10 Crime Rate - Crime is 10% lower

Negatives

None

|------------------------------|
|-[15.5] Elected As Capitalist-|
|------------------------------|

Democratic Expectations: Very High

Positives

+5 Capitalist Faction - The capitalist (elite) faction respects you 5% more +15 U.S. Relations - U.S. respects you 15% more +20 Liberty - Citizens feel 20% more liberated (free) +20 Factory Worker Productivity - Factory worker's produce goods 20% faster

Negatives

None

|------------------------------------|
|-[15.6] Elected For "Family Values"-|
|------------------------------------|

Democratic Expectations: Very High

Positives

+15 Religious Faction - The religious faction respects you 15% more +20 Liberty - Citizens feel 20% more liberated (free) +10 Tourist Rating - Tourists automatically rate your island 10% higher

Negatives

None

|----------------------|
|-[15.7] Military Coup-|
|----------------------|

Democratic Expectations: Near Nil

Positives

+20 Military Faction - Military faction respects you 20% more +20 Liberty - Citizens feel 20% more liberated (free) -25 Crime Rate - Crime rate is 25% lower (better) -25 Military Building Cost - Military buildings cost 25% less to construct

Negatives

None

|------------------------------|
|-[15.8] Religious Appointment-|
|------------------------------|

Democratic Expectations: Low

Positives

+15 Religious Faction - Religious faction respects you 15% more -25 Religious Building Cost - Religious buildings cost 25% less to construct

Negatives

None

|-------------------------|
|-[15.9] Installed by KGB-|
|-------------------------|

Democratic Expectations: Very Low

Positives

+10 Communist Faction - Communist faction respects you 10% more +40 Russia Relations - Russia respects you 40% more

Uneducated people can become soldiers.

Negatives

-30 Liberty - Citizens feel 30% more controlled

|--------------------------|
|-[15.10] Installed By CIA-|
|--------------------------|

Democratic Expectations: Low

Positives

+10 Capitalist Faction - Capitalist faction respects you 10% more +40 U.S. Relations - U.S. respects you 40% more

CIA pays you an annual fee of $2,000

Negatives

-30 Liberty - Citizens feel 30% more controlled

|-----------------------------|
|-[15.11] Bought The Election-|
|-----------------------------|

Democratic Expectations: Low

Positives

You can commit election fraud with lower consequences.

Negatives

-5 Intellectual Faction - Intellectual faction respects you 5% less

|-----------------------|
|-[15.12] Heir Apparent-|
|-----------------------|

Democratic Expectations: Low

Positives

+10 Overall Respects - The entire population respects you 10% more

Negatives

None

|----------------|
|-[16] Qualities-|
|----------------|

Good things about you. Although this section is generally good, some options may have a side effect or two. Also, depending on what qualities you choose, some flaws may not be available, and vice versa. For example, if you choose Charismatic as a quality, you won't be able to choose Ugly as a flaw, because Charismatic cancels out that selection.

|--------------------|
|-[16.1] Charismatic-|
|--------------------|

Positives

+5 All Factions - All factions respect you 5% more +50 Radio/TV - Radio and Television Stations are 50% more effective

Negatives

None

|--------------------|
|-[16.2] Hardworking-|
|--------------------|

Positives

+10 Overall Productivity - All workers work 10% better

Negatives

None

|-------------------------|
|-[16.3] Financial Genius-|
|-------------------------|

Positives

+10 Capitalist Faction - Capitalist faction respects you 10% more +20 Factory Worker Productivity - Factory workers produce goods 20% faster -25 Bank and Shop Cost - Banks and Shops cost 25% less

Negatives

None

|--------------------|
|-[16.4] Green Thumb-|
|--------------------|

Positives

+10 Environmentalist Faction - Environmentalists respect you 10% more -50 Pollution - Pollution is reduced by 50%

Negatives

-10 Factory Worker Productivity - Factory worker's produce goods 10% slower

|----------------------|
|-[16.5] Administrator-|
|----------------------|

Positives

+10 Education - Workers learn 10% faster +20 Job Improvement - Workers improve their skills 20% faster -10 Building Cost - Buildings cost 10% less to construct

Negatives

None

|-----------------|
|-[16.6] Diplomat-|
|-----------------|

Positives

+5 U.S. Relations - U.S. respects you 5% more +5 Russia Relations - Russia respects you 5% more

You will have a Diplomatic Ministry built at the beginning of the game.

Negatives

None

|----------------|
|-[16.7] Empathy-|
|----------------|

Positives

+10 All Factions - All factions respect you 10% more

Negatives

-10 Intellectual Faction - Intellectuals respect you 10% less

|------------------------|
|-[16.8] Entrepreneurial-|
|------------------------|

Positives

+10 Foreign Trade - Goods you export sell for 10% more

Negatives

None

|----------------------|
|-[16.9] Incorruptible-|
|----------------------|

Positives

+10 Religious Faction - Religious faction respects you 10% more +10 Intellectual Faction - Intellectual faction respects you 10% more -30 Crime Rate - Crime rate is 30% lower (better)

Negatives

You cannot put any money into your Swiss Bank account.

|-------------------|
|-[16.10] Scholarly-|
|-------------------|

Positives

+20 Intellectual Faction - Intellectual faction respects you 20% more +30 Education - Workers learn 30% faster +30 Job Improvement - Workers improve their skills 30% faster

