-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
T R O P I C O 3
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
_______________________________________________________________________________
Author: Lisanne
Version: 0.1
Status: In progress - expect frequent updates.
November 29th 2009
Guide written for Tropico 3 for Xbox 360 - may be incompatible with other
platforms.
_______________________________________________________________________________
This guide is Copyright 2009 Lisa Winfindale (Lisanne). All rights reserved.
This guide may not be reproduced in whole or in part under any circumstances
except for personal, private use. It may not be placed on any web site or
otherwise distributed publicly without advance written permission. Use of this
guide on any web site not listed below or as part of any public display is
strictly prohibited, and a violation of copyright. All trademarks and
copyrights contained in this document are owned by their respective
trademark and copyright holders.
The following sites now have my permission to host this FAQ on their website:
www.gamefaqs.com and its affiliates
www.neoseeker.com
www.supercheats.com
www.honestgamers.com
Please send any e-mails concerning the contents of this guide, questions about
the game, requests for permission to host it on your site etc to:
[email protected]
Thankyou.
_______________________________________________________________________________
GUIDE STATUS - THIS IS A VERY EARLY VERSION OF THIS GUIDE AND WILL BE SUBJECT
TO FREQUENT UPDATES. IF YOU CAN'T FIND WHAT YOU'RE LOOKING FOR, KEEP CHECKING
AS I WILL LIKELY UPDATE THIS SEVERAL TIMES A WEEK. IF YOU'RE REALLY STUCK,
MESSAGE ME EITHER BY E-MAIL ABOVE OR GAMERTAG Lisanne1979. E-MAIL ANYTHING
YOU WANT ME TO INCLUDE THAT YOU DON'T SEE IN THE CONTENTS LIST AND I'LL TRY
TO INCLUDE IT IN A FUTURE VERSION.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
CONTENTS
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
1. Introduction
2. Achievements - PARTIALLY COMPLETE*
3. Basic principles for success - COMPLETE
4. Swiss Bank Account - COMPLETE
5. Edicts - COMPLETE
6. Avatar actions - NEXT UPDATE*
7. Building types and terrains - PARTIALLY COMPLETE*
8. Random people and actions you can take
9. Satisfying people's needs
10. The army and suppressing rebellion
11. Factions
12. Elections
13. Campaign mode
14. Sandbox mode
15. Challenge mode
16. Any questions?
PLEASE NOTE:
-----------
Sections marked with a star are planned for completion next update.
All other sections are not yet completed unless indicated.
This guide will be updated a couple of times a week until completion. I plan
to have it finished within two-three weeks.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
1. INTRODUCTION
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Tropico 3 is basically a God-game with an intricate array of options and
customisable features. In contrast to most games of this type that make the
jump from PC to console, this game hasn't been stripped down at all - so don't
expect an easy ride!
The game is what you make of it - you'll choose everything from workers' wages
to which resources are exploited and how. Your style of leadership is up to
you - benevolent father-type or brutal psyhopath. This guide aims to show you
how to employ simple tactics to prevent problems, and which edicts and options
can be used for which style of dictator you choose.
I'm no expert, and I don't claim to know everything - if you find any problems
or have any questions, please let me know and I'll do my best to fix it. You
can e-mail me at the address above, or alternatively message me on Xbox live -
my gamertag is Lisanne1979.
Enjoy!
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
2. ACHIEVEMENTS
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Most achievements are very easy to get in this game, and should come naturally
as you're playing. However, if you're struggling to get some of them, or just
in the mood for some cheap boosting, here's the easiest way to do it.
Note that playing a Sandbox game with God mode switched on will prevent you
from getting any achievements except the achievement specifically triggered
by completing a game in this mode.
SWISS BANK ACCOUNT:
------------------
"A little something" - 10 points - $20,000 in Swiss bank account
"Pension Fund" - 20 points - $50,000 in Swiss bank account
"Filthy Rich" - 30 points - $100,000 in Swiss bank account
The easiest way to get these achievements is to play any game in any mode that
lasts a long time, set up the Building Permit edict right at the start, and
build like crazy. Try to build tobacco plantations and a cigar factory first so
you maintain a good cashflow to fund your building. It'll also speed matters
up a great deal if you build at least three extra Construction Offices at
different points on the island when you start. Try to concentrate on expensive
buildings like factories and the airport, and if you run out of space, demolish
and rebuild stuff repeatedly for the commissions.
