You can't settle into a set economic strategy because some external force or an idiot islander will always come up and nudge you off that course. It's telling that one of the most advanced technologies you can research is just "Table Manners." It's an effective chain of events that, while repetitive, keeps you on your toes. They'll ask you to supply them with materials, and, in true, tongue-in-cheek Tropico fashion, you'll have to wrangle your incompetent staff from making a fool of you on the world's stage. Different factions like the United States and USSR will pressure you to trade with them. In time, Tropico will throw in even more complex forces. ![]() They check to see if your island's fledgling economy is strong enough to weather shocks. Each of these forces acts like a test, of sorts. As your nation grows, new resources will become available, others will deplete, and trade routes will shift. The opening is simple because you'll only have one supply chain to worry about at first. How you build out your economy is up to you. Or you can bypass that-try to find a gold mine and make jewelry instead, or grow sugar and distill it for rum. But once you've got your citizens fed, you can start cutting down your forests and refining the lumber into planks to sell. You have to trade for anything you can't make directly, and trade is the key to keeping your coffers filled. Your sole connection to the world outside, at least at first, is your port. And that's not always consistent or stable. Tropico 5 is about managing in and outflows of resources. It's easier to just give them decent housing than it is to suppress protestors, but sometimes things don't always go your way. It pays, then, to keep your people happy and healthy. Corruption too, while advantageous for your dynasty, drives up the cost of buildings, making critical resources tougher to provide for your populace. Without that, you won't be making much money at all-either for Tropico or your offshore accounts. If your people are starving it's hard to maintain a strong, healthy work force. Granted, all of these things come at a cost. It's a tone that seeps into the game at nearly every level from missions and diplomatic errands to curt quips when rebels get testy. Your advisor, Penultimo, is so foolish that he'll spout Batman jokes while you hunt down crime lords, or get distracted by jewelry when you first learn how to refine gold. And that fits with the game's cheeky sense of humor. ![]() ![]() Whether you're kind of cruel doesn't matter, so long as you can maintain your position. And those are troublesome things.Īll of these different factions, their leaders, and the choices you make that mold their opinion of you are vital pieces that reflect the game's central focus: keeping you in power. Only you know best, but their concerns still have to be addressed lest you find yourself in the middle of an uprising. Eventually, you have enough factions on your island that they'll start having their own ideas of how to run Tropico best. Each of these choices come with consequences, though. You set the budgets for every building and figure out where everything needs to go, like whether you'll keep food on the island for your people to eat, or if you direct it to a cannery and sell it to the highest bidder. As the head of Tropico, you're the brilliant mastermind guiding a mass of bumbling idiots, and it is through your power and will alone that any of them manage to accomplish anything in Tropico 5.
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