Negatives

None

|------------|
|-[17] Flaws-|
|------------|

Real dictators aren't perfect, and you, of course, are no exception. You must select two flaws. If you refuse to select any, then two will randomly be selected when you commence to the game.

|---------------------|
|-[17.1] Kleptomaniac-|
|---------------------|

Positives

None

Negatives

-10 Capitalist Faction - Capitalists respects you 10% less -10 Religious Faction - Religious faction respects you 10% less -10 Factory Worker Productivity - Factory worker's produce goods 10% slower +100 Souvenir Shop Maintenance - Souvenir Shop costs double it's maintenance cost

|------------------|
|-[17.2] Womanizer-|
|------------------|

Positivies

None

Negatives

-10 Religious Faction - Religious faction respects you 10% less -10 Women's Respect - All women respect you 10% less

|------------------------|
|-[17.3] Compulsive Liar-|
|------------------------|

Positives

None

Negatives

-15 Religious Faction - Religious faction respects you 15% less -15 Intellectual Faction - Intellectuals respect you 15% less

|-------------|
|-[17.4] Ugly-|
|-------------|

Positives

None

Negatives

-5 All Factions - All factions respect you 5% less -10 Tourist Rating - Your island is automatically rated 10% less attractive to tourists

|------------------|
|-[17.5] Alcoholic-|
|------------------|

Positives

+10 Russian Relations - Russia respects you 10% more

Negatives

-15 Religious Faction - Religious faction respects you 15% less -5 Global Productivity - Everything produces goods 5% slower

|-------------------|
|-[17.6] Flatulence-|
|-------------------|

Positives

None

Negatives

-20 U.S. Relations - U.S. respects you 20% less -10 Russia Relations - Russia respects you 10% less

The Palace Guards get double pay.

|---------------------------|
|-[17.7] Compulsive Gambler-|
|---------------------------|

Positives

None

Negatives

-10 Religious Faction - Religious faction respects you 10% less

You must pay an annual fee between $300-1500 to support your habit.

|-----------------|
|-[17.8] Paranoid-|
|-----------------|

Positives

+10 Military Faction - s respect you 10% more

Negatives

-10 All Factions - All factions respect you 10% less

Your Police force are looked upon as soldiers.

|---------------|
|-[17.9] Coward-|
|---------------|

Positives

None

Negatives

-5 Military Faction - s respect you 5% less

Soldiers and supporters are are twice as likely to run away when fighting.

|-----------------|
|-[17.10] Moronic-|
|-----------------|

Positives

None

Negatives

-50 Education - Workers learn 50% slower -50 Job Improvement - Workers improve their skills 50% slower

You cannot build any Colleges.

|------------------------|
|-[17.11] Short Tempered-|
|------------------------|

Positives

None

Negatives

-15 Intellectual Faction - Intellectuals respect you 15% less -10 Military Faction - s respect you 10% less

|-----------------|
|-[17.12] Pompous-|
|-----------------|

Positives

None

Negatives

-20 U.S. Relations - U.S. respects you 20% less +30 Edict Cost - All edicts cost 30% more to issue

|-----------------------------|
|-[17.13] Tourette's Syndrome-|
|-----------------------------|

Positives

You receive $1,000 annually.

Negatives

-5 All Factions - All factions respect you 5% less -15 U.S. Relations - U.S. respects you 15% less -15 Russia Relations - Russia respects you 15% less

|--------------------|
|-[17.14] Cheapskate-|
|--------------------|

Positives

-5 Building Cost - All buildings cost 5% less to construct

Negatives

-10 Communist Faction - Communists respect you 10% less

You cannot pay any worker more than $25 a month.

|--------------------------|
|-[17.15] Religious Zealot-|
|--------------------------|

Positives

+5 Religious Faction - Religious faction respects you 5% more +50 Church Visits - People visit church 50% more, which also increases your respect with the Religious faction

Negatives

-25 Intellectual Faction - Intellectuals respect you 25% less

|--------------------------|
|-[17.16] Great Schmoozola-|
|--------------------------|

Positives

+10 Respect of Least Intelligent - The least intelligent, being farmers and such, respect you 10% more

Negatives

-20 Intellectual Faction - Intellectuals respect you 20% less -10 U.S. Relations - U.S. respects you 10% less -10 Russia Relations - Russia respects you 10% less

|-------------|
|-[18] Edicts-|
|-------------|

Edicts can be used to sway favor between factions, to improve happiness, respect, and what-not. They can also be used to arrest and kill people (that Communist leader insulting you? Eliminate him!)

|---------------|
|-[18.1] People-|
|---------------|

The following edicts are issued on an individual person and not for the entire island.

|-----------------|
|-[18.1.1] Arrest-|
|-----------------|

Cost: $500
Duration: 5-8 years in jail
Requirements: Police Station, Prison, Policeman

What Happens: The person you arrest loses significant respect for you, the family of the target respect you less, and anybody who sees the arrest take place (within a 10-tile radius) will lose a slight bit of respect for you.

Note: Sometimes, and I've only encountered this a few times, the person you choose to arrest will either fight back or run away. This results in the policeman killing the person (if he catches the target). If the target gets away, they usually become a Rebel.

|----------------|
|-[18.1.2] Bribe-|
|----------------|

Cost: $1,000
Duration: Immediate, with a declining effect for 3 years (in other words,
use once every three years)
Requirements: Bank, Banker

What Happens: The person you bribe gains significant respect for you, as well as the family of the person, and if the person is the leader of a faction, that faction increases respect for you.