BUILDINGS:
---------
"Call me Tropifeller" - 5 points - build a Skyscraper Hotel
"Let there be Light" - 10 points - build a Power Plant
This hotel requires you to have electricity, so build a Power Plant first from
the Infrastructure tab in a spot with plenty of empty space around it. Once
this is built, you'll be able to select the Skyscraper Hotel from the
Accomodation tab. Easy in any mode.
"Frequent Flier" - 10 points - build an Airport
The Airport takes ages to build, so you should have at least two Construction
Offices before you start so if you want to build something else in the
meantime, your progress won't be impeded unnecessarily. You'll find Airport
under the Infrastructure tab. Easy in any mode.
"Heavy Traffic" - 30 points - build at least 1000m of roads and 4 garages
Use Sandbox mode with a nice high starting budget, and a fairly flat island.
Build a ring of road around the outside of the island and link it to the
starting buildings. Build the four garages (you'll find them in the
Infrastructure tab) and then keep linking places together with roads until you
hit 1000m and the achievement triggers.
"Tropico Tycoon" - 20 points - build three different Industry buildings in one
game
Build three different buildings from the following list in one game:
Lumber Mill, Cigar Factory, Rum Distillery, Jewellery Factory, Furniture
Factory, Cannery, Oil Refinery.
I recommend selecting Oil Refinery first as this brings a substantial income
for the purpose of building more of the above. After that, it's up to you - my
preferred option is Lumber Mill followed by Furniture Factory as this will
bring you an easy route of income assuming you have a Logging Camp.
"Tourist Resort" - 10 points - build all tourist attractions in one game
You'll need lots of space and construction workers for this, so select Sandbox
mode and choose a nice big island with plenty of flat space (but avoid the
desert islands as tourists don't generally go there). Prepare the ground
by building a couple of Construction Offices, a Power Plant in an empty space
and a Tourist Dock and Hotel if you're planning on getting anything in return
for what is going to be a very expensive building spree. This is also a nice
convenient way to get the Architect achievement too - see below for details.
You'll need to build one each of these: Spa, Zoo, Botanical Gardens, Souvenir
Shop, Pool, Tour Office, Beach Site, Scenic Outlook, and Ethnic Enclave. Once
they're all done, bingo. This is probably a good opportunity to sit back with
the game sped up to maximum and get the Paradise Island achievement too (see
below).
"Metropolis" - 25 points - build 200 buildings on one island
You're going to need serious space and cash for this, so use Sandbox mode and
go for all the easiest options (except God mode!). Baja Formosa is the easiest
location to get this due to a large amount of space, flat terrain and resources
to get you the cash. Start by building several tobacco farms and a cigar
factory, and the relevant expert from overseas. This way you guarantee an
income for yourself even if you go into the red at first. After that,
just wait until you've got some cash and then get cracking. Go for buildings
that will generate you income from the start and plenty of farms, ranches and
houses, and basically just keep building as and when you can afford it and you
will net this achievement in no time. One thing to watch out for - don't go
overboard with building roads. They take up too much of the space and you won't
have room to fit all the buildings on the island.
"Elitest" - 50 points - construct 1337 buildings
Don't worry, this is cumulative so you don't need to do it in one go. If you
can't wait, just keep building and destroying things in Sandbox mode until it
triggers.
LEADERSHIP:
----------
"In the Ivory Tower" - 10 points - address the people from your Palace
Select the Avatar option from the pop-up menu, and then press A on your Palace
to deliver a speech from the balcony.
"Honest Politician" - 20 points - fulfil an election promise
This is also very easy. When elections come around, give a very simple promise
in your speech, such as promising to build a church. As soon as you've given
the speech, do what you promised and that's that.
"My people love me" - 20 points - get over 80% of the vote in an election
Issue positive edicts, build good quality housing with low rent, create at
least one marketplace, build some entertainment venues, increase workers' wages
and create a church. That should keep everyone happy enough to vote for you.
Bribing faction leaders doesn't hurt, either.
