Where is santanas stash tropico 4
Build a cabaret for entertainment, then a grade school. These will help with the first two groups of immigrants; 50 mimes who demand a cabaret to practice in and 8 cold-hearted lawyers.
Every year where there's no cabaret to please the mimes, 1 citizen will die under mysterious circumstances. Every year that the lawyers remain cold-hearted, 1 person will join the rebels.
In order to warm up and make the lawyers friendly, you'll need to have a grade school and export units of llama wool. Though these shopping malls don't need to be operational, it may be a good idea to build a power plant and make them work anyways, to provide more jobs for the booming population. While export prices are reduced, it'll be a good idea to move into the tourism industry, especially as the next two groups require building good tourist attractions.
The next group are 50 starving artists, who's perceived laziness will drop relations with the Militarists. This persists until a Museum of Modern Art is built. Following them are 40 former pirates, who will make 2 citizens turn into criminals every year until a luxury liner is bought. The final group to arrive are 40 circus rejects, who are so hideous that not even freak shows wanted them.
This can be fixed by having 10 doctors on the island to perform cosmetic surgery. The easiest way of getting the required doctors is by building 2 hospitals which - when combined with a standard clinic - provide enough job slots.
The final goal of the scenario is to prove that the motley collection of the world's unwanted people can be useful. There will be several opportunities to make money using most of the disenfranchised folks. Halfway through the mission, Penultimo suggests getting around the island's poor industrial image by "mislabeling" Tropico's goods to say "made in China. Unless your economy relies on selling canned goods, it may be a good idea to accept the suggestion. Later, Penultimo will give the presidente a chance to insult European cheeses and claim that Tropican ones are superior.
During another part of the scenario, scavengers find a glass dagger filled with sand. According to Sheik Sallim , the dagger is an ancient Persian relic that he wishes returned to its native land. At the start of the mission, most advanced buildings will be unavailable, since no one is willing to sell sophisticated blueprints or parts to such a backwards region.
In addition, at some point early on, Penultimo will inform you that ships have a year-old tradition of never docking at the island.
This can easily be accomplished by paying for the quick building of the ministry, a clinic , a high school , and a pub. Make sure the pub is the very last thing built in this manner. Once the EU is alerted to the crisis, it will start efforts on the island to allow it to qualify for colonial status.
The first task is building 1 new pub and 5 new houses. If the pub was the last thing quick built to go into debt, it should finish being constructed after the EU gives the task, making it qualify as "new.
Once 40 citizens become monarchists, the EU officially declares the island a colony, allowing the construction of advanced buildings. Shortly afterwards, Penultimo will mention that the ship captain's "docking fee" is now being waived and Ambassador Crane will say that the US is happy to see the island become part of the democratic world, raising relations with the US by However, being a colonial governor forever is not part of the plan and it's not long before work must be done to declare independence with the help of Agent Sasha.
To start the revolution, Sasha requires a proletariat workforce of 20 factory workers. After the workers are ready, Penultimo will suggest producing megawatts of electricity. Finally, Sasha will have you turn the ministry into a People's Committee. To start the revolution, you need to diminish the influence of the monarchists by having revolutionaries, symbolized by a yellow exclamation point above their head. All Communists and Loyalists on the island will count as revolutionaries, plus any non-monarchist who visits a pub will become one too.
Once there's enough revolutionaries, the entire island will erupt in an uprising as the revolutionaries loyal to you attempt to defeat the monarchists still loyal to Europe. If all goes well, the revolutionaries will win and the island will be declared independent.
The first tasks you're given are to build an immigration office to help bring in workers and to have at least 6 farms on the island. Once the farms are set up, 1, units of agricultural products need to be exported, to flood the market. Good factory choices are canneries , cigar factories , and rum distilleries , to take advantage of all the farm products.
Not long after building the factories, Keith sends agents to establish a worker syndicate, which will cause subversive activities to happen more often. Unless you already have the necessary number of policemen, building the movie theater is likely the best option, because it's less expensive and time consuming than the other options. Penultimo suggests hiring ninjas to infiltrate and obtain the files. Getting in contact with the ninjas requires having 3 secret agents to locate the ninja clan.
Unfortunately, the price for genuine ninjas is too high to afford, so Penultimo suggests hiring "Chinese ninjas" instead.