Note: Occasionally, a bribe won't work.

|------------------|
|-[18.1.3] Heretic-|
|------------------|

Cost: $500
Duration: Forever
Requirements: Cathedral, Bishop

What Happens: The person who is branded a heretic becomes evil in the eyes of everyone else. The person cannot lead or join a protest, coup or uprising. The person and their family lose significant respect for you.

|--------------------|
|-[18.1.4] Eliminate-|
|--------------------|

Cost: $500
Duration: Forever
Requirements: Guard Station, Soldier

What Happens: The person will be shot dead in the street, and the family of that person lose significant respect for you. Anybody who witnesses the execution within a 10-tile radius loses slight respect for you.

Note: Sometimes, and I've only encountered this a few times, the person you choose to kill will either fight back or run away. This results in the Soldier shooting the person (which you wanted in the first place), but if the target gets away or kills your Soldier, he/she becomes a Rebel.

|-----------------------|
|-[18.2] Foreign Policy-|
|-----------------------|

These edicts directly affect your relationship with the United States and Russia. All the edicts can be issued for each country, but once you become an ally of the U.S. or Russia, you cannot become an ally of the other country.

|----------------------|
|-[18.2.1] Praise U.S.-|
|----------------------|

Cost: $500
Duration: 3 Years
Requirements: Diplomatic Ministry

What Happens: Your respect will increase with the U.S. while it decreases with Russia. Can be issued multiple times to continuously increase and decrease respect.

|------------------------|
|-[18.2.2] Praise Russia-|
|------------------------|

Cost: $500
Duration: 3 Years
Requirements: Diplomatic Ministry

What Happens: Your respect will increase with the Russia while it decreases with the U.S. Can be issued multiple times to continuously increase and decrease respect.

|-----------------------------------|
|-[18.2.3] Trade Delegation To U.S.-|
|-----------------------------------|

Cost: $1,000
Duration: Varies depending on action selected
Requirements: Airport, Cold or Better relations

What Happens: You can choose to receive foreign aid (one-time only), receive higher export prices, receive free buildings, or receive free educated workers.

Note: Your people will not always be successful and you may need multiple attempts to achieve the desired result.

|-------------------------------------|
|-[18.2.4] Trade Delegation To Russia-|
|-------------------------------------|

Cost: $1,000
Duration: Varies depending on action selected
Requirements: Airport, Cold or Better relations

What Happens: You can choose to receive foreign aid (one-time only), receive higher export prices, receive free buildings, or receive free educated workers.

Note: Your people will not always be successful and you may need multiple attempts to achieve the desired result.

|-------------------------------|
|-[18.2.5] U.S. Development Aid-|
|-------------------------------|

Cost: $2,000
Duration: Forever (until canceled)
Requirements: Cold or Better relations

What Happens: The U.S. will help you by letting you construct airports and electric power plants 50% cheaper.

Note: This edict can be used with the Russian version, so you gain both the U.S. and Russian effects.

|---------------------------------|
|-[18.2.6] Russia Development Aid-|
|---------------------------------|

Cost: $2,000
Duration: Forever (until canceled)
Requirements: Cold or Better relations

What Happens: Russia will help you by letting you construct Tenement's and apartments 50% cheaper.

Note: This edict can be used with the U.S. version, so you gain both the Russian and U.S. effects.

|-----------------------------|
|-[18.2.7] Alliance With U.S.-|
|-----------------------------|

Cost: $6,000
Duration: Forever
Requirements: Very Good or Better relations

What Happens: The U.S. will place a military base on your island. This will prevent Russia from invading you (and throwing you out of office) should you ever piss them off. U.S. will pay you an annual fee of $1,000.

Note: The military base cannot be removed from your island, and even though you are preventing Russia from attacking, the U.S. can and will instantly attack you if your relations turn to the dark side.

|-------------------------------|
|-[18.2.8] Alliance With Russia-|
|-------------------------------|

Cost: $6,000
Duration: Forever
Requirements: Very Good or Better relations

What Happens: Russia will place a military base on your island. This will prevent the U.S. from invading you (and throwing you out of office) should you ever piss them off. Russia will pay you an annual fee of $1,000.

Note: The military base cannot be removed from island, and even though you are preventing the U.S. from attacking, Russia can and will instantly attack you if your relations turn to the dark side.

|-----------------|
|-[18.3] Economic-|
|-----------------|

These edicts directly affect how your industry is handled and how the people and factions think of you.

|-------------------------------|
|-[18.3.1] Industry Ad Campaign-|
|-------------------------------|

Cost: $8,000
Duration: 3 Years
Requirements: 2 Factories, TV Station

What Happens: All exported goods are sold for 20% more during the 3 year period. Can be re-enacted.

|----------------------------------|
|-[18.3.2] Air Pollution Standards-|
|----------------------------------|

Cost: $500
Duration: Forever (until canceled)
Requirements: Any Factory

What Happens: Pollution from all factories will be reduced by 50%, but factory maintenance will increase 20%.

|------------------------------|
|-[18.3.3] Tourism Ad Campaign-|
|------------------------------|

Cost: $5,000
Duration: 3 Years
Requirements: Any Hotel, TV Station

What Happens: This edict attracts Tourists, and all Tourists who arrive due to this edict will pay twice the normal hotel rate. Can be re-enacted.

