![]() Layered on top of the city building and the domestic politics on your island are the eras you play through. Early on it’s easy to set aside an area for agriculture, or lay roads in a neat grid, but as you poke and stretch the edges of your city it grows like a living thing, developing spars to far off mines, or clearing a farm to create a new arterial route through the centre. What’s great about Tropico 5, though, is how organically your city will develop. ![]() Then your workers need houses, churches, hospitals… the list goes on. These industries have to have an infrastructure to work from, so you must place roads and build teamsters offices to get goods from A-to-B. Maybe you’ll create factories stretching to the horizon, or a tourist hotspot – it’s entirely up to you. ![]() At first you’ll rely on raw materials to run your economy (farms, mines and ranches providing goods for export), but you’ll soon develop more profitable industries. Meanwhile, totalitarianism lets you treat your Tropicans as statistics, but you’ll need to divert a lot of money into a strong army to quell any uprisings that may occur.Īt its core, Tropico 5 is a city-builder, and a fantastic one at that. Democracy will keep your people happy, but you might find it hard to meet export targets when your factory workers only work eight hours a day. #Tropico 5 factory farm series#The best aspect of the Caribbean city-builder series Tropico has always been that it lets you play how you want to play, and the fifth instalment is no different. Don’t they know that the money for those things is far better sent to my Swiss bank account? They want to hold elections to vote me out, now? They should try telling that to my (very well paid) army. ![]() My people are never entirely happy, demanding better homes, medical care, or even better entertainment. ![]()
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