TROPICO Hints by Bev Truter Start with the tutorial, or a few of the random maps, using all the defaults (for background, rise to power, etc) as set. This starts you off with a medium-sized island, Communist government, and 4 farms, plus a dock. Whatever you start with, build slowly. If you put in too many buildings at the beginning of a game you will rapidly run into debt, so wait until your first cash crop produces some cash before plonking down any buildings. You can turn the game speed up to NORMAL or FAST, but first take time to look around at your island before jumping headlong into building anything. The very first thing to do is look at your teamsters' building (teamsters provide the heavy-duty manual haulage of goods between factories, farms, mines and docks). Since there is nothing for them to haul around in the first few years, check most of the boxes with a cross in the 'slots' section of the teamsters' office - this will ensure that only one or two teamsters are employed at the start of a game - no point in paying wages for 8 teamsters to sit around and twiddle their thumbs for the first couple of years in any game. Just remember to uncheck the slots as your industries and farming expand, so that there are enough teamsters to fetch and carry goods 'twixt industries and dock. Do all the above in PAUSE mode. Next, still in PAUSE mode and with a zoomed-out view (i.e, so you can view the whole island on one screen) click on the eye symbol (info mode) and check out what crops will grow best on your 4 farms. Change at least one of them into a cash crop like sugar, coffee, bananas or papaya. If this farm is further from the city centre than the other farms, then up the wages by a few dollars to attract more workers, and build some cheap housing (2 or 3 country houses) close to the farm. Check that there's a road running from the farm to the dock so that your crops will be taken there for export. It takes a year for crops to be harvested, and possibly a further year before the packed/processed crop will reach a dock and be shipped off on a freighter, and you only receive payment for crops sold when a freighter has been loaded with the crop you are selling - ie, be prepared to wait 2 years before you see any profit from crops. Also, don't be tempted to try and squash other buildings in close to a farm - farms need plenty of open space around them to grow the maximum acreage of crops. In the meantime keep a careful eye on your cash flow - you usually start a 'normal' game with 40 people and $10,000. While you wait for your crop to be sold, turn up the game speed to normal or even fast, and think about housing for your people. It's cheaper in the short term to put in 3 or 4 bunkhouses or country houses (each holds 2 families); but in the long term a cheap tenement holds 12 families, and it won't be long before your people start moaning about wanting housing. Whatever housing you choose, place it near to where you intend expanding your first town and industries, on flattish ground (hit 'G' to see a grid of ground levels). While your housing is being built, raise all wages by one or two dollars (to keep your people happy and attract immigrants). Remember it will be at least 13 years before any Tropican babies born are old enough to work, so your workforce can only expand initially by attracting immigrants. It's extremely important to raise your palace soldiers' wages from $10 to at least $15 right at the start of each game - you MUST keep your soldiers happy, or they tend to disappear from employment, leading to grave troubles for you in the future. You've got the choice of firing people from any job; but be careful - a fired worker is an unhappy worker, so rather let them sort things out jobwise for themselves, or click on the worker slots in a building BEFORE workers arrive there, if you want the building to employ less than its full quota of workers at the start of a game. So, you've put in some housing, sorted out your teamsters and soldiers, and are waiting for your first harvests to come in. While you're waiting, click on info mode again, and check to see if there are any sites suitable for mining. If you can afford it, put in a mine (gold is the highest earner, but they're usually situated quite far from your budding city). Even if a mine is quite far from town, it will get built if there's a road to it, and if you first put in another construction office and a couple of bunkhouses close to the mine. If you can't afford to do this in the first 2 years when your budget is stretched, try to build a mine within 4 years, but don't worry about transporting the gold mined there any further - just let it pile up in the storage area of the mine. When you finally have enough cash to put in an extra dock (as close to the mine as possible), with a road between mine and dock, plus another few bunkhouses for the dockworkers, you'll be amazed at the sudden influx of wealth that pours into your coffers as the piled up gold suddenly reaches the new dock and freighters. If you decide that a mine is too expensive at this fragile beginning of your dictatorship, then put in a logging camp on the fringes of town. Click on your logging camp and choose 'selective logging' instead of the pre-set 'clear cut', or else you will find your trees are rapidly cut down in that particular