|------------------------|
|-[18.3.4] The Headliner-|
|------------------------|

Cost: $5,000
Duration: 3 Years
Requirements: Nightclub

What Happens: Tourists will notice that a star is singing in Tropico, and therefore your tourism rating climbs 20%. Citizens of Tropico will increase their entertainment by 10%, and apparently the Headliner hails from the U.S., so their relation increases by 10%. Can be re-enacted.

|------------------|
|-[18.3.5] Tax Cut-|
|------------------|

Cost: $200 per adult
Duration: 3 Years
Requirements: NONE

What Happens: Increase happiness and respect throughout the entire island. Can be re-enacted.

|------------------------------------|
|-[18.3.6] 'Special' Building Permit-|
|------------------------------------|

Cost: $500
Duration: Forever (until canceled)
Requirements: NONE

What Happens: All buildings constructed after this edict cost 20% more to build, but 10% of that is put into your Swiss Bank account. The Intellectual faction do not approve of this, so their respect for you dives 10%.

|------------------------------|
|-[18.3.7] Pan-Caribbean Games-|
|------------------------------|

Cost: $7,500
Duration: 3 Years
Requirements: Stadium

What Happens: Your Tourism rating increases 50%, and your citizens gain a 20% boost to their entertainment. Can only be used once.

|---------------------|
|-[18.3.8] Mardi Gras-|
|---------------------|

Cost: $3,000
Duration: 3 Years
Requirements: Pub

What Happens: Your Tourism rating is increased by 20%, and your citizens gain a 30% boost. Crime also increases by 20%. Can be re-enacted.

|----------------------------|
|-[18.4] Political/Religious-|
|----------------------------|

These pertain to how you treat your citizens. Declare Martial Law and watch as everyone succumbs to your will!

|------------------|
|-[18.4.1] Amnesty-|
|------------------|

Cost: $500
Duration: 3 Years
Requirements: Armory, Cordial or Better relations with the s

What Happens: When citizens become Rebels, they will only re-join society if conditions improve by 5-10%. Issuing this edict after increasing the condition of the island, all rebels are four times more inclined to come back to society. Can be re-enacted.

|-------------------------|
|-[18.4.2] Early Election-|
|-------------------------|

Cost: $2,000
Duration: Immediate
Requirements: NONE

What Happens: Instead of waiting the 5-8 years and calling an election only when your people demand it, you can call them whenever you want (but you must wait at least three years after an election to call another). Can be re-enacted.

|----------------------|
|-[18.4.3] Inquisition-|
|----------------------|

Cost: $500
Duration: Forever (until canceled)
Requirements: Cathedral, Cordial or Better faction with the Religious

What Happens: This edict significantly reduces the chance that citizens will lead or join in a protest, uprising or coup. However, it does increase the chance of rebel activity (of people who are already rebels) and lowers Tourism and Liberty by 25%. Can be re-enacted.

|-------------------|
|-[18.4.4] Book BBQ-|
|-------------------|

Cost: $500
Duration: Forever (until canceled).
Requirements: Church, Cool or Better faction with the Religious

What Happens: By issuing this, the Intellectual faction loses 50% of its supporters. Because of the decrease in Intellectuals, education slows by 50%. Can be re-enacted.

|----------------------|
|-[18.4.5] Martial Law-|
|----------------------|

Cost: $5,000
Duration: Forever (until canceled)
Requirements: Cordial or Better faction with the s

What Happens: This edict reduces the chance of protests and uprisings, as well as crime by 40%, but productivity will be reduced by 20%, while liberty, and tourism will be reduced by 50%. Can be re-enacted.

|-------------------------|
|-[18.4.6] Open The Jails-|
|-------------------------|

Cost: $3,000
Duration: Immediate
Requirements: Prison

What Happens: This edict will cause all people who are jailed to be released, but kicked off the island. This causes your relations with the U.S. to drop by 10% because all the people move to Florida. Can only be issued once.

|----------------------|
|-[18.4.7] Papal Visit-|
|----------------------|

Cost: $10,000
Duration: 3 Years
Requirements: Cathedral, Cordial or Better faction with the Religious

What Happens: Invite the Pope. He'll bring with him 50% increase in respect with the Religious faction, and all other factions will respect you 15% more. Total happiness will rise 25%. Can only be issued once.

|---------------|
|-[18.5] Social-|
|---------------|

These edicts help your island as a whole.

|----------------------|
|-[18.5.1] Prohibition-|
|----------------------|

Cost: $500
Duration: Forever (until canceled)
Requirements: NONE

What Happens: Crime rate increases 100% because of the ban of alcohol. This edict also closes nightclubs, pubs, and rum distilleries. On the flipside, the Religious respect you 10% more and workers produce goods 10% faster. Can be re-enacted.

|---------------------------|
|-[18.5.2] Literacy Program-|
|---------------------------|

Cost: $500
Duration: Forever (until canceled)
Requirements: High School

What Happens: All workers and students will learn 30% faster, but it requires an annual cost of $2 per Tropican (unemployed and children alike) in addition to the cost of enacting this edict. Can be re-enacted.

|----------------------------|
|-[18.5.3] Contraception Ban-|
|----------------------------|

Cost: $500
Duration: Forever (until canceled)
Requirements: Church, Cool or Better faction with the Religious

