Tropico 5

Tropico 5

61 ratings
How to survive the colonial era and declare independence
By Magistar
Tropico 5 introduces the player to four era's. You will start the game with a mandate from the Crown in the colonial era. This mandata provides you with 5 years to progress to the next era. If you fail to claim independance before that you will lose the game.

Checkout this guide to learn all about surviving and advancing in the colonial era!
   
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Introduction
In Tropico 5 simply letting time pass will not unlock new buildings, edicts and constitution options.
You will have to advance through the era’s . You will be able to play in the Colonial era, World War era, Cold war era and Modern era. Getting from the colonial era to the world war era requires you to declare independence from the crown.

This guide is an in-game summary of the full guide: Tropico 5 guide: How to survive the colonial era and declare independence[www.gameplayinside.com]. The full guide contains screenshots and additional information.
Mandate
Colonial Era Mandate
In the colonial era you are not a dictator, at least not yet. You are a governor from the Crown and you have been given an mandate of 5 years. Meaning that after this time has passed you will be evicted from the island and will have lost the game.

Checking your mandate
The remaining time of your current mandate can be checked in the bottom left corner of the game, above the mini map.

Extending your mandate
You can extend your mandate by keeping the Crown happy. In Tropico 5 you will receive quests from the Crown asking you to build certain buildings. Each time you listen to such a request you will get a quest reward.

After a while you will also receive demands. For example the Crown will ask you to pay $5000 dollar. It is highly recommended to do this because one of the rewards is to extend your mandate for 12 months.
Factions
During the Colonial era there are two conflicting factions; the loyalists and the revolutionaries.
The loyalists hate you and will always hate you. They want our island to stay under the influence of the Crown. The revolutionaries support you as El Presidente and want independence.

You can influence the power of these factions through the following measures:
  • Change your demographics
  • Revolutionary support quests

For more information please check the full guide: How to survive the colonial era and declare independence [www.gameplayinside.com]
Gaining Independence
Step 1 – Build your economy
The first step to independence is a strong economy. In order to complete all quests you will need a lot of money. The stronger your economy, the quicker you have the cash to complete these quests.

Following my guide; making money in the colonial era , I recommend constructing:
  • 3 lumber mills
  • a Cotton and/or Cocoa plantation
  • 3 ranches
  • a mine (after research is complete)
  • additional dock (to get a beneficial export deal)

Step 2: Stay in power
Make sure you keep extending your mandate when possible.

Step 3: Get more revolutionaries
Create enough jobs so each ship will bring some immigrants. New immigrants tend to be revolutionaries so the bigger your population becomes, the lower the power of the loyalists. I recommend aiming for 120 inhabitants.
Don’t forget to complete the revolutionaries support quests mentioned earlier.

Step 4- Make your people happy*
When you are earning money you can start spending some to keep your inhabitants happy.
In the colonial era you need to keep in mind that the happiness graph is plotted on a scale of 0-100. However it is absolutely impossible to get to that 100 happiness in the colonial era. In fact healthcare is not even possible.

The figure that is important is the “average Caribbean happiness”. Beat this value by having sufficient catholic missionaries (Religion), food, employment (Job) and most importantly; housing!

Step 5: Army
The game keeps suggesting that you create a sufficiently sized army. For this purpose you will need to construct a military fort. Each military forts houses one infantry squad. So far I have not been able to find a direct relation between the number of forts and support. However, having 2 forts secures your island from future (pirate) invasions. Just keep in mind guard towers lower the “liberty” rating of the surrounding area. Making your inhabitants unhappy.

Step 6: Research!
You will have to research “Constitution”. Doing so will give a (huge) boost to your support level.
Full guide
This guide is an in-game summary of the full guide: Tropico 5 guide: How to survive the colonial era and declare independence[www.gameplayinside.com]. Please checkout the provided url for more details.
3 Comments
Geredis 18 Aug, 2014 @ 12:14pm 
I'd agree fromw hat I've gathered, with Exchequer here. Mined resources of all type are quite lucrative, and mines are quite good for export...and by the time you have a decent-sized city, a larger economy, a stable situation, you can easily and cheaply import your resources to then export finished goods. Importing logs, for instance, then exporting furniture after turning logs into planks into furniture...or buying iron and bauxite and creating cars for several times the value of the import can be a good way to go about things as I see it.

Besides, you have the building option that lets you extend the mine, as well as the geological survey edict you can enact (multiple times?) to extend your resources if neecssary.

Magistar  [author] 17 Aug, 2014 @ 8:30am 
Exchequer [author] Just now Delete
You should start with no more than 60 loyalists. In the final screenshot you will notice a population of 138 with approval 55%. So yes 100 might be a bit low, but I do not recommend aiming for 200.

You really do not want a big population when you want to advance quickly. A large population means you need multiple support structures (e.g. multiple churches, multiple clinics,etc). Meaning that each time you advance you need to spend a lot of money on upgrading and mainaining your service buildings. What you want is a high income per inhabitant. You can read more about this concept in my "making money" guides.

Regarding the natural resources. It is actually the other way around. When time progresses the value of these resources declines. Since your map is persistent you are better off exporting in the colonial era. When you reach the later era's you simply import it back at a discount.

Example:
Iron 1400 1200 1000
Dosbilliam, Boring but Practical 15 Aug, 2014 @ 7:14pm 
I'd say that aiming for 100 people is aiming at the ankles, since in the first campaign mission, for example, you start with 70 and by the time the mandate is getting close to run down, assuming you take exactly zero chances to extend it, you'd probably be pushing 150, if not 200.

Additionally, you might want to mention the change now/dollars later aspect of the natural resources. Sure, you can make a few grand from Bauxite, but when you can use in the Cold War era to make Cars, a few grand is pocket change. I'm sure this is supposed to be a beginner's guide, but that's what I was when I preordered the game and that kind of advice would have been useful. :P