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Coconut Kid
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« on: 10/23/08 at 11:47 AM »

I was motivated to start this thread when stumbled over an article on 'Wikipedia.' More of that later.

Being a Marxist IRL, I try to be a Marxist in the game. And every time I try it, it turns into a Leftist-Military Dictatorship, with the working-class getting three coins and the army getting forty. Further more, what I find is that with a Leftist-Military Dictatorship is that if you try to get factories and what not, you loose a heck of a lot of money. Thus, I have to have my entire economy based on farming, which ticks the capitalists off. ...  But anyway, how is it possible to be a Marxist in this game? It seems impossible to me.

It should be noted that Tropico (and most high-level strategy games, really) depict absolute dictatorships in many areas.  The Presidente has absolute control over capital in Tropico, as there's no private property.  The interesting wrinkle is that Tropico simulates a more freeish economy than a lot of games by having a free labor market. ...

Hmmm, perhaps Tropico needs an additional faction just for Labor Unions?  'Tis a pity that Marx didn't live long enough to see organized labor in action.

How can you not? I consider myself being a Marxist as well, and I've found out that it's the very best way to rule Tropico too.
How to do it:
1) Low income disparity. I usually start at income levels 4/6/8 for respective education levels, and end 50 years later somewhere near 12/16/20.
2) Fair housing for as many as possible. Keeping the vast majority of the population in apartments, a few in tenements and houses. (Free housing for those who need.)
3) Free elections as soon as there's a demand, and every now and then in-between. (You can't have Marxism without democracy!)
4) Free, and good, education and healthcare. (Mandatory for the game, but also a requirement for communism.)
5) Low unemployment. (Best supported by low immigration. I typically run with "skilled workers welcome" policy.)
6) Keep all production, housing and entertainment facilities under government ownership. (Also mandatory for the game, and a requirement for communism.)

My military force is usually very small (<10 soldiers and generals in total, plus some police officers, all with sensitivity training) and there's no real need to increase it since there are very few unhappy citisens and low crime rate.

The real question is "How do I run Tropico in a capitalistic fashion?"
a) You can't have any private corporations (and no tax from them to bring money for the government).
b) It's impossible to have fees for education and healthcare.

Point a) is of uttermost importance for capitalism, there's no way you could claim to be capitalistic without private corporations. For ultra-capitalism there should be nothing owned by the government (possibly with the exception of the presidential palace).
Point b) should at least be an option.

The only way I can think of to run Tropico in a capitalistic mode is to claim that the entire island belongs to Tropico Inc.
El Presidente is chairman of the board and a majority shareholder of the company. The citizens are merely employees. (Still it seems to be a cooperative company, owned by the employees who can fire the boss almost at will.)

Cheers, Olle

The rest of the thread where these quotes live is occupied by lots of personal venting about political theory, but very little about any relationship with Tropico. (Read it for yourself to see.)

I have quoted Olle in the "Game Guide" thread. Now I think there is more to be said on the topic.
« Last Edit: 11/02/11 at 08:52 AM by Coconut Kid » Report to moderator   Logged

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« Reply #1 on: 10/23/08 at 01:00 PM »

The issue is the constriction of the "game world" ; not the player's personal attitudes about political theory.

suedenim 'nails' the issue. The game puts the player in complete control of property, major control of money, and minor control of the work force. Therefore, the game political system is a state controlled system be it 'communist', 'socialist', 'capitalist', 'fascist', or 'religious'. Simply, there is no private property except some minor personal implications subsumed in the scale. All 'profit' goes to the state treasury. There is no mechanism for the people to control El Presidente other than an uprising or rebel destruction of the Palace. Elections are shams which he allows if he desires. He has powerful tools to manipulate his citizens; but he has to be skilled and attentive to their use.

I opine that those players who play keeping the citizens happy -  happy with a high sense of 'freedom' are really kidding themselves about the paternalism they unconsciously inject into the game.

From Wikipedia: State Capitalism, in its classic meaning, is a private capitalist economy under state control. This term was often used to describe the controlled economies of the great powers in the 1st WW. In more modern sense, state capitalism is a term that is used (sometimes interchangeably with state monopoly capitalism) to describe a system where the state is intervening in the markets to protect and advance interests of Big Business. This practice is in sharp contrast with the ideals of free market* capitalism.

So Tropico can be played in a "capitalist" mode by a simple adjustment in the 'style' of play.