What Happens: Your respect with the Religious increases by 10%, and boosts your population by 30%. The Intellectuals don't think too highly of this, though, and lose 30% respect. Can be re-enacted.

|-------------------------------|
|-[18.5.4] Anti-Litter Ordinance-|
|-------------------------------|

Cost: $500
Duration: Forever (until canceled)
Requirements: NONE

What Happens: This edict reduces person pollution (read: pollution caused by your citizens, and not industries) by 50%, and reduces liberty by 10%. Seems people want to throw their crap all over the place. Can be re-enacted.

|-------------------------------|
|-[18.5.5] Sensitivity Training-|
|-------------------------------|

Cost: $500
Duration: Forever (until canceled)
Requirements: College

What Happens: All Soldiers and Policemen are respected 50% more by your citizens, but also requires $50 per solder and policemen per year, in addition to the price of issuing this edict. Can be re-enacted.

|------------------------------|
|-[18.5.6] Food For The People-|
|------------------------------|

Cost: $500
Duration: Forever (until canceled)
Requirements: NONE

What Happens: The quality of the food you produce is improved to a hearty 100%, but your people eat double the amount of food they'd usually eat, and you will require more farms. For example, since a farm feeds 30-40 people, you will need four farms to feed a population of 60-80 instead of two.

|----------------------------------------------------| |-[19] The Nine Commandments (err Happiness Factors)-| |----------------------------------------------------|

And as he stepped high from the mountains, el Mosèsa looked toward the people and said, "I have returned with the nine commandments. Thou shall obey these commandments if thou wishes to make thy people content," and with that, el Mosèsa stuck out two pieces of rock, with the commandments etched on them. El Mosèsa read off the commandments:

"1 - Food
2 - Entertainment
3 - Religion
4 - Housing
5 - Liberty
6 - Health
7 - Environment
8 - Crime
9 - Job"

"First," began el Mosèsa "you must make sure your people are well fed. Be it corn, pineapple, banana or papaya, they will eat any of it, although they do prefer the great taste of corn. The people know how to balance food usage, which is why they have created farms that can feed 30-40 people."

He continued to talk about Entertainment. "As patient as your people are, they will not take kindly to staring at grass all day. They will need some form of entertainment within a few years. Your people will appreciate anything you create for them."

"Religion. What is not to say?" el Mosèsa continued. "Without a church or cathedral, your people will look at you as some sort of antichrist. You must build a church!"

"Your people can have it much better then the olden days," continued el Mosèsa, "because back then we had no choice where to live. We had to live in shacks or worse! But you...you are able to construct six different buildings for your people to live. In fact, your people will demand housing. Knowing the choices available to them, they don't want shacks. At the very minimum you should construct tenements for your people, as this will please them as well as the commies. Take heed to my words."

"Back in ancient Rome," el Mosèsa continued, just sort of babbling on, "the ruler was king, even though that's an oxymoron. He controlled everything. But int his day and age, your people are strong when banded together. If they don't like you, they have the ability to force you out. You should make it a habit to keep your people happy. Provide them with television and radio stations, and perhaps a newspaper. Most importantly though, make sure you have fair elections."

"I've known lots of dictators in my day, and a lot of them were forced out of office because of the death of most of his citizens. Why did these people die? Lack of health care, of course! Without clinics and hospitals to keep your people alive, healthy, and making money, your population will die, and you'll be reigning over an empty island. Be sure to keep your distinguished doctors well paid and happy."

"Ahh do you remember the dinosaurs? I sure do. They roamed around the world, eating things. However, they ate only what was needed, and they left their enviornment intact, but with the invention of modern equipment, we have shattered our environment. Our trees are gone, and lots of animals are no longer around. When you build up your industry, be sure to keep your environment in good shape. When your lumberjacks cut down trees, replant them. Try to enact laws that lower pollution. Your people will love you for it."

"Everybody wants to be safe these days. Back in my youth, when someone did something against society, we killed them. Simple as that. Unfortunately, people don't look upon death as warmly as they did, so you just can't gun down people in the street who you don't like (although that is an option). With a strong police force spread throughout your island, your people will behave as you want them to, leading to an ultimately peaceful place to live. And those Yanqui scum... they won't dare set foot on your island if crime is too bad."

El Mosèsa, drawing to a close, shouted the last commandment. "Your people must work! If they cannot work, they cannot earn money, can't live in adequate housing, and can't be happy. These people may eventually become rebels, and we all know rebels are bad. Be sure you have enough jobs to keep your entire population working, or at least have a good military to combat the rebels. Well, I have given you the nine commandments of happiness, and should you follow them, I predict a long and rewarding reign."

|----------------------------|
|-[20] Getting Started Guide-|
|----------------------------|

This section will walk you through the first 5 years of your reign, with suggestions on what and what not to build, prices to charge, wages to pay, how to keep the different factions happy, keep your neighbors (U.S. and Russia) happy, and everything a dictator needs. This is NOT a detailed walkthrough; it's simply a starting point to get your island off to a good start. I used the following map settings and conditions for this island:

Map Settings

Vegetation: Full (right-most selection)
Minerals: Full (right-most selection)
Water Coverage: Low (left-most selection)
# Of People: 30 (left-most selection)

Elevation: Low (bottom-most selection) Map Size: Big (right-most selection)

Victory Condition

Open Ended

Special Circumstances

None

Political Stability

Moderate

Economy

Moderate

Something to note is that I did this walkthrough with the Capitalists in mind. I pay the elite more. I construct the housing so the Communists won't annoy me, but other than that, they take a backseat to the Capitalists.