Getting in contact with them requires building an airport and sending a trade mission to the USSR. Tropico must provide the infrastructure, lodging, healthcare, and security necessary to host the Olympic Games. This requires generating 50 megawatts of power, building 3 hotels and 2 clinics , and having 12 policemen. Using a couple well placed wind turbines will generate the electricity and building a prison and two police stations will provide just enough jobs to hire the police officers.
Once the island is set up, you'll need to reach 1st place in the bid for the Olympics. Several events will automatically move Tropico's rank higher, such as discovering the extremely athletic Jorge and having him win contests. Unfortunately, problems with Jorge continually arise. Finally, after the presidente decides to host the Pan-Caribbean Games to prepare for the Olympics, Jorge goes missing hours before the games start, requiring the presidente to either compete in his place or ignore the situation.
Thankfully, events will also arise that allow Tropico to boost its ranking, such as building an airport , a shopping mall , a Skyscraper Hotel , three sports complexes , a pair of radio stations , an Academy of Science , and a pair of TV stations , and hosting the Pan-Caribbean Games.
Throughout the mission, Keith Preston will continue to try and disrupt the presidente's plans, using tactics even he claims to regret.
To discover the citizen who's bombing the buildings, you'll need to hire a secret agent , who unfortunately turns up 5 potential suspects. With no way of telling who the bomber is, all 5 of them will need to be arrested or killed to bring the bombing spree to an end. The mission opens with news that El Toucan , the presidente's pet, has turned up missing and that a newspaper must be built to put out a lost pet ad.
Miss Pineapple will instead suggest using a radio station which doesn't require power or employees to advance the plot to send a message out. If the presidente declares finding the bird more important than helping people, they'll lose respect for 2 years.
In any case, the radio broadcast will again turn up nothing, but Miss Pineapple will remark that another radio signal seems to be originating from the island. Whether the money is paid or the rebels are defeated, Marco will return the bird, praise the presidente's valor, and asks whether the presidente cares for the revolution or not.
If the presidente says yes, Marco will ask that they prove it by getting relations with Marco up to If the presidente says no, Marco will wager that, if the presidente can earn points of military might, he'll join the presidente's side as an advisor.
Whichever path they choose, the rebels on the island will soon tell Marco that they wish to quit fighting. The mission opens up Generalissimo Santana demanding that a rollercoaster be built and that the presidente take a photo of themselves getting injured on it, out of revenge for his own accident.
If the presidente refuses, relations with their loyalists will improve by Next, Santana will bemoan the fact that, after the presidente was deposed, hundreds of women left Puerto Gato , Santana's new capital island, and will ask the presidente to send 10 women there. If the presidente refuses to send the women, Santana will publish embarrassing photos of the presidente's twin, lowering the respect and relations of all factions and foreign powers by Next, Santana will demand megawatts of power for his island.
He next asks for 3 banks to be built to help launder his money. Refusing him this time will make the presidente's "twin" reveal that all the builders currently working for the presidente are actually criminals. Santana will next say that he needs resources that the rest of the world doesn't know about. To get them, he plans to buy all Tropico's exports as a reduced price. After a year, the research will prove that the presidente has no twin, forcing Santana to stop discounting Tropico's resources.
As time goes on, Marco will begin giving rewarding opportunities for supporting the rebellion. Without the presidente's "twin" to use as a bargaining chip, Santana begins threatening to reveal the presidente's identity as he makes more radical demands. He firsts asks that Tropico provide him with 1, units of weapons at only half price. The presidente can choose to accept the shipment order, accept but send defective weapons, or decline completely, causing Santana to leak information to the CIA, who will sow dissent among the capitalists and lower relations with them by Faction Disaster : Loyalists will slowly leave the faction.
This is very costly and less useful compared to the Loyalist mission. Faction Disaster : Riots and dead immigrants. Spend away and make as big an army as you possibly can. You should probably get a secret police anyway. You will find out that someone outside of Tropico is the source of the high level of rebellion Build it.
You'll need it. Campaign 2 : It's All Mine. Isla del Hierro is full of Primary Missions :. Simple enough, there are two iron deposits right next to your town. Just let it roll. Gold is the most expensive commodity of the three, ans is readily available nearby, so build 2 gold mines, a garage and road them to your town. Not particularily useful, but needed to complete the mission. In the long run, i would suggest the increased ore prices. Respect can be bought with the right buildings, after all.