area, forcing your logging workers to walk miles and miles to find new trees to log. As soon as you can afford to, upgrade your logging camp with the two additions available that don't need electricity - a log debarker and a toolshed. A lumber mill transforms the raw logs into timber, which fetches a higher price than logs, but costs a fair amount of money to build. You'll need electricity (a power station) to make improvements to your lumber mills and mines; so they will just have to wait until your economy is on its feet and ticking away smoothly. Whenever you're warned that an election is due (every 4 years), choose the 'honest' election - you'll win easily as long as your people are happy, and for the first few elections there's a 'honeymoon' effect - your people will tolerate quite a lot of errors on your part, as they realize you're new to the job. If you choose to make certain of retaining power by a rigged election, this will have negative repercussions later on in the game, losing the respect of your people. As soon as various factions let you know what they want by sending you 'letters' moaning about something, try to do what they suggest. If your people are dying (!), make sure there's enough farms producing corn (1 corn farm feeds approx 30 people), and consider putting in a fishing wharf if you haven't done so already. Put in a market near the densest housing, and at least one medical centre as soon as you can. However, I'd suggest a high school before the market and medical centre, as many buildings you add now (market, medical centre, the school itself, and a church) all need at least one high school graduate to start operating. If your high school hasn't lured an immigrant to work there 3 months after building it (by raising the wages by $5-$10), then you'll have to pay a fee (by clicking on the mortar-board sign above the empty slot in the building's stats. menu) to ensure that a foreign graduate does indeed pitch up to work in the building. Paying a fee to lure in foreign high school and college graduates to run industries for you is very expensive in the long run, so first try raising wages for all skilled labour by a few dollars, and as soon as you can afford to (after a church, medical centre and high school), build a college. After a few elections you'll probably receive a message from the Militarist faction saying that security is a problem and that you need more soldiers. Immediately raise soldiers' wages by a few dollars, and change education in your schools and/or college to 'military' instead of 'general'. Build an armoury and one or two guard posts close to your palace, and remember you need a general (pay the fee to employ a foreign general) to run the armoury and any guard posts. When the economy is running fairly smoothly and you've made some improvements to industry and built a power station to generate electricity, you can start thinking about luring tourists to your island paradise. Click on info mode and see where you can build tourist accommodation, and what type of accommodation would be suitable - no point in wasting money building a middle-class hotel on your island if the only tourists likely to arrive on holiday are 'slob' tourists. All slob tourists need are a cheap hotel, a few beach sites, a pub and a restaurant, and they'll arrive in droves. Middle-class tourists will also arrive in droves if you have an archaelogical site on your island, and if you build a better hotel, some bungalows and beach sites. Tourists are rapidly put off by a high crime rate in the area, so make sure you have a police station discreetly tucked away somewhere in the area. Finally, any tourism sites should be built far away from the hustle and bustle of your normal town life, and hide any unsightly buildings - eg mines and sub-stations - behind a handy hill, or around the corner in another bay. Build a dock close to your tourist area to service only yachts, and this will ensure your tourists don't turn up at the wrong dock, miles away from the only tourist accommodation. Building an immigration office increases the number of people immigrating to your island, and if you build a foreign embassy you can wangle some extra foreign aid each year from the Americans or Russians, by pushing either pro-American policies, pro- Russian policies, or alternating between the two. And finally, to keep the Environmentalist faction happy, issue laws (click on the EDICTS icon) to clear up litter and minimize pollution from factories. Change your power stations from coal to gas, click on the landscape icon to plant trees and shrubs, and don't log the heck out of your island - always run logging camps on 'selective clearing' unless you particularly want a chunk of land cleared of all trees. Trees naturally regenerate if left in peace for a few years with no logging in the area. All you have to do to remain in power is keep about half your people happy (or easier still, contented) for most of the time - simple enough, if you keep on checking up on what they want, and have a thriving economy to support their needs. But as in all things, money isn't everything, so as well as a booming economy keep a growing number of soldiers in armouries and guard towers as well - you never know when they might come in handy. Good luck, el Presidente - may your reign be long and prosperous. - o -