|---------------|
|-[20.1] Year 1-|
|---------------|

At the beginning of the game, you will have three food producing farms and 30 Tropicans. You currently have enough food for 90-120 Tropicans, because each farm can feed 30-40 of the people. Firstly, you will want to construct a second Construction Office. Open the Teamster's Office info window and close two slots. Construct two Tenements and one Apartment complex. Change your dock to receive only freighters. Open your Palace info window and hire as many soldiers as needed to round out the empty slots (usually two or three). Begin building roads connecting your Teamster's Office to the Dock. Pay your Construction Offices and Teamsters $10, your Palace soldiers $20 and your Farmers $15. Charge $3 per Tenement and $5 for the Apartment.

|---------------|
|-[20.2] Year 2-|
|---------------|

Build a Marketplace close to your Tenements, and construct two more Tenements. I find it good policy to construct two Tenements and one Apartment per year until your population starts bulging. Construct a Church and hire four Priests. This will keep the Religious faction from complaining early next year. Construct a Clinic. Construct a Lumber Yard and a Logging Camp to begin earning a little bit of cash. Build one more Tenement and Apartment, and put a Marketplace near these new houses. Pay your Marketplace employee $12, your Priests and Doctor's $20, and $10 for both the Lumber Yard and Logging Camp. Charge the same price for Tenements and Apartments, but allow one Tenement to be free for the elderly and unemployed. Constantly check your free housing to ensure people who are making enough money aren't living for free.

|---------------|
|-[20.3] Year 3-|
|---------------|

Start building entertainment structures. Place a pub. Build a Restaurant and a Cabaret (place the Cabaret close to the Palace, as this is a favorite building of the soldiers). Construct three Tenements and one Apartment. Go into Info Mode and search for any mineral locations close to you. If you find a Bauxite or Gold (forget Iron for now), construct a Mine. Consider building another Logging Camp so your workers at the Lumber Yard have more logs to convert. Construct one food farm (Corn, Banana, Pineapple) and one cash-crop (Sugar, Tobacco, etc.). Pay your Barmaids and Cooks $10. Pay your Showgirls $12. Make one of the Tenements no rent. Pay your Miners $15 (if you find a depot). Charge a fee of $7 for the pub, and $10 for both the Cabaret and Restaurant.

|---------------|
|-[20.4] Year 4-|
|---------------|

Build another Clinic. Construct two Tenements and one Apartment. If you want, build three or four houses. Don't do anything else this year. Simply watch your island take care of itself, but be prepared to handle any emergencies.

|---------------|
|-[20.5] Year 5-|
|---------------|

As soon as this year starts, issue the "Tax Cut" and "Mardi Gras" edicts, then call an "Early Election." Make sure you issue the two edicts first so that your people will be happier. Construct an Electric Power Plant away from your main area, but close enough so the area is covered. Construct a Hospital and a Cathedral (if you can afford it). Begin building the higher quality entertainment structures (Nighclub, Gourment Restaurant, etc.). Continue to construct two to three Tenements per year. You can lay off the Apartments unless you want to build them.

|---------------|
|-[21] Hot Keys-|
|---------------|

The following hot key list only works with version 1.02 of the game and above. This list is courtesy of Richard Nigel. You can contact Richard at the following e-mail address:

OR

RichNagel (at) compuserve (dot) com

Cheat Codes

CONTENTO = Add 10 happiness points ECONOMICDIFFICULTY = Change economic difficulty of map EDITOR = Toggle map editor on/off EXACTO = Set national treasury to exact value IMPORTMAP = Import map from PCX format image MUERTE = Instant death for selected unit PESOS = Add $10,000 to national treasury POLITICALDIFFICULTY = Change political difficulty of map RAPIDO = Toggle instant building on/off RATEDDIFFICULTY = Change map difficulty rating REMOVEPEOPLE = Remove all units from map [Control]+[keys] = Enter cheat codes

Data and Message Windows

A = Almanac
M = View last message
0 - 9 = Quick jump to almanac page
[Control]+[0 - 9] = Program almanac page quick jump hotkey
[Shift]+D = View last message (no function)

File Operations

L = Load game S = Save game

Graphics Options

T = Toggle trees on/off
B = Toggle building transparency on/off
W = Toggle weather on/off (i.e. clouds)
F3 = Toggle 8-bit/16-bit graphics
F6 = Decrease graphics resolution (i.e. from 1024x768 to 800x600)
F7 = Increase graphics resolution (i.e. from 800x600 to 1024x768)
F8 = Toggle software/hardware rendering

Map Editor - General

F = Fill terrain tool
P = Paint terrain tool
R = Raise/lower ground tool
S = Regenerate and save map
U = Units tool
V = Vegetation tool
Z = Bulldozer tool
[Shift]+M = Minerals tool
[Shift]+O = Buildings tool

Map Editor - Paint Terrain Tool

[Control]+Left Mouse Button = Shallower water [Shift]+Left Mouse Button = Deeper water

Map Editor - Raise/Lower Ground Tool

[Shift]+Left Mouse Button = Terrain smoothing tool creates plateau

Map Editor - Units Tool

[Left Shift]+Left Mouse Button = Female unit [Right Shift]+Left Mouse Button = Male unit