 Cool



* That's probably the big point of confusion for most in the U.S. Too many people equate capitalism with something called a "free market" economy, and to them a free market means an economy dominated by consumerism -- the consumers live a dream about competition while not realizing how they are manipulated by "marketing" organizations (advertising flacks).
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« Reply #2 on: 10/24/08 at 08:40 AM »

Without going into an extended description of various economic theories, a capitalist style of Tropico 'play' involves:
  • Keeping the Capitalist Faction happy
    • Mollifying the Religious & Intellectual Factions
    • Ignoring or suppressing the Communist & Environmental Factions
  • Allying with the US
  • Establishing pay rates which have a very wide divergence between the top & bottom ranges
    • Ignore or encourage unemployment
  • Provide top quality housing priced and located for the highly paid
    • Build minimal numbers of cheap houses to control where comman workers live
    • Bulldoze wrongly placed shacks to force them to be concentrated "out of the way"
  • Exploit common workers and natural resources
This style may or may not involve a heavy military component. It does require significant numbers of police and a jail or two. The Militarist Faction has to be at least moderately happy.

The primary alternative is - of course - a communist style of Tropico play; one must remember that by Marxist theory, socialism is a preliminary to communism. So in Tropico the two terms blend together.

Some critics (at least me) think that the "Dictator Attributes" part of the game 'set-up' is far too elaborate. Specifically, it allows the creation of a fantastic persona with conflicting characteristics. The idea has been discussed in other threads. I mention it here only to point out that you can make a dictator of one personality and play in an opposite style. Why do so? I'm not sure.
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« Reply #3 on: 10/24/08 at 10:08 AM »

Since Tropico can not reflect any economic system other than a totally state controlled one, communist and socialist blend into one. Perhaps by 'style' socialist might be softer than communist.

A communist style of Tropico 'play' involves:
  • Keeping the Communist Faction happy
    • Mollifying [Integrating] the Intellectual & Environmental Factions
    • Controlling the Religious Faction
    • Ignoring or suppressing the Capitalist & Religious Factions
  • Allying with Russia (USSR)
  • Establishing pay rates which have very little divergence between the top & bottom ranges
    • Creating jobs for everyone in the workforce
    • Keeping the bottom pay range slightly above the Caribbean average pay
  • Rather than keeping everyone on minimum rations, enact the 'Food for All' edict ASAP
  • Provide decent, EQUAL housing for all
    • Quality of housing should be nearly the same for all - Tenements preferred, with Apartments being the best used
    • To eliminate Shacks, most housing should be free or low cost
      • Facilitates holding wage divergence low
    • Housing should be upgraded as the economy allows
  • Paternalistic concern for citizen welfare is expected
.
Factories/ industry (including tourism): Although the game gives 'prompts' about capitalists wanting industry, I haven't been assured that economically the two forces have a different view of factories (a secondary processing of basic resources). So I think they should be equally important for either 'style', prompt or no prompt.

It seems to me that while the game greatly emphasizes the pay divergence as the contest between capitalism and communism; the issue of housing is used to represent the ideal of an egalitarian society. Most of the discussion here at the 'Cafe' has been at the simple level of provided housing vs shacks. I think that the variousness of the provided housing is as important as the divergence in pay to reflect the contest. I don't know if the game recognizes it as well.

Then we need to move on the minor themes for Tropico 'play':
  • Fascist
  • Militarist
  • Feligious Fanatic
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« Reply #4 on: 10/25/08 at 09:20 AM »

Wikipedia: Fascism: Various scholars attribute different characteristics to fascism, but the following elements are usually seen as its integral parts: nationalism (including collectivism and populism); opposition to both communism and capitalism (class collaboration, corporatism, economic planning, mixed economy, protectionism); totalitarianism (including dictatorship, major social interventionism, anti-intellectualism, statism); and militarism. Fascism opposes communism, liberalism, conservatism and international socialism. Fascism sees the struggle of nation and race as fundamental in society, in opposition to communism's perception of class struggle and in opposition to capitalism's focus on the value of productivity, materialism, and individualism. The nation is seen as a single organic entity which binds people together by their ancestry and is seen as a natural unifying force of people. In Tropico, the Special Circumstance, IMMIGRANTS OUT! is the perfect setting for a Fascist Regime.

