TROPICO by Poptop Software Reviewed by Bev Truter I recently discovered the delights of bidding for games from all over the world via E-Bay, and Tropico is the latest addition to my growing collection of city-building games. Well, ummm, I use that term loosely, as Tropico is more island-managing than city- building, and in some ways more fun to play than Pharaoh et al. The blurb on the box-cover of Tropico sums it up very nicely - You, the newly installed dictator of an obscure Caribbean island, must create a life of prosperity and happiness for your people. Build farms to feed them, tenements to house them, pubs to lift their spirits and churches to save their souls. Follow a socialist path of factories, mines, logging and fishing; or chase capitalist dollars by building resorts to lure Yanqui tourists. Tropico takes addictive building orientated gameplay, combined with a healthy dose of Latin American political intrigue, and bundles it up in an easy-to-learn but hard to master package. The graphics in Tropico are exquisite, giving you the options of zooming in or out several times. At the most zoomed-out level you can view your island as a small green blur with its various buildings all visible on one screen, with weather (clouds, rain, lightning) scudding across at regular intervals. The most zoomed-in level lets you see what is inside the storage areas of each building, and shows close-up details like individual planks on the dock's gangway, and seagulls preening themselves on nearby bollards. By zooming-in on your people you can track each person individually (follow the down-pointing arrow), 'see' their thoughts, get information on their jobs, family, happiness, etc. Keeping track of any tourists on your island this way provides great entertainment - see where they are staying, what attractions they intend visiting, what they think of your island, and what rating they're likely to give it as a tourist destination. Tourists come in 3 types by the way - slob tourists, middle-class, and high class. In playing Tropico you can select from a huge number of randomly-generated maps, and choose your own level of difficulty for each map by altering options like size of island (the larger, the easier), size of starting population (ditto - a 'normal' size to begin with is about 35 or 40 people), elevation (more mountainous areas means fewer places suitable for buildings), and a few other geographical details. Also, how you came to power is very important to the gameplay - for example, if you choose to be a leftist author, arriving at the position of 'El Presidente' by a populist rebellion, the game will be easier to manage than if you start off as a Generalissimo who bought the election. However, depending on your choice of strategy, there are many ways to mix and match the 17 backgrounds (eg, miner, self-made man, pop singer) and 12 ways of rising to power (eg, capitalist rebellion, installed by KGB) to suit your style of dictatorship. For each game you must also choose two positive character traits and two flaws, and these too have various effects on how the several factions on your island view you. Reading the accompanying manual is a must. It not only explains the aims and strategy behind Tropico beautifully and concisely; it's also a hoot to read. The manual is written in the style of several 'documents', presented to you by various people in your administration, all of them dead keen to flatter you outrageously and obviously nervous of upsetting you with any home truths. For those wanting to start play immediately, at least browse through Fast Frederico's Quick Start Guide - "Psssst! Wake up, Presidente! You want riches? I have a map..." Each time you begin a new game it will be on a different island, and the aims will be different for the 8 missions. The random maps all have the same aim - survive as dictator for 50 years. It doesn't matter how well you run things, or how corrupt you are, ultimately the people will decide (by election or coup) the length of your reign as dictator. So a basic strategy is to make sure your people are happy by providing them with well-paid jobs, housing, medical care, schooling and entertainment venues. Make sure crime remains low and liberty high. Unfortunately you and your people start off with none of the above (except your presidential palace, inherited from your predecessor), and to build the island paradise your people crave, you'll need money. Tropico is a small, underdeveloped, relatively impoverished Caribbean island quite remote from anywhere else. Each game begins with 4 farms which provide basic food for your 40 people plus a small trickle of cash from agricultural exports. However, to accumulate vast sums of money for your island (and yourself - see Swiss Bank Account) you will need to build your economy slowly but steadily from cash crops like sugar and tobacco to the export of goods like rum, jewellery and lumber made in factories. I found the economic goals fairly simple and straightforward to achieve, but dealing with the political side of things is a nightmare of juggling and balancing different factions - you certainly can't please all of your people all of the time! Basically, once you have a reasonably steady flow of cash coming in from logging, mining and cash crops, you will have to check up on your people's happiness by consulting a very handy 'book' called the almanac, by clicking on the white book symbol. This lists all you need to know about Tropico in several sections - overview, score, politics, economy, factions. You may very well be feeding your people, giving them well-paid jobs and excellent work conditions, pleasing the environmentalists, intellectuals and capitalists; but all this means nothing to the militarist faction - forget about building up your police, soldiers and guard towers and you'll soon face a coup out of the blue - the militant faction are NOT impressed by wonderful workplace conditions, they just regard you as spineless and weak if you haven't built up a strong military (ie, at least 4 soldiers in your palace, a few generals in an armoury and guard tower, plus a few soldiers wandering around your island from a high school with 'military' education). If you neglect to build a church or later on a cathedral, you risk alienating the religious faction; forget about medical clinics and a hospital and the socialists will whinge. Ignore beginning a tourist industry and the capitalists become disgruntled; become too 'friendly' with America and your relations with Russia turn decidedly cool. Oh dear...life wasn't meant to be easy as a dictator. However, through thick and thin, you can always stash away money in your own personal Swiss Bank account, for a rainy day. Your hold on power is always rather tenuous in Tropico, and if your people don't appreciate your true worth and toss you out on your ear, you'll find yourself rowing slowly away from your island paradise surrounded by a few over-full suitcases of your ill- gotten gains, ready to fight another day on another island somewhere else.... The maximum time you have to rule any island in Tropico is 50 years; and in all the random games you simply rule in any style you wish - tyrant or benefactor - build as much or as little as you please, cater for tourists or remain a small rural community, it's entirely up to you. At the end of 50 years the game ends with you taking a bow on your balcony to the cheering crowds below, and a short commentary runs in the background telling you how well you did, which factions are happy with you and which aren't, and ends with the ambiguous phrase "although in some areas your talents sparkle like a diamond, in other areas the people did not appreciate your lustre quite so much..." Lovely! Of course if you rule *really* badly you might be tossed out of power by a coup or election long before the 50 years are up, but this didn't seem to happen too often as long as you keep your people's levels of happiness, respect and liberty above 40% or thereabouts. The 8 missions are very much the same, but different goals are set, and levels of difficulty vary. So far I've completed the two 'moderate' missions - in the first you have to take over a former penal colony and build it up into a thriving island of 200 people and an economy of $250,000. In the second mission you start with a completely deforested island, thanks to a previous dictator's enthusiasm for heavy logging, and you have to build up a balanced economy with other exports and return the island to its former treed state - sounded easier than the first mission, but crikey, those militants insist on you building up the army as well - not my style at all, really. Tropico gives you the chance to spread your wings as a dictator, choosing one or several different paths to follow to success. Funnily enough I always chose the same style of dictatorship (the goody-goody way) - benevolent, good to my people, neglecting the military and trying not to be too corrupt. But I can see that this particular benevolent style is not suited to all missions, and to win some missions you might have to behave quite out of character, ie, become a very ruthless tyrant and govern by having strong military rather than economic power. It's easy enough to grasp the basics of playing Tropico, but I suspect I'll need more than the basics to complete all 8 missions, which range from Moderate to Ridiculously Hard. Each mission so far has taken about 2-4 hours to complete, so I estimate a month's worth of playing will get me through about 20 of the random maps, and possibly 5 or 6 of the 8 mission games. Although very addictive to begin with, Tropico has not got quite the depth of play or range of possibilities found in other city-building games in the Sierra range. But hey! It's FUN! - o -