"High Praise" - 10 points - praise yourself in an election speech
Might want to save this one for an election where you're very confident that
your citizens are happy enough for you to win easily. In your election speech
under the option for praise, just select yourself. That's it.
ALL ACHIEVEMENTS WILL BE ADDED BY 7th DECEMBER 2009.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
3. BASIC PRINCIPLES FOR SUCCESS
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- Whatever game mode you play in, you start with limited cash. Forget what the
game suggests to build (for now): concentrate firmly on earning more cash
right from the start. There are several easy options depending on the terrain
type. First up, there's cigars/tobacco. Building a tobacco farm or two is an
inexpensive, lucrative venture. Build a cigar factory alongside them, and
you have one serious source of income on your hands. Then there's oil, gold,
furniture (another easy one: build a logging camp, then a lumber mill, and
finally a furniture factory) and rum, all of which are guaranteed to net you
a substantial income.
- Now you've set things in motion, it's time to start syphoning off a tidy sum
for yourself. Select Edict, then Building Permit. You should do this near
the start of each game. The sooner you do this in-game, the better, as this
way you'll make the most possible cash for yourself. The Intellectuals won't
like it, but further along you could always just build them a school and
initiate the Literacy Program (another Edict) and they're sorted.
- Right, so you're sorted for cash and your Swiss bank account is ticking along
nicely. Now it's time to start meeting your in-game objectives. These vary
according to the game setting: check the sections below for tactics.
- While you're doing all this, you should make sure roads are linking together
all your major sites, especially industrial sites linked to the docks.
- You'll need to focus on keeping your people happy while you're meeting the
objective, or else they'll just have a pesky rebellion and that way leads to
the gallows. Housing, healthcare, education and decent wages should all be
high up on the list, as should building a church. Build a marketplace for
convenience for your workers, this will help a great deal. And should things
start looking tricky, you can always dig deep into your Edicts (and pockets)
and issue a tax cut.
Stick to these principles and you should have a fairly smooth ride. Of course,
prevention is better than cure, so be sure to steadily improve your military
infrastructure as your population expands, and keep an eye on the happiness
of your subjects and their thoughts so you stay ahead of the game.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
4. SWISS BANK ACCOUNT
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Your Swiss Bank Account is quite literally your retirement fund so build it up
nicely - by embezzling funds.
There are two ways to do this:
1. The Building Permit edict. Select this very early in the game and every time
you build something, you'll get 10% of the build cost deposited into your
bank account.
2. Build a Bank [COMING NEXT UPDATE]
3. Wait for random events to occur: sometimes you get the option of syphoning
the humanitarian aid directly into your account instead of disaster relief.
Building up a substantial balance is a main objective of the game, whatever
mode you play, and contributes to your score on the leaderboards. There are
also three achievements linked to this. The first one is very easily
achievable through the Building Permit alone ($20,000), but the $50,000 and
$100,000 ones will take a little more determination.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
5. EDICTS
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Edicts are basically your commands to your population and diplomatic ties with
other countries. These are powerful toolsat your disposal. You can use them
to satisfy the masses, to earn money for yourself, to suppress rebellion and to
keep world superpowers sweet. Hold down the right trigger and press A to open
the menu, and have fun!
SOCIAL:
------
SOCIAL SECURITY
Cost: $500, monthly cost varies according to population (I will try to work
out exactly how this is calculated for a future update)
Pre-requisite: None
Effect: Retirement pay and student pay keep your population happy - all
factions will increase their respect for you. This is a handy one for volatile
situations as the effect is immediate.
FOOD FOR THE PEOPLE
Cost: $500
Pre-requisite: None (but make sure you've got plenty of food sources)
Effect: Increases food quality, doubles food consumption, improves happiness
across the board. Another handy one for volatile situations.
PROHIBITION
Cost: $500
Pre-requisite: None
Effect: Pleases the religious faction enormously, but crime rises sharply. All
your pubs, nightclubs and rum distilleries will be immediately closed down.
Production increases.
LITERACY PROGRAM
Cost: $500, $100 annually
Pre-requisite: High School
Effect: Workers and students gain experience 30% faster. Intellectual faction
respect increases.