A fascist style of Tropico 'play' involves:
  • Keeping the Military & Religious Factions happy
    • Keeping an equal balance between military & police #s
    • Having plenty of prisons for 're-education'
    • You need the police & prisons to control the military
  • Suppressing all other factions
  • Maintaining a Neutral Foreign Policy
  • NO ELECTIONS are allowed
  • Social Intervention Edicts must be used
    • Air Pollution Standards
    • Inquisition
    • Book BBQ (aka Censorship)
    • Prohibition - dependent on importance of tourism; (relax for 'Mardi Gras'?)
    • Contraception Ban
    • Anti-Litter Ordinance
    • Conscription
    • Social Security
  • Paternalistic concern for citizen welfare is expected
  • HS & College must be either Military or Parochial
.
It seems to me that this is actually a significant challenge in Tropico 'play'. Certainly you will very early need an Immigration Office set to stop emmigration. Someone could do a scenario on this basis, but scored on "Don't Worry, Be Happy". It would be very difficult - at least Coffebean would think so.

 Grin Shocked Cool
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« Reply #5 on: 10/25/08 at 10:36 AM »

In Tropico, militarist means that the dictator thinks that the "whole enchilada" is the size and power of his army. All that other 'foo-foo' is just side dishes to reveling in the ranks of generals and soldiers. They don't have to be used for anything; they just look so good and make him feel so good. He may even be naive enough to ignore the need for police to control these 'unused' military.

A militarist style of Tropico 'play' involves:
  • Keeping the Military Faction VERY happy at all costs
  • Suppressing the Intellectual Faction
  • Ignoring or suppressing the other factions
    • The economic needs of the moment are the guide here
  • Play the diplomatic field for cash to support the military
  • Housing for the military comes first
    • Army Bases are a top priority (be sure the Teamsters keep up the food supply)
    • Next to every Army Base and Armory should be a Condominium* for the Generals
    • It isn't 'cool' for generals to live on base
    • *Alternate = 3 Luxury Houses
  • A variety of recreation for the military must be provided
    • Army Base recreation serves only residents
    • A Cabaret next to each guard station & armory won't hurt
  • When economy allows, use 'Military Modernization' edict
  • Keeping the Military Faction strong by all means, including HS & College set on military education
.
I can only guess how many players really wish this style rather than using the military to further another style. I hope they comment.

 Huh Roll Eyes Cheesy Cool
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« Reply #6 on: 10/25/08 at 12:23 PM »

Religious Fanatic Oops, yet another typo revealed! : This is not a 'politically correct' concept for playing the game; probably extremely few players would choose it. However it does reflect that some Latin American dictators did fit the category. I'll leave it to you to search out the one who renamed Equador "The Republic of the Sacred Heart of Jesus." However, here is an interesting link:

http://en.wikipedia.org/wiki/Gabriel_Garcia_Moreno

The game developers laid a narrow ground work for a religious (or faith) based dictator:
  • BACKGROUND: Biblical Scholar
  • RISE TO POWER: Elected for "Family Values"*
.
None of the positive or negative traits are particularly connected with the above. They fit much like the classic "ink blot" test - just a personal perception.

*Unfortunately, the developers stumbled with the term "Family Values." I don't know how it translated into the foreign versions, but in the US it had a meaning during the development period - but meant nothing during the 1950's when the game was supposed to start.

Family values is a political and social concept used in various cultures to describe values that are believed to be traditional in that culture and in support of the idea that nuclear families are the basic units of culture. The phrase has different meanings in different cultures. In the late 20th- and early 21st Centuries, the term has been frequently used in political debate, especially by social and religious conservatives, who believe that the world has seen a decline in family values since the end of the Second World War. Because the term is vague, and means different things to different people, "family values" has been described as a political buzzword, power word, or code word predominantly used by right-wing or conservative political parties and media providers. ... The use of family values as a political term became widespread after a 1992 speech by Vice President Dan Quayle that attributed the Los Angeles riots to a breakdown of family values. ... Wikipedia

I think that is evidence enough that the term really doesn't fit the 1950's context of the game. It is difficult to 'redefine' the term to fit the 1950's without offending almost everyone. In that era, being elected on a religious basis firmly associated with US evangelicals in the Tropico Island context would have reflected a mass conversion from Roman Catholicism. Then, the main-line RC didn't do elections. We know that the developers had competing religions on their plate, but rejected that under the press of time and complexity. They were also very well aware of the 'liberation theology' faction in the RC church.

Therefore, I suggest that the term "Family Values" is an accidental 'left-over' not edited out when competition between RC & Evangelicals was dropped during development.