Sounds a little dodgy, but what choice do you have? No reason to pick negative effects right? You'll be given a choice : to save the miners or to wait. Good luck with that. You will get the achievement "Iron Fist". In any case, the miners will then be free. The more mines you have, the faster this will go. It took 3 freighter trips with my 5 mines from the "Corner the Market" secondary mission. Secondary Missions :. Iron prices will soon drop anyway, so you'll have to mine something else.
Pick the swiss bank account unless you need the cash. Build a clinic and hire a doctor if necessary. Friday, August 26, Campaign 1 : Rise to Power. After selecting a category you can view details about the overlays featured in it by navigating to them with the D-pad.
Edicts in categories other than General require a Minister in the respective position. Each edict may have different additional prerequisites. The Almanac contains different statistics regarding your island. Information is presented in two pages - the left one provides more general information while the right one gives more details. To change the information presented on the left page, you can select a different category from the text buttons located at the top of the Almanac by pressing the LB and RB buttons.
Some of the items on the left page are selectable - when you select them with the A button, more details for the current item will appear on the right page. All items that have checkboxes next to them can be plotted on the graph at the bottom of the Almanac.
You can plot several items together if they are compatible incompatible items will have an X in their checkbox.
Every task sets a certain objective before you. Most tasks offer rewards on completion improved faction standing, money, or progress within the mission. Sometimes completed tasks lead to unexpected consequences or secret rewards.
Tasks are visualized at the right side of the screen. Progress is indicated where applicable. Pop ups of a detailed task description can be viewed by pressing the Back button. Pressing up and down on the D-pad will select different tasks to view. If a task requires a money payment or can be skipped voluntarily, this option is presented in the detailed task description.
There are two ways to acquire new tasks. Important mission tasks appear as pop-up notifications and are added to the task log automatically. Minor tasks related to factions and foreign powers as well as side objectives appear as Exclamation Mark icons before important buildings on your island.
To examine an optional task and accept or dismiss it, just press the B button while your cursor is over the icon. Keep in mind that if you already have five or more active tasks you will not be able to accept more tasks before you resolve some of the current ones. Every citizen is unique - he has different needs, preferences, work experience, and education. Over the years a homeless immigrant may find a job as a teamster, fall in love, get married, go to university in hopes of qualifying for a better job, move in to a luxurious home, become a leader of a political faction, and finally die of malaria because of the poor healthcare on the island.
The daily lives of the good people of Tropico are individually simulated and if you wish, you are able to monitor them in minute detail. You are able to interact with your citizens, offer them bribes or throw them in jail as dissidents. A cruel ruler may even order the assassination of a troublesome individual.
Every citizen has 5 primary needs: food, rest, faith, fun and health. You can check the citizens needs by selecting him and navigating to the Needs and Thoughts icon in his Info Panel with the D-pad and selecting it with the A button. When a need bar gets low, the citizen will try to satisfy this need. For example, if he needs fun he will look for entertainment he can afford. His need will be refilled even if he cannot find a way to satisfy it, but the respective happiness of the citizen will drop drastically.
Penultimo Says: Presidente, a wise leader such as you will never confuse need bars and happiness bars, described below. Low need bars do not indicate that the citizen is unhappy, only that he will soon try to satisfy the corresponding need. Satisfying the food need works a little differently than other needs. People get several meals from a single visit to a farm or a marketplace, and then their whole family eats from these household meals for some time. Marketplaces are also able to import food from abroad, if food imports are allowed and there is enough money in the Treasury.
The bars in the Happiness tab of a citizens Info Panel represent how happy he feels about various aspects of his life. All these are combined to calculate the citizens overall happiness. Different persons find different things important and the three most important happiness factors are indicated with a special symbol.
You can issue special actions on each citizen by navigating to them with the D-pad and pressing A to confirm. The arrested citizen and all others who witnessed the arrest will have lower respect for you temporarily.
Bribed citizens will have their respect temporarily increased. A citizen who has been declared a Heretic will not be able to protest, run as a candidate in elections or become a faction leader, but his and his familys respect for you will be decreased.
The respect of the late citizens family and all who witnessed the killing will be severely decreased. All details about the matter will be hushed up and you will receive no penalty to your respect. Families can afford to pay up to a third of their combined salary for rent, rounded down.