CONTRACEPTION BAN
Cost: $500
Pre-requisite: Church, good standing with religious faction
Effect: Religious faction increase their respect for you, intellectuals lose
respect for you, population increases.
ANTI-LITTER ORDNANCE
Cost: $500
Pre-requisite: None
Effect: Reduces pollution, decreases liberty
SENSITIVITY TRAINING
Cost: $500, $200 annually
Pre-requisite: College
Effect: Police and military buildings have less of an impact on liberty.
BRIBE FACTION LEADERS
Cost: $7000
Pre-requisite: Bank
Effect: Increase the effect of the target and his/her family.
WIRETAPPING
Cost: $100 monthly
Pre-requisite: Secret Police
Effect: Secret police more effective.
SAME SEX MARRIAGES
Cost: $500
Pre-requisite: Good liberty rating
Effect: Increases respect of intellectuals, decreases respect of religious
faction. Same sex couples appear.
FOREIGN POLICY:
--------------
PRAISE US
Cost: $500
Pre-requisite: Diplomatic ministry
Effect: Increases the respect of the US and slightly decreases the respect of
the USSR.
PRAISE USSR
Cost: $500
Pre-requisite: Diplomatic ministry
Effect: Increases the respect of the USSR and slightly decreases the respect of
the US.
USSR DEVELOPMENT AID
Cost: $2000
Pre-requisite: Diplomatic ministry
Effect: 50% discount on cost of tenements and apartments.
US DEVELOPMENT AID
Cost: $2000
Pre-requisite: Diplomatic ministry
Effect: 50% discount on cost of airport and power plants.
TRADE MISSION (US)
Cost: $1000
Pre-requisite: Diplomatic ministry, airport
Effect: Trade delegation visits US. Random benefit obtained after two months.
TRADE MISSION (USSR)
Cost: $1000
Pre-requisite: Diplomatic ministry, airport
Effect: Trade delegation visits USSR. Random benefit after two months.
ALLIANCE WITH USSR
Cost: $6000
Pre-requisite: Diplomatic ministry
Effect: Constructs USSR military base which prevents invasion from US. $2000
added to treasury each year. Permanent reduction to respect of Nationalists.
ALLIANCE WITH US
Cost: $6000
Pre-requisite: Diplomatic ministry, very strong relationship with US
Effect: Constructs US military base which prevents invasion from USSR. $2000
added to treasury each year. Permanent reduction to respect of Nationalists.
NUCLEAR TESTING
Cost: $0
Pre-requisite: Diplomatic ministry
Effect: $10,000 added to treasury. Significant drop in respect of the
environmentalists. The screen will look weird for several minutes (really).
HUMANITARIAN AID
Cost: $0
Pre-requisite: Diplomatic ministry
Effect: Nationalists lose respect. Aid camp will provide food and healthcare
for five years. Handy on barren islands.
ECONOMY:
-------
BUILDING PERMIT
Cost: $500
Pre-requisite: None
Effect: 10% of construction costs for new buildings is syphoned directly into
your Swiss Bank Account. Intellectuals lose respect for you. Building costs
increased by 20%.
TAX CUT
Cost: Varies according to population (I'll try to work out exactly how this
is calculated for a future update)
Pre-requisite: None
Effect: Increases respect of citizens for three years
THE HEADLINER
Cost: $5000
Pre-requisite: Night club
Effect: Increases tourism and entertainment, and improves US relations for
three years.
TOURISM AD CAMPAIGN
Cost: $5000
Pre-requisite: Hotel, TV station
Effect: Increases tourism for three years
POLLUTION STANDARDS
Cost: $500
Pre-requisite: Factory of any type
Effect: Reduces factory pollution, raises factory costs, improved standing
with environmentalist faction
INDUSTRY AD CAMPAIGN
Cost: $8000
Pre-requisite: 2 factories, TV station
Effect: Raises prices of exported factory goods for three years.
PAN-CARIBBEAN GAMES
Cost: $7500
Pre-requisite: Sports complex
Effect: Boosts tourism and entertainment rating for three years.
MARDI GRAS
Cost: $3000
Pre-requisite: Pub
Effect: Boosts tourism and entertainment rating for three years. Increases
crime.