I further suggest that the term should be: "Liberation Theology" - wow! Will I get any comments? It's different from other takes on the subject, eh? A much later post points out that I really stubbed my toe on this. There are two church "menus": Status Quo (or Reaction) and Social Justice. "Family Values" is a code for the Status Quo on "hot-button" personal morality issues while "Liberation Theology" has to do with "Social Justice" issues which community questions of economic and civil rights. Also at issue is the question of the priesthood vs the congregation = which is the servant of the other.

Therfore, dropping the out-of-time "buzz-word" Family Values means finding a generic term. Perhaps "Status Quo (Reactionary)" would do; while Moderate or Progressive would reflect the other side.

 Huh Huh
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« Reply #7 on: 10/25/08 at 01:39 PM »

Military:
I suggest to alo use the "Martial Law" edict when playing a military style game. I do also preffer to close the borders to keep the expencive doctors so they don't get lost. A few Army Bases is good, as many as there are time and space to build. Smiley

Family values:
Hmm, I thought F.D.Roosvelt, JFK and G.Bush.jr was elected because of family values, and there are also a primeminister in norway. I guess there have been many of those around the world.
I have never combined it with religion or thought of it as cultural term, but more like walking behind the plough and be elected for what your father/family have done before and not what you are capable of.
Maybe it was G.W. Bush that gave the developers the order to drop it. Cheesy
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« Reply #8 on: 10/26/08 at 10:58 AM »

Thank you very much for your comments. I hope my responses will make my ideas clearer.

Military:
I suggest to also use the "Martial Law" edict when playing a military style game. I do also prefer to close the borders to keep the expensive doctors so they don't get lost. A few Army Bases is good, as many as there are time and space to build.

I didn't give a complete list of the useful edits among the militaristic play comments; I mentioned only the one I think is essential. Remember, the Militaristic dictator is quite different from the Fascistic dictator; he/she is not repressively totaltarian (at least in my description of the two in 'Tropico'). While the 'Martial Law' edict may be useful, it has several disadvantages to be weighed:
  • Advantages
    • Greatly Decreases protests & uprisings (but not eliminates)
    • Decreases Crime Rate by 40%
  • Disadvantages
    • Relative Cost, $5,000
    • No effect on Coups (your own military) & Rebels
    • Decreases productivity by 20%
    • Decreases 'liberty' by 50% (It has already taken 'hits'!)
    • Decreases tourism by 50% (that is fatal if an essential part of economy)
In my opinion, you already need a significant police force to control 'Coups' and thereby gain a reduction in the crime rate (albeit by area); so the only solid advantage is a significant, but undefined, reduction in the possibility of an 'uprising'. 'Uprisings' are seldom effective if you have a large army and police force (according to Mr.P our resident expert). Therefore, I consider the edict marginally useful rather than necessary.

I suspect that an Immigration Office usually set to "closed exit" is a necessity in almost any style of play. So sad, why anyone would wish to leave a paradise is a mystery.

Quote
Family values:
Hmm, I thought F.D.Roosvelt, JFK and G.Bush.jr was elected because of family values, and there are also a prime minister in Norway. I guess there have been many of those around the world.
I have never combined it with religion or thought of it as cultural term, but more like walking behind the plough and be elected for what your father/family have done before and not what you are capable of.
Maybe it was G.W. Bush that gave the developers the order to drop it.

Allas, you confirm my worse fear. "Family Values" is an American 'code word' as used in the context of Tropico game. The developers should never have used it because it can not be translated to other countries -- even those using English.

Your idea is that the meaning revolves around the family of the candidate -- that is, "elect this fellow because his father and grandfather were great men and the acorn does not fall far from the oak!" That concept is covered by, background = Fortunate Son & rise to power = Heir Apparent.

Yes, FDR had family connections - but his election was simply a vote against the Republican failure to act when the economy collapsed, not a vote for his family. JFK was elected in spite of rather than because of his family. George W. was elected not because of his father and grandfather, but because the Pentecostal/ fundamentalist Christians thought he would ignite the apocalypse. And because the Supreme Court thought they were more important than they are.

