
For Tropico 5 Penultimate Edition on the Xbox One, GameFAQs has 140 cheat codes and secrets.
If you have the soil for it, Tobacco is a great colonial resource with its upgrade; costs 3k to boost effectiveness by 100 while very slowly degrading soil. Once you hit World War you can start building Cigar Factories. The hard part of the game is getting started and setup, so this can give you a great early start.I completely avoid Parking Lots to keep as many people off the roads as possible so that the Teamsters have to deal with as little traffic as possible.For military, groups of 4 or more Guard Towers together are basically invincible, and they'll attract nearby enemies.The upgrade for Religious buildings that boosts nearby housing quality by 10 affects shacks, so you can have shacks with around 30 quality; higher if you have Landlords. I almost completely ignore housing until very late into the game.If you're not confident that you can win an election, declare Martial Law right before it happens.
It'll give you time to fix up your approval rating.The effectiveness of Docks affects the time it takes for regular freighters to come; at 100 effectiveness it takes 6 months; with 150 effectiveness, it only takes 3 months.I try to build every food type; corn, banana, and pineapple plantations, a cattle ranch for meat and milk, and a fishing wharf. The food variety will result in a much higher food happiness, and will also boost the effectiveness of Restaurants. When I eventually decide to build proper housing, I don't demolish anything; I just find a sizable flat area that I can build. I build two upgraded Catholic Missions and then surround them with the housing; I use tenements/apartments/modern apartments; cheaper, denser, and less of a hassle to manage.
I went into a sandbox with infinite money in modern era to try and figure out a good setup so that all of the houses would be affected by both Catholic Missions, and be rectangular so that I could reproduce it en masse as needed. Here's what I eventually settled on:I used Country Houses/Houses while testing, but it perfectly fits tenements/apartments as well; every 3x1 of houses can be a tenement/apartment instead. All of the housing inside the 16x15 road area are affected by both Catholic Missions (as well as some outside).
When I get to the modern era, I replace one of the Catholic Missions with an Office; modern apartments don't need both catholic missions, and the Office will be surrounded by hundreds of families, allowing it make tons of money.I place plantations where the soil is good for it, but I don't make it its own little isolated community. I take forever to build proper housing, so I just plop entertainment (which is almost always a bunch of Cabarets until I can get the Gliders) in the center of my city.I try to keep everything as dense as possible. I am going to play devils Advocate here.I find that the point of the game, varies depending on my mood.
At times I make a city, as Advocates-Devil suggested, one which I envision myself being a citizen of. I dedicate as much I can as to aesthetics.But, I usually, as Aenir demonstrates, try to manipulate the game's mechanic to achieve the end result, which is a prospering city with a big swiss bank account.My point: Both styles are valid and important, for me it varies depending on mood.Edit: mistyped names, and mixed them around. I've got some education tips.1) Museums can be upgraded with 'field trips' to increase the effectiveness of nearby high schools. This bonus stacks. I'm in the habit of setting aside land for an 'education complex' which I can fill in as I can afford it.
A crude diagram of the layout is as follows:EE HH HH EEMM MM MM MMEE HH HH EEWhere HH is a 4x6 block with room for two high schools, MM is a 5x6 block with room for two museums, and EE is an empty 4x6 block. Roads surround every pair of buildings.When all 8 museums are built and upgraded, each high school will get a +200 effectiveness bonus from the field trips.
If you build high schools in the EE blocks, the bonus will be lower. Tokyo ghoul re birth black reaper kaneki. With this complex fully upgraded, it's fairly easy to encounter a shortage of illiterate workers if you provide too many high school jobs at once (like when one upgrades to hydroponics farms).Note that museums usually turn a profit and help out boosting entertainment happiness, so you can get away with making it a high priority to build them.2) Funding: Always, always, always maximize the budget of high schools and colleges. I've found that maxing out the budget of every building on the island can lead to teachers/professors taking other jobs and ultimately slowing down education. If I keep the budget of most buildings at 3, and put all education buildings at 5, Ican increase and maintain your number of teachers professors quickly. Also, keeping my museums at 3 and my hospitals and power plants at 4 allows the museums to act as a 'pool' of college-educated workers ready quickly shift over to jobs in new colleges, power plants, and hospitals.
Balancing resources and the AlmanacThis may vary based on the quality of the land you build a plantation on, upgrades to plantation or the factory that consumes it, manager in the plantation or factory etc. One thing that hasnt been well documented is the almanac. You can drill down into anything that is written in blue.Got to Almanac -Economy Tab,then click on 'resource overview'. This breaks each resource down into how much is produced, how much is consumed by your island, how much is exported, how much is imported. Price per 1000 units. If you mouseover the resource there is a window at the bottom of the almanac that also shows how much is in transit, export revenue, import revenue and expected revenue. If you click on the resource it will show you what is producing them, if you click on what is producing them, it pops up the info window for that building so you can make any changes/upgrades.Example from my current gamei am checking to see if I can add another textile mill.
This uses wool and cotton to make cloth.I produce 42k wool, consume 11.1k, export 18.3k. When I mouseover wool, the window at the bottom shows me that I have 13.2k in transit. When I click on wool I see that I have 4 factory farms of Llamas, and 1 Ranch of LlamasI produce 10.6k cotton, I consume 10.4k, I export 1.5k.
When I mouseover cotton, the window at the bottom shows me that I have nothing in transit. When I click on cotton I see that I have 2 cotton plantations.Looking at Cloth I see that I am producing 21.3k and exporting 21.3k. When I mouseover cloth I see I have 9.4k in transit.