Every residence has Housing Quality that directly affects the housing happiness of the residents there. More luxurious residences provide higher housing quality. If some citizens cannot find a residence that suits them, they will automatically construct rickety shacks to live in. Shacks are the worst type of housing and generally you should strive to have as few of them as possible. Initially most of your citizens will be uneducated.
This means that they cant apply for advanced professions like doctor or journalist. You can educate your citizens in a High School or a College. If you need more workers you can pay to invite immigrants. This action is initiated by pressing the A button when an empty worker slot is selected in the Info Panel of the workplace where you need them. Educated workers cost more than uneducated ones and prices will gradually rise when you hire more workers from abroad.
Every workplace has Job Quality that directly affects the job happiness of the workers there. More prestigious professions with higher salaries provide higher job quality. You cant force your workers to work at any particular place - they decide which job to take based on the job quality and their previous job experience.
The salary of the workers determines what kind of residence and entertainment they can afford. Single citizens may afford entertainment up to their salary; married units may afford entertainment up to half of their combined salary. The longer a citizen has worked on a particular job, the better he is at it.
A newly recruited worker will work slower or less efficiently than an experienced one, no matter what his profession is - a skilled builder will construct buildings faster, a skilled waitress will raise the satisfaction of all the visitors of a restaurant.
Thus, a very experienced worker is a valuable asset to any city. The rate at which a citizen gets job skill experience is modified by its intelligence. A citizen often has skills in several different professions. You can inspect them in the Skills tab of his Info Panel. You can mark the selected citizen for tracking by holding the LT. After you mark a citizen you will be able to directly select it by pressing LT. You can cycle through a group of marked citizens by pressing LT repeatedly.
Tourists and Tourism Rating Several classes of tourists can be attracted to the island - young Spring Break tourists, cheapskate Slob tourists, tree-hugging Eco-tourists and even the most desirable Wealthy tourists, if the resorts of the island are good enough to attract them.
If you aim to attract a particular class of tourists you have to build attractions that those tourists will use. Tourist families have different wealth that indicates the maximum amount of money they are willing to spend at an attraction or accommodation. If the attraction fee is above a tourists spending limit, he will not be able to visit this attraction.
Tourist attractions have a maximum spending parameter. A tourist can never spend more money at an attraction than the attractions maximum spending limit. More prestigious attractions have higher maximum spending limits. Different individual tourists prefer different attractions.
You can check their preferences from the Preferences tab in their Info Panel. Like citizens, tourists have different needs and expectations from their trip - factors like Environment, entertainment and safety are usually very important to them. If they leave happy, they will improve the islands Tourism Rating, but if they are disappointed or dont return to their home country, the island will get a bad reputation as a tourist resort. More and wealthier tourists are attracted by a high tourism rating.
Several edicts offer advertising campaigns to attract a specific class of tourists. To order the construction of a building, press Y to open the build menu. Select the respective category and building and place it anywhere on the screen with A. During placement you can rotate the selected building by pressing left and right on the D-pad and change work modes where available with up and down on the D-pad.
At any time you can cancel building placement be pressing the B button. Builders that are on duty will head to the site after you place the construction. They will usually need at least a few game months to finish their work and it will take even longer when you order huge projects like an Airport or several constructions at the same time.
You can prioritize constructions from their Info Panels - builders will try to complete higher priority constructions before lower priority ones.
It is also possible to administrate buildings while they are in construction see Administration, below. If you have lots of money in the Treasury or need to complete a particular construction really fast, you can use the Quick Build button in the constructions Info Panel.
This action will complete the building really fast, but you will have to pay its construction price once again, effectively building at double price. Penultimo says: Be careful when using the Quick Build action, Presidente.
If you often spend Tropicos hard-earned pesos for completing constructions quickly, you may find the Treasury empty and then you will not be able to build anymore!
A wise and patient Presidente such as yourself would take care to avoid this situation. Prestigious or advanced buildings require blueprints to be constructed. Blueprints can be purchased from the Build menu and are sometimes earned as rewards. Blueprints for a specific building must be unlocked only once per mission and they make the building available until the end of the mission.
If you wish to demolish a building, construction, or road segment, you will have to select the Demolish icon from the Infrastructure section of the Build Menu. This allows you to mark buildings for demolition. Placing the cursor over a building or buildings and pressing the A button will mark the selected buildings for demolition.