I tried to provide a somewhat neutral definition of "family values"; but it is evident that it didn't serve. Let's not start a debate here, please. I appreciate your confusion; but please accept that it is an unique American "code word/term" in the 'Tropico Game' context. Please describe Dominionism. -- The word itself holds the answer. It is about dominating. Taking over. For the followers it is a direct mandate from God in the Old Testament Book of Genesis Chapter 1:26-28. Defined in its simplest form, Christian Dominionism is a political approach to Christian faith and practice based on a literalistic interpretation of Chapter 1 verse 28 of the Book of Genesis. Wherein, they perceive themselves as the “Chosen” and are commanded to “subdue” the earth and “have dominion” over all living creatures. The goal of Christian Dominionism is to abolish Separation of Church and State and to establish the United States as a distinctively Christian Nation based upon Old Testament Mosaic Law. Dominionism is an umbrella term that harbors many divergent groups claiming a foundation in Christianity.  Christian Dominionists like Sarah Palin, Mike Huckabee, Tim Pawlenty, Michele Bachmann, Scott Walker and many, many more do not recognize any other version of Christian faith that does not comply strictly to their definition of Christianity. You must be born again; accept Jesus Christ as your Lord and saviour; and profess a personal relationship with Him – period. All others who are considered mainline Christians are considered by these Dominonists as the “wrong kind of Christian”.

See also:

http://en.wikipedia.org/wiki/Christian_Reconstructionists

By the way, the developers also stubbed their big toe by using "Tourette's Syndrome" as a dictator 'flaw'! That was a use of a mental or physical disability outside acceptable limits. It was quietly dropped from some of the most recent editions.

Tourette syndrome (also called simply Tourette's or TS) is an inherited neuropsychiatric disorder with onset in childhood, characterized by the presence of multiple physical (motor) tics and at least one vocal (phonic) tic; these tics characteristically wax and wane. Tourette's is defined as part of a spectrum of tic disorders, which includes transient and chronic tics.
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« Reply #9 on: 10/26/08 at 11:52 AM »

In Tropico, militarist means that the dictator thinks that the "whole enchilada" is the size and power of his army. All that other 'foo-foo' is just side dishes to reveling in the ranks of generals and soldiers. They don't have to be used for anything; they just look so good and make him feel so good. He may even be naive enough to ignore the need for police to control these 'unused' military.
...
I can only guess how many players really wish this style rather than using the military to further another style. I hope they comment.

I have the feeling that most players, even the hard core such as El Malo, Mr.P, and even Coffeebean, mixup "Militaristic" and "Fascist" ; the military is NOT in and of itself "totalitarian". Fascism is by definition totalitarian.

Capitalialism and Communism/ Socialism (at least in Tropico) are not essentially totalitarian. The military can be used to make them so; but neither has to be played that way.

Perhaps this post is mostly a complaint about the "free association" way of constructing the "Dictator Attributes" phase of building a game map. One decides how to beat other game restrictions by assembling a "borg" dictator who couldn't live with him/her self. Maybe that should be a "Frankenstein" dictator.

But it is after all -- just a game.
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« Reply #10 on: 10/27/08 at 09:19 AM »

I didn't give a complete list of the useful edits among the militaristic play comments; I mentioned only the one I think is essential. Remember, the Militaristic dictator is quite different from the Fascistic dictator; he/she is not repressively totaltarian (at least in my description of the two in 'Tropico').

I should give my analysis of the 'Military Modernization' edict: Background, it has to do with Army Base(s) only. Since they provide not only housing for 15 military familes, but also a food source (Teamsters have to deliver), health care, religion & entertainment for residents (including family members?). That makes them essential for a Militaristic dictator as a cost effective place to house most of his army.
  • Advantages
    • Basic cost of $500 per army base is relatively low
    • 20% increase in military efficiency
    • Housing quality rating increased from base 75 to (reported) 95
    • Health Care quality rating increased from 75 (?) to 95 (?)
  • Disadvantages
    • Overall disadvantage of the army bases that they have no rental return for the housing
    • Annual cost of $50 per general or soldier resident (not the entire army?) is relatively high for the large army of a militarist
    • Why religion and entertainment services are unaffected is unknown
.
So if the economy can stand it, the edict seems as essential as the army base itself. In my opinion, that is.

 Wink Cheesy Cool
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« Reply #11 on: 10/27/08 at 09:28 AM »

Perhaps this post is mostly a complaint about the "free association" way of constructing the "Dictator Attributes" phase of building a game map. One decides how to beat other game restrictions by assembling a "borg" dictator who couldn't live with him/her self. Maybe that should be a "Frankenstein" dictator.

