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Cafe Tropico  |  Tropico  |  Strategy, Hints and Cheats (Moderators: CafeDave, Mr.P)  |  Topic: tropmina
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rob the slob
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« on: 04/16/02 at 09:33 PM »

scenario - very hard

the key is to win every election and to build four mines early.
the first thing i did was changed two farms to tobacco.  i spent the initial money on a diplomacy building, the anti-litter edict (god knows why), an iron mine and a construction office which i built first right between the iron and bauxite deposits.
when those were built, i bought the housing aid from the russians.

then i built a bauxite mine and two tenements.  it's really important that you win all the elections IMO.  i rigged the first one in my first failed attempt at the game and never recovered.  the peasants really wanted liberty and never forgave me.

next i bought in no particular order two more mines, one bauxite one iron, a clinic which i filled with two college grads already on the island, a pub, another tenement, a construction office and a police station.  before the election i upped salaries to $7 and gave free housing.  i think i won by one vote.

after that i built a high school, church and tobacco factory.  my economy started to roll.  at this point, remember to keep the people happy.  

you can win the mining requirements of the game with just those four mines on the two spots near where you start.  just build them early.  and remember when you get the power plant to use all the mines electrical bonuses.  that is key.  
the environment becomes a problem from the mines.  i built a ton of large and small fountains to compensate for it.  that'll keep the people happy.

you can wait 20 years to start building hotels.  i built mine on the north east side of the map.  just make sure you have two fully loaded construction offices over there when you start.  you'll need to get them up fast.
bring more tourists in with the help of tv add edict.  also open up the yellow colonial fort and you can use that one time eco-tourist edict thing as a last ditch measure to finalize the tourism requirements.

that's it from SLOB D.C.

i rename all my cities after myself.  the capital is always SLOB D.C.  then there's slobtown, slob beach, slob forest, cape slob, port slob, slobville, etc.

hey as presidente i do get some privileges. Grin
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« Reply #1 on: 04/17/02 at 07:09 AM »

  I'm just curious, WHY are you setting up topics based on SCENARIOS? Nobody really cares unless they require assistance and they ASK for it. No insult, I know you mean to impart some of your knowledge to others but i believe what you are doing is pointless.....
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rob the slob
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« Reply #2 on: 04/17/02 at 01:05 PM »


 I'm just curious, WHY are you setting up topics based on SCENARIOS? Nobody really cares unless they require assistance and they ASK for it. No insult, I know you mean to impart some of your knowledge to others but i believe what you are doing is pointless.....



no offense taken.  i do it because i came to this board for assistance on the scenario FISHED OUT.  there wasn't any help to be found on this board.  if i post how i beat the scenario, some other person who needs help can find it here.
i've played all the easy to very hard scenarios but have forgotten how i beat them.  in 20 days if someone asks me how to beat FISHED OUT i couldn't help them.  but my post might.
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« Reply #3 on: 04/17/02 at 01:10 PM »

That's a good point Rob, most people forget how they won and I think the threads would be helpful for everyone who wins to post strategies specific to a scenario.

M'Prez
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« Reply #4 on: 04/18/02 at 06:30 AM »

  LOL perhapes... maybe, just maybe...
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TruthForAll25
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« Reply #5 on: 07/17/04 at 12:48 PM »

wow, sounds like you build your churches pretty mid game,  which seems kinda late

 Huh but hey if it works, buddy go for it

i haven't played the tropmina scenario yet, just, back to the skies, peg leg cove, and the one logging scenario where you have to make 1 million i think in 40-50 years using primarily the logging industry
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Cam
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« Reply #6 on: 07/18/04 at 01:35 AM »

Seeing that this thread has revitalised itself in recent days, I thought that I'd give Tropmina a run.

My strategy wasn't too different from Rob's (avoiding the opening tourism exploit strategy). I initially went with three mines near the town and a papaya farm. I switched the eastern farm to papaya also. It wasn't long before I added another construction office, a fourth mine near the town, four cattle ranches, and a second teamsters office.

Before the first election, I built a clinic, church (imported a priest), pub (mardi gras), and diplomatic ministry > Russian Development Aid. I don't think I got any housing up at all, but got over the line nonetheless.

The next few years saw more teamsters offices, all of the cattle ranches upgraded, a high school, three more construction offices, a second dock on the eastern coast, three gold mines in the east, a police station, two prisons next to the Palace, a 'cloth napkins' restaurant, cabaret, and about ten apartment blocks.

As the population grew, more papaya farms and a couple of fishing wharves were also added.

Natural development from there saw; a college, cathedral, 'Coupons and More' newspaper, armory, American Development Aid, two gas-driven power stations, an airport, hospital, half-a-dozen more apartments, and about thirty blue houses.

The cattle ranches and the mines were the big money spinners, while the newspaper made a tidy profit. Unfortunately there were no especially useful trade delegations (a beef bonus would have been nice).

After about twenty-five years an inevitable coup took place. 'Clink' went the handcuffs.

Like Rob, the tourism objective wasn't pursued for quite some time. Three hotels and a dozen bungalows were built about twenty-five years into the game (in the north east), supported by two beach sites, a scenic outlook, pool, nature preserve, cheap-ish charter fishing, arts and crafts shop, and El Presidente's artifact dig. A TV station was added.

'The final act' was reasonably predictable; a handful of positive edicts such as the Tourism Ad Campaign, '100% occupancy rate' in the hotels, cheap residential accommodation, and big pay rises.

  • With free tourism rates in the hotels, the 50 tourist target was filled within a couple of months.
  • The happiness target was only 50, so teamsters and construction workers could remain on 'sweat shop' while the tax break, 'food for the people', and mardi gras edits were active.
  • With seven mines, including three gold mines, the $300K mining target was more than achieved.
Pollution wan't too problematic, as I built all of the pollution-making items in the north-west. My economy had no factories, which may have helped.

I have found that the difficulty with this scenario is winning elections fairly (didn't happen often in this last game!) and surviving coup(s). Covering the 'happiness' basics, having at least two jailors, and a bank balance in the black (should you need to issue a few edits during a coup) should pretty well cover these problems while pursuing; initially the mining, and then tourism objectives. Comparatively little mirco-management is needed, and the game can be completed several years ahead of the deadline.
« Last Edit: 07/18/04 at 08:23 AM by Cam » Report to moderator   Logged
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