Selecting the buildings again will unmark them. You may cancel a demolition order from the Info Panel of the condemned building. Demolishing a construction in progress will give you a full refund. Destroyed buildings may be rebuilt at full price. To do so, select the ruins of the destroyed building and press the X button.
Upgrades for rebuilt buildings have to be purchased separately. Many buildings have several different work modes that may be changed at any time, even while the building is being constructed. You can manage the work modes from the Overall tab of the Info Panel. Select the current work mode of the building by pressing down on the D-pad, then press the A button in order to open the list of available work modes that can be selected.
Selecting a work mode with the D-pad from the list will give you a short description of it while pressing the A button will select it. Only one work mode may be active within a single building. Note: You can change the work mode of a building that is currently being constructed.
Some buildings have upgrades that you can construct from the Overall tab of their Info Panel. Upgrades are special improvements to a building that require a one-time investment. They modify the functionality of the building and once constructed cannot be disabled.
Some of them require and consume electricity. You can hire high-school or college-educated workers from the Fee and Salary tab of the building that needs them. You cannot hire workers without education, but you can likely attract them from other buildings with a higher salary. To fire a worker you must press X while his portrait is selected on the Fee and Salary tab of his workplace.
You can adjust Fees, Salaries, and Rents by pressing A while either the left or right arrow placed alongside the respective bar is selected. You will pay salaries to your workers and receive rent from your tenants every month. Fees are collected when a person uses the service provided by the building. Penultimo Says: Presidente, it is prudent to raise the fees and rents according to the spending limits of the people, in order to squeeze as many pesos as possible from the visitors.
Keep in mind that if you raise them too high, less people will be able to afford to visit the buildings. Some buildings can be connected to roads. This allows citizens and tourists to travel with cars to and from them to other buildings connected to this road network. You will recognize such buildings by the arrows that are visualized next to the car entrance during building placement or the placement of a road.
If those arrows are red, the building is not currently connected to a road. This doesnt hinder the functionality of the building and means only that it is not part of the road network of the island. Since many buildings cannot be connected to roads, you can optimize the transportation network of your island with Garages.
Garages are special buildings that act as hubs for the road transportation. Any person can travel with his car to or from a Garage. This means that if you have two separate neighborhoods with connected Garages, people will be able to travel quickly between them.
Penultimo Says: Presidente, if your people travel large distances, Garages and roads can do wonders to optimize their trips. Garages also employ 2 extra teamsters for your work force, so they can save you the trouble of building additional Teamster Offices. Press X to move the Avatar to the selected location or A to activate his default action at this location. If the Avatar engages some rebels or traitors, he will automatically fight them and you will not be able to control him until the battle is over.
If he is wounded he will retreat to the Palace to recuperate and will be unavailable for some time. Like your citizens, the Avatar is able to use the road network to move quickly from place to place. He will automatically use his presidential limo to quickly travel between two Garages or between a Garage and another building connected to a road.
The avatar is able to perform the following actions: Rush Construction - Activated by pressing A when the cursoris over a construction site. The Avatar personally gives orders to the workers at a construction, significantly increasing the construction speed. Production Building Visit - Activated by pressing A when the cursor is over a production building.
The Avatar visits a production building, slightly boosting production for the next 6 months. Service Building Visit - Activated by pressing A when the cursor is over a service building. The Avatar visits a service building, slightly boosting service quality for the next 6 months. Hold a Speech - Activated by pressing A when the cursor is over the Palace. The Avatar holds a speech from the balcony, raising the respect of the gathered crowd.
Calm down a protest - Activated by pressing A when the cursor is over a protesting citizen. The Avatar talks to the citizen and negates the effect of the protest. Diplomatic mission - Activated by pressing A when the cursor is over the Airport.
Improves the next foreign aid the country will receive. The Avatar decorates a soldier or General with a medal. Improve foreign relations - Activated by pressing A when the cursor is over the Diplomatic Ministry. Attack - Activated by Pressing A when the cursor is over enemies during a battle. The Avatar fights rebels or traitors. Penultimo Says: Presidente, keep in mind that you can cancel most actions if you have more urgent matters to attend to. Also, the effects of a single action do not stack, so for example a production building will not get a greater boost if you decide to visit it immediately after another visit.