I wish to 'cross-link' this thread with one of my old threads on the general topic of presidente attributes. Perhaps this is a good opening to up-date it.

http://www.the-nextlevel.com/tropico/cafe/index.php?topic=9330.0

Even if no one is interested, it keeps traffic going on the site.  Wink Lips Sealed
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« Reply #12 on: 11/11/08 at 08:21 PM »

I have never really tried to play strictly to any ideologies, but am toying with the idea of banning religion. Apart from saving a few creds and buildign space, I wonder if it will result in more productive ciitizens, as sometimes it seems by the time they have done rounds from hopstial - house - church - cafe, they dont seem to have much time for work, annoying when you are waiting for builders and teamsters to do their job.

So Im wondering if taking out relgiioin will help with that, obviously at a cost of some happiness, I will likely end up cancelling elections under this regime and have to try and rule with military strenght. The one concession I willl make is to build army bases, so the soliders staying there will be getting some relgious service, as you cant afford them to get unhappy.
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« Reply #13 on: 11/12/08 at 11:12 AM »

..., but am toying with the idea of banning religion. ..., they don't seem to have much time for work, annoying when you are waiting for builders and teamsters to do their job.
So I'm wondering if taking out religion will help with that, ...

I suspect that you may be over-estimating the time spent in church. The time spent walking to and from is your responsibility. If you do fail to provide the buildings needed for people to recharge their "religious need meter," there is a DEFAULT recharge routine which punishes you by keeping them away from work longer than going to church would take.

Here is a place to look for more information:
http://www.the-nextlevel.com/tropico/cafe/index.php?topic=9134.msg185889#msg185889

Welcome to the Cafe!

 Wink Grin Cool
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« Reply #14 on: 11/13/08 at 05:28 PM »


Welcome to the Cafe!

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« Reply #15 on: 04/23/09 at 04:56 PM »

You are right in that Tropico is a "command economy", but I disagree that the people of Tropico are being manipulated. Elections serve only to legitimize your rule, but if you always getting 70% of the people voting for you, and you never commit election fraud, then I would think your rule is legit. If you aren't committing any human right abuses, if you aren't sending money off to the Swiss Bank, and if the people still wishes to be treated as 'babies' to be served by an all-mighty 'parent'...well...it's better than the alternative. (Plus, you get to speak out against El Presidente without any fear of getting punished...except for the fact that almost nobody will listen to you.) At least the people freely chosen you to lead them, which is far more than can be said for other Tropicos.

Family Values is a fairly recent buzzword, but it is a reference to "traditional" values and morality. I do not think Liberation Theology would fit, because Liberation Theology cares about social justice and uses religion as a way to argue for providing social justice, while Family Values refer more to the social issues such as birth control, prohibition, and books. Religion can be used to defend both capitalism and communism after all, and all the Religious Faction really want is to make sure that there are churches and that morality is protected from those liberal Intellectuals. Economic issues is "below their paygrade".

If you want to roleplay as a Liberation Theology dictator, you can just get the traits "Biblical Scholar" and "Elected as a Socialist". Or "Man of the People"/"Religious Appointment" if you want to have a socialistic theocracy with none of those pesky elections.
« Last Edit: 04/23/09 at 05:02 PM by Servant Corps » Report to moderator   Logged
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« Reply #16 on: 04/24/09 at 11:05 AM »

Very strong arguments. Thank you. Please see my edit correcting my thoughtless suggestion to substitute "Liberation Theology" for "Family Values."

... I disagree that the people of Tropico are being manipulated. ..., and if the people still wishes to be treated as 'babies' to be served by an all-mighty 'parent' - well ...

I think we have a considerable difference about how the mass of people can be manipulated.

Firstly, there is the game world of Tropico which, although complex, is still not subject to actual human reactions. The concept of the "Nanny State" is the definition of Tropico. It's only when 'Nanny/Player' messes up that the mechanical brutes rebel.

Then there is the real world where the theory of Goebbels' Repetition that seems to work well in selling products and winning elections competes with the theory that education improves intelligence and perfected information is a better motivator of intelligent people. That debate should be moved to the "Night Club".

Thanks again for your comments.  Wink Cool
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« Reply #17 on: 11/02/11 at 12:00 PM »

The issue of the American political "buzzwords" about 'Liberation Theology' and 'Family Values' has ripened over the last few years in the so-called real-world.

We need - I think - to be careful in trying to capture the Game World meaning intended by the developers. I opine they intended to tag what we now know as social conservatism as "Family Values."