When I click on cloth I see I have 2 textile Mills producing clothUsing this example I have enough spare wool to have another textile factory, but cotton will be a bottleneck. I plant 1 more cotton plantations and build 1 more textile mill. I'm a big noob in this game, but these sites helped me, there is great information on the websiteWhat i have the biggest problem right now with is island layout.Can someone explain or is there a resource somewhere how you should build your roads to avoid traffic jam?Is it better to have multiple housing areas or should you have one (how does travel to the workplace work?).How much should you spam metro stations (every 5 squares in housing area one at factories!???)How many teamsters do you need as a rule of thumb?. I usually abstain from producing finite resources; it'll run out eventually, and they run out FAST.
Early game they are useful to kickstart your economy, but over the long term try to focus on industries involving farms, ranches, and factories that rely on them. I imported most of my mineral resources once i could get a sustainable income (try to get the best trade deals by building a lighthouse and customs office), then used them to supply factories to produce higher-value stuff (vehicles, jewelry) and export them. This way you'll never run out of minerals and oil since imports are unlimited and they have no time limit on the contract.
Eg in the case of logs, you won't have demolish the logging camps and increase unemployment once you run out of trees, and beauty won't be diminished because of the lack of them. Beauty is important for tourism where you will net much more profits from compared to your wood industry. Much cheaper to just import logs and build lumber and furniture factories to sell them at much higher profit:). If I have the room and climate for it, I always try to get 2 sugar plantations, 2 cocoa plantations and 2 cattle ranches pretty close to each other.Upgrading cocoa plantations increases their efficiency by one hundred with no downsides. Upgrading the cattle ranches and sugar plantations further increases the efficiency of other nearby plantations.
With the agricultural subsidies edict and some managers, you can easily get 300+ effectiveness.Not only does cocoa and sugar provide good export cash pretty early, but the combination of cocoa, sugar and milk can be used to power a chocolate factory latter in the game.
Getting past the first part of the Tropico 5 campaign can be a little difficult if you're not ready for it. You have one goal at the start of the game: gain your independence.
There are plenty of ways you can choose to do this, but the easiest is to become financially stable and convince your people that Monarchial rule is out and a Dictatorship is in; or at least a Democracy that happens to keep electing the same guy. To become independent you essentially have three things you will need to focus on: extending your time, making money, and gaining revolutionary support.
You'll open up talking to the advisor from the king. He offers you a few different options on how to set up trading for your island. He tries to upsell you on the 'platinum' package. It allows you to start with a few extra trade routes. I'm not sure it really pays off. Spending just a little time appeasing a few trading companies will get you plenty of potential shipping contracts.
You should start building docks on a regular basis. Each dock gives you one ship to send out on shipping contracts. This is the simplest and best way to earn money. They also increase the frequency at which you can get newly gained citizens to your island.
There is really only one way of doing this. The king's representative, Lord Oaksworth, often gives you missions in the campaign mode. Nearly each one will give you the following options; add to your treasury, put the money in your Swiss Bank account, add time to your mandate, or add several colonists.
You will definitely want to choose 'extend your mandate' more often than the other options. This option simply gives you more time to build your revolution before having to declare independence. If you don't choose any extra time, you'll be deposed rather quickly. Adding to your treasury can give you a nice boost if you're starving for cash, but if your docks are working hard, you shouldn't need this option often. Taking it as a personal gift to your Swiss account means you'll be setting yourself up for a sweet retirement, but it won't mean anything if you get kicked out of the Governor's Palace. .
Fresh Colonists are nice because they will help your island grow. The downside is that their opinion will still be in favor of the crown, you'll have more people to give jobs and homes that you probably won't have this early in the game. The above reasons are why I always go with extended time, unless something else has become very high on my radar. If you've been successful enough, you might have six years or more in built up time, then you could afford to take a different prize. Keep in mind, once the king decides he doesn't want a sea palace after all, you won't get many more opportunities to extend your time.
If you want a more detailed article on how to gain support, please check this one out that I did after I learned a few things.
One of your assistants, Evita Vasquez will give you quests that will help you recruit citizens more willing to see a revolution in your tiny little island country.
The above picture is typical of Evita's rewards for completing her quests. The first option, Import Revolutionaries, seems to be the best. Not only does it give you Revolutionary citizens, but it also grants you educated citizens that are required to staff certain buildings.
Adding these citizens will start to sway a revolution in your favor. New trade routes will give you more options when sending out your new ships. Unfortunately, dealing with the smugglers tends to have a negative impact on your relations with the crown and don't really help your revolution. If your relations with the crown get too low, your mandate time will start getting reductions.
Lastly, you can just take the cash. $2,000 is a small sum when Lord Oakmont will give you $4-5,000 as one of his rewards. Taking the revolutionaries is the way to go on this one. They are educated and will support your cause.
Another significant way to gain revolutionaries in the long-term is to build a Newspaper. It takes plenty of research to get to it, but it will be worth the wait. The Newspaper influences the ideals of people living within a wide reach of the newspaper. Right after getting the Newspaper, you should research Constitution. Just gaining the technology will increase your revolutionary support.
A mysterious man from the Order named Leon Kane helps you out along the way by giving you money and revolutionary thinking citizens. Some of his quests are simple, but a key one along the way is his quest to have $15,000. Seems simple enough, but you will need to halt production and building on the island for a long period of time in order to complete it. This also means you'll be delaying quests that other advisors give you. The reward is 12 educated citizens that are also revolutionaries. This goes a long way to setting up politics in favor of your revolution.
For some reason the game doesn't tell you how to rotate the map so that you can see behind hills and buildings. Either, click your middle mouse button and move the mouse while you have the middle button down or press ALT and move your mouse with the ALT key down. Not sure why it's so complicated. Perhaps an update will allow us to choose our own option for rotating the camera.
Some concepts of this game still elude me, since I just started playing not too long ago. If you have an excellent way to make money, please share it below for others!