Each of them is explained in greater detail below. Each produced resource that is not used by the economy of the island is automatically exported to foreign lands by hauling it to the docks and loading it onto a freighter.
The prices of these exported resources may vary over time, so a resource that is a profitable export early in the game may become undesirable later on.
Every building that produces a resource has an output storage representing the current quantity of the resource in the building. Teamsters haul goods from this output storage to where they are needed input storage of other buildings such as advanced industry or docks. Teamsters are workers from the Teamsters Office that transport goods across the island. Farms act both as a way of providing food to your citizens and as a producer of raw resources needed for your industry.
The resources a farm produces depend on crop conditions for the current crop. You can see the Crop Conditions in the Overlays menu. Make sure there are good spots on which your farms can place their fields.
The soil will deplete with time, so you may want to check on your farms from time to time, and if necessary, change the current crop to one that has better crop conditions. Mines will exploit the mineral deposits on your island. They have to be placed near the resources, which they will exploit. You can see the Resources in the Overlays menu. Unlike Mines, Oil Wells need to be placed directly over a resource in order to operate. In order to exploit oil resources in the sea, you will need to build an oil refinery near them.
The oil refinery will automatically place oil platforms on nearby resources and a tanker will start transporting oil to your refinery. If you manage to construct the Hydrocracker upgrade for your Oil Refinery, it will start producing more expensive oil products from the Crude oil gathered in your Oil Platforms and Oil Wells. Some of your buildings require Electricity in order to operate or for certain upgrades.
In order to produce Electricity you will need a working Power Plant. Once a power plant is operational, it will provide Electricity in an area around it your Electrical grid. In order to expand that area you can construct Substations. A building is considered to have enough Electricity if it is connected to the Electrical grid and your Power Plants supply enough Megawatts for it to operate. If the output of the Power Plant is insufficient, a rolling blackout will occur in the buildings connected to the Electrical grid.
Penultimo says: Presidente, you can also import food, luxury goods for your Shopping Malls and raw resources from abroad.
The import costs will be deducted from the Treasury at the standard commodity price. Imports allow you to set up an advanced economy without raw resources production, but they can put quite a strain on the Treasury and must be used sparingly. Foreign tourists bring fresh money to the economy, and if you make sure they leave the island with good impressions, more foreign visitors will follow. As described above, there are four tourist classes - spring break tourists, slob tourists, ecotourists and wealthy tourists.
They have different expectations from their trip and different spending limits. Factors such as Environment and crime safety are very important for tourists, so it is best if you set your resorts in a beautiful and unspoiled part of the island. Tourists usually arrive on the island via the Tourist Docks. If you manage to construct an Airport, you will be able to attract more and wealthier tourists. You may receive Foreign Aid from both superpowers.
The amount of money they give you depends on your foreign relations. If you manage to keep both superpowers pleased, foreign aid will keep coming steady.
Some buildings generate profits based on their set rents and fees, but only if the visitors citizens or tourists can afford these fees. The tourists class and the citizens salary determine their spending limits. There are several sources of expenses: Wages - all workers expect a salary and educated specialists demand even more money from you.
If the salaries throughout the island are low people will be unhappy with their jobs. All new constructions and upgrades cost money. Upkeep - all existing buildings, even the ones that are not working, require upkeep and put a strain on your budget. If a building is no longer needed, it is better to demolish it and save money than to keep paying upkeep for it. Issuing a new edict usually costs money. Special actions like inviting foreign workers to the island usually cost money.
This bank account represents El Presidentes personal wealth - the money you managed to stash away during your reign for rainy days ahead. Personal wealth can be diverted from the National Treasury in various ways and it contributes to the score at the end of each mission.
The people of Tropico may be members of several political factions, each with its own agenda. A faction leaders happiness has quite a big impact on the opinions of the members of the faction as a whole, so it is important to either keep the leaders happy, or quietly remove them from the scene. Capitalists - Capitalists desire wealth and prosperity.
They are few in number, but very influential and your standing with them has impact on your relationship with the USA. Communists - They represent the interests of the worker class and are usually one of the largest factions on the island.
They will be displeased if the wealthy elite receive much higher wages than the common worker. Intellectuals - typically the Intellectuals are not many, but are well educated. If they are displeased, educated workers will leave the island. Intellectuals value liberty, Democracy and education. Religious - the Religious people in Tropico are many and it is important to keep them pleased.