Map Editor - Vegetation Tool

[Shift]+Left Mouse Button = Vegetation cutting tool leaves stumps

Map Grid Overlays

C = Toggle large map grid overlay (yellow) G = Toggle small map grid overlay (green) [Shift]+P = Toggle polygon map grid overlay (green)

Map Movement

Keypad 4 = Rotate map left
Keypad 6 = Rotate map right
Arrow Keys = Scroll map
[Shift]+Arrow Keys = Scroll map fast
Right Mouse Button = Scroll map
Mouse Wheel (pressed) = Scroll map

Map Zooming

Keypad 2 = Zoom map out
Keypad 8 = Zoom map in
Mouse Wheel (scrolled) = Zoom map in/out

Speed

  • = Decrease game speed
  • = Increase game speed [Pause] = Pause/unpause game

System Operations

Q = Quit game
F2 = Game options and settings
F4 = Toggle fullscreen/window mode
[Shift]+F = Toggle framerate counter

Unit Selection and Tracking

O = Track election opponent 0 - 9 = Quick jump to building, map location, or unit [Shift]+T = Track selected unit [Shift]+[0 - 9] = Program building, map location, or unit quick jump hotkey Left Mouse Button = Select building or unit

|------------------|
|-[22] Cheat Codes-|
|------------------|

To use these cheats, you must hold down CTRL while entering them.

Code Result

CONTENTO = Add 10 happiness points ECONOMICDIFFICULTY = Change economic difficulty of map EDITOR = Toggle map editor on/off EXACTO = Set national treasury to exact value IMPORTMAP = Import map from PCX format image MUERTE = Instant death for selected unit PESOS = Add $10,000 to national treasury POLITICALDIFFICULTY = Change political difficulty of map RAPIDO = Toggle instant building on/off RATEDDIFFICULTY = Change map difficulty rating REMOVEPEOPLE = Remove all units from map

|--------------------------|
|-[23] Updates and Patches-|
|--------------------------|

CURRENT GAME VERSION: 1.02

1.02 patch changes:

  • Enabled editor (for full instructions, as well as two necessary utilities, please check out out the tropico editor file, which should be available on-line as tedit102.exe)
  • Added programmable hot keys for quick jumps to map locations, people, and almanac pages, as follows...

The number keys on the keyboard (0 through 9) can be programmed.

If viewing an almanac page, hold down {CTRL} 3 to set the number 3 as a hot key for that page.

Then, to return to that almanac page, press 3 (without {CTRL} or {SHIFT}) at any time.

To set a hotkey to a unit or building, select that unit or building, then program the key by holding down {SHIFT} and pressing the number (i.e. 3). To set a map location hot key, do the same thing without any unit or building selected. In all of these cases, press the same number (without {CTRL} or {SHIFT}) at any time to jump back to them.

  • Airports should now be built about 35% faster (including ground clearing, etc.) Other large buildings should now be built about 10% faster...
  • If the world bank forces low wages on you, the prior wages will now be remembered and restored, if and when the wage restrictions are lifted, PROVIDED that you haven't changed the building's wages yourself in the meantime.
  • Fishing wharfs can no longer be placed in such a way as to trap the resulting fishing boats.
  • Cleaned up a few obscure crash bugs

Troubleshooting notes (supplemental to those in the original readme file):

If you have a Voodoo 3 based card - please make sure you have the latest/final version of the 3DFX drivers - early driver versions can cause various artifacts in hardware mode. 3DFX drivers can be found at www.3dfx.com

If you have stability problems - all of the following can be possible solutions:

  1. Try not to run any other programs in the background - close all other programs before starting Tropico. Avoid task-switching (ALT-TAB) out of Tropico.
  1. Make sure you have up to date video and sound card drivers

Certain sound cards (Soundblaster Live) have hardware

acceleration. It has been reported that this sometimes causes instability or can increase sound related problems. If your sound stutters or you experience instability, try disabling hardware acceleration on your sound card (if you have it).

Remember, there are a wide variety of graphics options available in the settings menu (press {F2} in the game world), including the ability to change resolutions, enable hardware acceleration, change the amount of graphic detail etc. If performance is slow on your machine, consider running at a lower resolution, turning down the level of graphics detail, and/or otherwise adjusting these settings.

1.01 changes:

Major Changes

  • Replaced original copy protection system with simpler system that should resolve all issues relating to copy protection errors at game startup (Unable to find CD-ROM messages, blue-screen Windows errors, long startup times).
  • Fixed two bugs that could in rare instances corrupt saved games - saved games from 1.00 version that were unstable should be stable now.

Minor Changes

  • Added 'O' hotkey to jump to your election opponent (only if election is underway, of course...)
  • Added one more character to the credits animation (drunken teamster)
  • Fixed bug where roads could be laid in oceans
  • Disabled 'F' hotkey (an artifact of the editor)

|---------------------------------------|
|-[24] Frequently Asked Questions (FAQ)-|
|---------------------------------------|

Q: How many problems can your island have?