SPRING BREAK PACKAGE
Cost: $4000
Pre-requisite: Pub, hotel, airport
Effect: Increases tourism rating, more tourists.
GEOGRAPHIC TV SPECIAL
Cost: $7000
Pre-requisite: Hotel, museum
Effect: Increases tourism, increases respect of all citizens for three years,
increases eco-tourism.
DOMESTIC POLICY:
---------------
EARLY ELECTIONS
Cost: $2000
Pre-requisite: None
Effect: Elections will be held in one year's time. Use at your own peril.
INQUISITION
Cost: $500
Pre-requisite: Cathedral, good religious rating
Effect: Lowers risk of protests and uprisings. Increases rebel activity.
Decreases tourism and liberty. Everyone will suddenly get super-religious.
BOOK BBQ
Cost: $500
Pre-requisite: Church, good religious rating
Effect: Weakens intellectuals significantly: halves their membership and lowers
risk of new recruits. Students gain experience 50% slower.
MARTIAL LAW
Cost: $5000
Pre-requisite: Good standing with militarists
Effect: No elections will be held unless you're playing in Sandbox mode with
"Free Elections" active. Lowers crime, lowers production, lowers tourism,
decreases liberty, pisses everyone off.
SECRET POLICE
Cost: $4000
Pre-requisite: Police Station
Effect: Convert any building into the secret police headquarters. Reduces risk
of rebellious activities. Is a pre-requisite for certain actions.
MILITARY MODERNISATION
Cost: Varies according to number of soldiers. Will try to calculate for a
future update.
Pre-requisite: Army base
Effect: Improves efficiency of soldiers, improves standard of housing and
healthcare provided to soldiers.
CONSCRIPTION
Cost: $2500
Pre-requisite: Army base
Effect: Uneducated people join the army, but they perform worse in battle than
standard soldiers. Emigration increases, rebellion risk increases.
PAPAL VISIT
Cost: $10,000
Pre-requisite: Cathedral, good religious standing
Effect: Raises respect of everyone, particularly religious faction. Improves
service quality in churches and cathedral for three years.
OFF TO FLORIDA!
Cost: $3000
Pre-requisite: Prison with at least one prisoner
Effect: Ships all prisoners to the US. Pisses off the US as a result.
AMNESTY
Cost: $500
Pre-requisite: At least one rebel and one general, good standing with
militarist faction
Effect: Gives rebels the chance to return to their lives, but happiness rating
must have increased considerably since they became rebels.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
6. AVATAR ACTIONS
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
NEXT UPDATE
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
7. BUILDING TYPES AND TERRAIN
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
HOUSING:
-------
SHANTY
Cost: $150
Description: Extremely low cost housing, and you get what you pay for. Slightly
better than shacks, but not by much. Not worth the effort frankly.
BUNKHOUSE
Cost: $500
Description: Cheap housing not much better than shanties. Again, not really
worth the effort.
TENEMENT
Cost: $4000
Description: Huge housing block that packs in the tenants but has very low
quality.
HOUSE
Cost: $2000
Description: Good quality housing for two families apiece. Doesn't take up
much space so useful to fill tight spots.
COUNTRY HOUSE
Cost: $1000
Description: Small house with reasonable quality. Doesn't take up much space.
APARTMENT BLOCK
Cost: $5000
Description: Reasonable quality housing for a large number of tenants.
MANSION
Cost: $4000
Description: Requires power plant. Large, luxury house.
CONDOMINIUM
Cost: $6000
Description: Requires power plant. Luxury housing for multiple tenants.
FARMS & MINES:
-------------
OIL WELL
Cost: $8000
Description: Produces crude oil that can be exported for mega-cash. Must be
built on land on top of an oil deposit.
FARM
Cost: $1500
Description: Produces agricultural crops - select the type of crop you want
and then build the farm near to a green area (avoid placing the farm directly
over the green area - the farmers will use the land adjacent to the farm).
Crops available: corn, banana, papaya, pineapple, coffee, tobacco, sugar.
RANCH
Cost: $750
Description: Ranches also have a reliance on good terrain, but more terrain
will appear green and therefore very useable with a ranch. You can herd
cattle, goats or llamas.
