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9.2 - Economic Theories

By: Mishiranu    Read Original Post: Economical theories

Some notes on potential economic possibilities:

Education - First, never underestimate the power of education.I have a +100% education rating after the literacy program,and I have to admit that my workers are...most eloquent. Take a note from the Japanese..., highly educated, highly efficient workers are far better then any bonus from traits you could ever procure,except for maybe Booze Baron.

The Bungalow - Don't start with cheap hotels, build a group of Bungalows and a dock + beachsite. This will earn you fine amounts of money, to grow from there. Reason? Bungalows are quick and cheap to build and satisfy a higher paying crowd. They are flexible as well; unlike a huge Rich hotel, you can make a strip of Bungalows along the beach and beachsites to go with it. You can expand inland from there if you so choose.

Wood - Simple,fast,potent. The lumber industry will make you money from the start,unlike Rum or Gold which sucks money from you for much longer. Always try to kick industry off with a lumber mill and three cutting stations. Lumber requires few workers on the factory side so therefore it gets to work quicker.

Rum Baron - Hey, it's obvious, choose this and you'll have plenty of money, given you have at least three productive sugar farms.

Clubbing - For a strong tourism industry,go with Nightclubs. They stay employed better, have high ratings and hold many people. They raise tourism value in the area around them, as do cathedrals. Always put a cathedral in your tourists centers for the Yanquis to take pictures of. Also helps with the religious need of your Tourism workers. They stop off at the cathedral to get their need.

Rich Hotels - Don't start with crap hotels and lacking sites. If you don't have the capital, don't bother. Its a large project, but if you start with the aforementioned bungalows it should be easier as you will already have a good tourism rating.

The Socialist Way - Hey, farming's profitable if you have no money sucking intellectuals on board. The capitalists will hate you, and so will the intellectuals, for not building a college. But, they are minor factions, and with an immigration office keeping educated workers in, there's little they can do about it. Keep them happy in other areas and the capitalist and intellectuals won't rebel. If they do there's always the despot route....


More Socialist Theories

Here's a quick way to make a ton of cash in the early part of the game.  Pick the following:

Farmer  
Communist rebellion
Hardworking
Entrepreneurial

Farming +60
Overall Productivity +5
Export Prices + 10%

Start the game with 10 farms. Leave 3 to corn the rest for profit.  In the first decade I was making 150k+ off the farms with the economy set to moderate.  Sure the cap faction won't like the resource gathering economy, but it will fund everything you need.


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