They desire churches and cathedrals and will oppose shady or corrupt acts. Militarists - when you displease this faction, you may suffer severe consequences. This is because the Militarists hold in their hands most of the firepower of the island and can easily stage a military coup.
It is often best to specifically cater to the needs of the soldiers in order to prevent this eventuality. Environmentalists - the Environmentalists are a small faction that campaigns for low pollution and preservation of the islands nature.
Heavy industry and high pollution will displease them. Nationalists - Nationalists put Tropico above all else. They oppose close relationships with any foreign power and policies encouraging the immigration of foreign citizens to the island. The Loyalist Faction is small initially, but certain edicts and buildings may convert people to Loyalists. All factions have certain demands and expectations of you.
These demands can be inspected by selecting the Factions section of the Almanac. Faction representatives will inform you of the most urgent faction demands. Satisfying faction demands will improve your standing with the respective faction and thus the respective happiness of all supporters of this faction.
As factions grow in size and influence, they will have more ambitious demands and it will be more difficult to keep them content.
Factions offer optional tasks that allow you to improve your standing with them permanently. Keep an eye out for Exclamation Mark icons before your important buildings! Having very bad relations with one of the factions will lead to a faction-specific disaster. For example, poor relations with the Intellectuals will lead to the student protests disaster.
The faction disaster will end when the respect of the faction increases or after three years. Some faction disasters have additional ending conditions. Communists - Rebel Incursion Rebels arrive with each freighter.
They will come even if there is an immigration office set to Tropico First. Nobody can graduate until the protest ends. Religious - Anathema All visitors to Churches and Cathedrals have their respect temporarily lowered. Militarists - Ultimatum Militarists threaten to provoke a Military coup after 2 years. Environmentalists - Eco-protests The protesters blockade an industrial building. The building will stop working until the protests are ended. If several protesters are killed or arrested, the faction disaster ends.
Nationalists - Street Riots Nationalists provoke battles between Tropican-born citizens and immigrants. Loyalists - Doubt in the Leader Loyalists drop out of the faction until this disaster is resolved. The population of the island will demand free elections every few years. When the Democracy expectations of your island are high, the people will demand elections more often. Once again, the focus here is on building up your own military might.
Rise to Power: Heir Apparent. Primary Tasks Food Mission begins with two Corn farms on non-fertile soil. Demolish these once you have two other Corn farms built to replace them. Corn, banana, papaya, and pineapple all have good quality land in the shadow of the inactive volcano, so build these Farms close by. Plenty of good fishing waters near the Docks. The best Pasture land is on the center of the island, close enough to town if needed. Homes Build a tightly-knit housing community in the space vacated by the two demolished Corn farms.
Plenty of Coffee, Tobacco, and Sugar land available for cash crop farms. However, weapons manufacturing plays a big role in this mission, so make solid use of the two nearby Iron Ore deposits. You can resolve the task multiple times — each time the cost will increase. You can find the task in front of your Palace. Place it close to an iron ore mine. Set it on Handguns. War in Europe? Be ready! Each month you will gain research points for each Professor on the island and the Enrich Uranium work mode of the Nuclear Power Plant.
Import Uranium. Build these down on the beach to the left of the active volcano. Quick Build all the ones you have funds for. National Day and Hola Presidente edicts. Mission 8: Survival Escaping from Mission 7 brings you to Isla Oscura, an formal penal colony island now run by crime families.
Here you must deal with rampant crime, terrorist threats, unruly citizens, and the mafia, so prepare yourself accordingly. Don Aemillio — Penultimo Time to arrest him — or just order him shot on the streets. One Lawyer too Many — Penultimo Effect: 1 person becomes a rebel each year until lawyers are reeducated.
Reward: Lawyers become reeducated and people stop becoming rebels. Mission Independence Day This mission takes place on the unknown Isla Desconocida, where international disputes and major construction difficulties impede the progress of becoming an independent nation. Reward: Advanced buildings will be allowed. Penal Future for the Colony! Start with agriculture to build a solid base, then strengthen it by developing industry goods.
Building up the Industry — Penultimo Build 3 Factories. Raiding the Syndicate — Penultimo Hire 10 Policemen. Reward: Subversive activities will stop. Reward: one free Factory.
Reward: Win the scenario. Reward: Up 23 places.
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