FISHERMAN'S WHARF
Cost: $3000
Description: Build this on the coast to gain fish for consumption or for
the production of canned food. You'll see a ring of green terrain around the
outside of the island - aim to build close to where the ring is the deepest
shade of green for maximum benefit.
LOGGING CAMP
Cost: $1500
Description: Deforestation for profit. Trees do regrow, but you'll have to
sacrifice what is usually some of your most fertile land.
MINE
Cost: $3000
Description: Build this next to (not directly on top of) the glowing yellow
sections on the map (these will only appear when the mine is selected for
placement). You can choose to mine all minerals, iron, gold or bauxite.
INDUSTRY:
--------
OIL REFINERY
Cost: $15,000
Build this on the coast close to the black spots in the sea (these only appear
when the oil refinery is selected for placement) to process the crude oil
for a fantastic cash return.
CANNERY
Cost: $15,000
Creates canned food from pineapple, coffee or fish. This results in a much
higher income than exporting the goods raw. Only worthwhile if you're
producing the relevant goods.
LUMBER MILL
Cost: $5000
Processes logs from the logging camp into lumber, which sells at a higher price
than logs. You should only bother with this if you have a logging camp.
CIGAR FACTORY
Cost: $10,000
Processes tobacco from your farms into cigars. A fantastic source of high
income assuming you have a few tobacco farms.
RUM DISTILLERY
Cost: $22,000
Creates rum from sugar. A great source of income if you have a few sugar farms.
JEWELLERY FACTORY
Cost: $13,000
Processes gold from your mines into jewellery. Great if you're mining a lot of
gold.
FURNITURE FACTORY
Cost: $17,000
Processes lumber into furniture. Needless to say you should have a lumber mill
and a logging camp before building this. Produces a pretty decent income.
ACCOMODATIONS:
-------------
BEACH VILLA
Cost: $1500
Requires a power plant. For your wealthier tourists.
BUNGALOW
Cost: $400
Average standard of tourist accomodation.
MOTEL
Cost: $3000
The tourist equivalent of a tenement. Not much point bothering with this.
HOTEL
Cost: $5000
Standard tourist accomodation.
LUXURY HOTEL
Cost: $8000
Requires a power plant. Very plush accomodation for higher class tourists.
SKYSCRAPER HOTEL
Cost: $12,000
Requires a power plant. Excellent accomodation for the highest class tourists.
ATTRACTIONS:
-----------
ETHNIC ENCLAVE
Cost: $10,000
A village full of fake indigenous peoples to impress the tourists.
SCENIC OUTLOOK
Cost: $1000
Place this on the darkest green terrain for the best effect. A pretty spot for
tourists to go to (increases your tourist rating).
BEACH SITE
Cost: $500
Cheap but massive promenade area with umbrellas and that type of thing.
SOUVENIR SHOP
Cost: $1250
Relieves tourists of their cash.
TOUR OFFICE
Cost: $1750
You can only build one of these so pick a good spot. Offers guided tours.
POOL
Cost: $4000
Improves your tourist rating but takes up a massive amount of space.
SPA
Cost: $5000
Increases the class of tourist you attract and the amount of money they spend.
BOTANICAL GARDEN
Cost: $5000
A nice little earner.
ZOO
Cost: $7000
A tourist spot and entertainment venue.
ENTERTAINMENT:
-------------
PUB
Cost: $800
Very cheap entertainment for your Tropicans and tourists.
RESTAURANT
Cost: $2000
Slightly more fancy entertainment.
GOURMET RESTAURANT
Cost: $3000
Requires power plant. Upper class entertainment for the wealthy.
CHILDHOOD MUSEUM
Cost: $2000
A museum of the life and times of El Presidente.
CASINO
Cost: $10,000
Requires power plant. Gambling for the wealthy.
NIGHT CLUB
Cost: $4000
Requires power plant. High entertainment rating.
CABARET
Cost: $4000
Tacky entertainment for tourists and Tropicans.
MOVIE THEATRE
Cost: $3000
Requires power plant. High entertainment rating.
SPORTS COMPLEX
Cost: $25,000
Requires power plant. High entertainment rating, pre-requisite for an edict.