That is the basically religious based movement to use the government to enforce social controls over birth control (incorrectly including abortion which is not birth control); availability of alcohol and recreational drugs - especially marijuana; government sponsorship and direction of prayer, religious exercises, spending taxes on particular religions; obscenity and pornography; etc.

This is a highly charged set of issues. They are actually rather minor in the game world if players can make a reasonable transition from their real world to the game world. We have to respect the developers' attempt to touch on them in an attempt to create a limited simulation.

It's too bad there wasn't a reasoned discussion of the game before the deterioration of access.
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« Reply #18 on: 11/02/11 at 12:41 PM »

JJ's comment is an excellent summary of the typical gameplay approach of the American audience. It makes unstated assumptions education\social class levels and their financial worth. I edited the format to "improve" the emphasis - he wouldn't agree.

The key is pricing rent so that it [housing] does not operate at a loss.

Given full occupation, tenements need 2 pesos rent, apartments need 3, and blue houses 4. [to cover standard maintenance - if it is constant over all levels of the economic difficulty slider] Of course, this doesn't cover initial building costs.

Given a starting pay of 6/9/15 [for education\social levels] and the above rents, you get a breakdown like this:
>> Married couples can afford any dwelling.
>> Single uneducated can afford tenements.
>> Single highschool educated can afford apartments.
>> Single college educated can afford anything.

Effort must be taken to chase citizens into their best possible dwelling their pay allows. ["Best" has more that the quality at issue; it includes proximity to work place among other things.] This can be done on an individual or mass basis.

I would recommend using mass movements after every election and individual evictions before them.

It's nice and neat. But it's clearly intended to make money from the internal circulation of money without other considerations. There have been gallons of ink spilled over micro-management of rental rates and entertainment fees and how to link them to educational\social level pay scales. Most of the commentary has been predicated on the assumption that the only driving force for job satisfaction is the pay rate.

Folks - the game world is not that simple.
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« Reply #19 on: 01/03/12 at 12:54 PM »

Associating Housing with
Political Factions

A modest proposal for modifications to the bldg.dat file. The original file uses the aurora feature to associate three housing buildings with either the capitalist or communist factions. I suggest a full expansion of the feature.

Building - Base
Service Quality
Capitalist
Aurora
Communist
Aurora
Militarist
Aurora
Pollution
Aurora
Beauty
Aurora
Shack, 055/10-5/10n3/10n
Bunkhouse, 25nn5/102/10n
Country
House A, 35
5/105/10n2/10n
Country
House B, 35
nn10/102/10n
Tenement, 50-5/1010/10n5/10n
Apartment
Complex, 60
5/1015/10nn3/10
House (all
blues), 70
10/10nnnn
Army
Base, 75
nn15/105/10n
Condominium,
85
15/10-5/10nn3/10
Luxury
House, 95
15/10-5/10nn5/10

Capitalists are willing to use Shacks and Country House A for the exploitation of the lower classes; while the Communists find Shacks totally unacceptable, but allow Country House A as the first step of improvement for everyone.

The Militarists have a separate series of housing for the Army and the Police.

There may be a few other auroras to be applied to a few of the housing buildings.
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« Reply #20 on: 01/22/13 at 01:46 PM »

Boiling down and eliminating a lot of my verbage in this thread, I now opine that for game play in the Tropico game world the player should leave his\her personal ideas about economic/political theories (the old-fashioned term is "political economy") behind and become mentally immersed in the game.

I submit that the way to play is to satisfy (cater to) one faction while tolerating or suppressing the others.
  • You wish to be a Marxist
    • satisfy the Communist faction and tolerate the Militarists and Intellectuals
    • control the others, except suppress the Capitalists
  • You wish to be a Capitalist (the game parameters limit you to "state capitalism" ; "free enterprise" is not an option)
    • satisfy the Capitalist faction and tolerate your choices of the others except
    • suppress the Communists
  • You wish to be a Socialist
    • satisfy the Communist faction and tolerate the Intellectuals
    • control the others, except suppress the Capitalists
  • You wish to be a Fascist
    • satisfy the Capitalist and Militarist factions
    • control the others, except suppress the Communists
  • You wish to be a Militarist (to play with the army, you can mix or match the other factions in any way)
  • You wish to be a Religious Fanatic (to play with the state religion, you can mix or match the other factions except you have to suppress the Intellectuals)
You can see that the setup for El Presidente has a big impact on the potential for satisfactory gameplay in any style.
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