A: There are plenty of problems. Most problems can be found in other city building games as well, such as a lack of food, no education, low happiness and what-not, but there are a few specifically for Tropico. For starters, if your people become too unhappy with you, and you don't do anything to improve their mood, they may become rebels, and attack some of your buildings (most notably farms) and eventually attack your palace. Having your Palace attacked and destroyed is bad, because that means you are thrown off the island (read: game over). Secondly, if you don't keep your military happy, there is always the threat of a coup d'eta. When this happens, your military will split into two groups, one who opposes you and one who is loyal to you. If the opposing group has more men then your loyal group, they will kill off your soldiers, then attack the palace. If the Palace gets destroyed (you can see the amount of damage done to the palace by clicking on it) you are, again, thrown off the island. Your regular citizens (read: not rebels) can even destroy your palace. These citizens are called "rabble" and will attack your military and palace with rocks. Finally, if either the United States or Russia gets angry enough with you, they may launch a military invasion. Unfortunately, there is no way at all to protect against this, so it's an instant kick off the island. Hmmm. All this talking about getting kicked off the island is making me want to watch Survivor, but ever since Elizabeth and Rodger got kicked off, I think it's going to be kind of boring.

Q: How do you build an army?

A: First, you need an Armory, which employs three generals. Then you can begin building Guard Houses. Each Armory can support three Guard Houses, and each Guard House can support three soldiers. So, having one Armor and three Guard Houses gives you an army of 12. Continue adding Armories and Guard Houses to increase your army.

Q: So what the heck is the population limit? Is it 500 or not!?

A: PopTop had originally planned to put a population cap at 500 people, but near the end of the development period they changed their mind, so your island can go above and beyond 500 and up to whatever you can handle.

Have a question? Send them to

|-----------|
|-[25] Bugs-|
|-----------|

Never-Leaving Gunship

If your relations turn bad, for either the U.S. or Russia, they will send a patrol boat to your shore, and if you don't improve your relations, the country might invade you. However, if you improve your relations enough, a message pops up saying "Although your relations with {whatever} are still shaky, they have decided to return their gunship." or something along those lines. After three more years, the gunship was still there, apparently lodged in the dock, moving, but not actually going anywhere.

Planting Shrubs causes the game to crash to desktop

I've received a lot of e-mails from people saying that when they try to plant a shrub, the game crashes to the desktop with a "fatal exception" error. The 1.02 patch addresses this problem.

|--------------|
|-[26] Credits-|
|--------------|

Development: PopTop Software
Game Design: Phil Steinmeyer
Additional Design: Franz Felsl
Game Programming: Brent Smith, Phil Steinmeyer
Engine Programming: Phil Steinmeyer, Guillermo J. Garcia-Sampedro
Art - Characters: David Deen, Craig Matchett
Art - Buildings: Steve Mohesky, Franz Felsl, Craig Matchett, Paul Mullen,
David Deen, Brian Feldges
Art - Landscape: Todd Bergantz
Art - Interface: Paul Mullen
Art - Cut Scenes/Video: Brian Feldges
Art - 3D Vehicles: Guillermo J. Garcia-Sampedro
Sound: Paul Mullen
Webmaster: David Deen, Franz Felsl
Manual: David Deen, Kendahl Johnson, "Mr. X"
Testing/Balancing: Everyone
Music: Latin Music Specialists
Lead Musician: Daniel Indart (Vocals, Guitar, Percussion, Keyboards)
Additional Musicians: Jesus "nino" Perez (Vocals, Flute, Tres, Piano), "Los
Corales" Oscar Luis Morejon & Narciso Garcia (Vocals,
Guitars), Lucho Campillo (Accordion), Daniel Loen
(Vocals)
Publishing - U.S: Gathering Of Developers
Producer: Josh Galloway
PR: Jeff Smith, Andrea Villareal
Marketing: Jim Bloom, David Eddings, Devin Winterbotttom, Toni De Valdenebro,
Mike Wilson
Online: Doug Myres, Bill Nadalini, William Haskins
Creative: Greg Malphurs, Jenny Jemison, Devin Winterbottom
Testing - U.S: Take2 Baltimore QA
Tech/QA Director: Phil Santiago
QA Supervisor: Chien Yu
QA Project Lead: Kai Ma
QA Testers: Lisa Nawrot, Josh Rose, Josh Nole, Stephen Thomas, Frank
Kirchner, Ryan Littlefield, Scott Vail, Stacey Sharpe, Joe
Covello, Anne Takeuchi
Publishing - Europe: Take 2 Interactive
U.K. Producer: Andrew Morley
U.K. Marketing: Emma Rush, Sarah Seaby, Gary Sims
U.K. Public Relations: Amy Curtin, Mark Allen
U.K. Production: Jon Broadbridge, Chris Madgwick
U.K. Q.A. Headquarters: Tarantula Studios
U.K. Test Manager: Mark Lloyd
U.K. Lead Tester: Julian Turner
U.K. Testers: Kevin Hobson, Charlie, Kinloch, Lee Johnson, Kit Brown, Phil
Deane
German Troubleshooting: Matthias Wehner
Other Partners: Public Relations, TSI Communications, Matt Burton, Andrea
Schneider, Lori Mezoff
Packaging/Print Advertising: Greg Malphurs (rendered scenes by Brian
Feldges)

Uses Blink Technology. Copyright 1997-2001 by RAD Game Tools, Inc.

Uses Miles Sound System. Copyright 1991-2001 by RAD Games TOOLS, Inc.

Special thanks to everyone who bought and enjoyed Railroad Tycoon II. The success of that game allowed PopTop to grow and ultimately bring you Tropico. We hope you enjoy Tropico, and look forward to bringing you more great strategy games in the years ahead.

END

Acknowledgement

Written by James Paterson. Preserved here as part of the-spoiler.com archive. Original source: The Spoiler.