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** In 6, with the DLC Lobbistico, you have government corruption mechanics. Most importantly is the Old Boys Club that lets you invite faction leaders for nice bonuses (albeit with penalties to your economy as people skim off the top). The game breaker is that if you invite the Conservative leader, it sets the Conservative approval to 70% and keeps it there, no matter what. Then, spam Conservative propaganda to turn everyone Conservative, and you are guaranteed to never have rebels, uprisings, or to ever lose an election. This may be deliberate commentary on American Conservatives and their reputation for corruption and blind loyalty.

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* GoddamnBats: Thanks to how schools work in 4, ''forget'' about keeping the Nationalists happy. (Basically, they hate immigrants...but you often need to hire a foreign immigrant to teach at schools to get the ball rolling, so....)
** The Nationalists usually don't get ''too'' obnoxious about immigrants unless you set your immigration office to an Open Door policy, in which case they will jump on you almost immediately after setting it to that work mode.

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* GoddamnBats: Thanks to how schools work in 4, ''forget'' about keeping the Nationalists happy. (Basically, they hate immigrants...but used to hound you often if you hired too many foreign experts in 3. This was thankfully dialed back in 4, as you need at least a couple to jumpstart your education and industry in most cases. You now need to hire an absurd amount of specialists in a foreign immigrant to teach at schools to get the ball rolling, so....)
** The Nationalists usually don't get ''too'' obnoxious about immigrants unless you set your
short period or have an 'Open Door' immigration office policy to an Open Door policy, in which case they will jump on you almost immediately after setting it to that work mode.really upset them now.
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* StrawmanHasAPoint: Despite most of the factions being far too narrow-minded in their interests, meeting their less demanding expectations does help you progress in the game in one way or another:
** The Capitalists are concerned with making money, [[CaptainObvious which is vital for you to accomplish anything in the long-term]].
** The [[ChummyCommies Communists]] (and Religious) want the people's basic needs to be taken care of, which is crucial if you want anything done efficiently.
** The Conservatives want to limit immigration; too many people coming in may fill up all the job slots and overwhelm the island's services.
** The Environmentalists want to maintain and preserve the natural beauty of the country and reduce pollution. The former is vital for island's appeal to the tourist industry, and the latter will contribute to overall happiness.
** The Globalists favor social liberal and pro-free trade ideologies that make most citizens' lives happier in general.
** The Intellectuals want a well-educated and scientifically literate populace that's necessary for a competitive advanced economy.
** The Industrialists want a robust and efficient industrial sector, which helps in making the big bucks later on.
** The Loyalists [[WeCannotGoOnWithoutYou want to keep you in power]].
** The Militarists want the island to be safe from [[OccupiersOutOfOurCountry invasion]] and rebel threats.
** The Nationalists want to protect your nation's interests and not get invaded.
** The Religious want the [[GoodShepherd spiritual]] (and in 6, [[SaintlyChurch physical]]) needs of the people met. And since being too drunk keeps people from being efficient, easing up on the pubs may be a good thing.
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*** FogOfWar. Hoping to expand out quickly? Maybe you've seen something tantalising to use later and want to build a road out to it? Nope! The fog of war will stop you until you send out a squad of rangers to investigate a certain spot and (slowly) report back to base before they can be used again. In fact, this was so disliked that it was scrapped altogether by the next game.

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*** FogOfWar. Hoping to expand out quickly? Maybe you've seen something tantalising to use later and want to build a road out to it? Nope! The fog of war will stop you until you send out a squad of rangers to investigate a certain spot and (slowly) report back to base before they can be used again. Also, it requires $1,000 to send them out and ''an additional $1,000'' to select them in mid march to investigate another spot. In fact, this was so disliked that it was scrapped altogether by the next game.
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Uncanny Valley is IUEO now and the subjective version has been split; cleaning up misuse and ZCE in the process


* UncannyValley: The portrait for male rebels is quite unnerving. Hell, nearly all of the portraits for the characters are terrifying, since they've all been drawn in a horrific rendition of a political cartoon caricature. ''6'' at least dials back on the exaggeration into something more appealing.

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* UncannyValley: The portrait for male rebels is quite unnerving. Hell, nearly all of the portraits for the characters are terrifying, since they've all been drawn in a horrific rendition of a political cartoon caricature. ''6'' at least dials back on the exaggeration into something more appealing.
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Please use the Magnificent Bastard cleanup thread to propose characters before writing their entries. Magnificent Bastard entries not approved by the thread will be deleted.


* MagnificentBastard: El Presidente certainly shows signs of this in campaign mode. In particular, there's the Isla Desconida mission in 4, where El Presidente gets the island accepted as a European colony, then starts a communist revolution against...himself. Led by himself. To install himself as the ruler. The soviet agent and Penultimo are both pretty confused by the end.
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** ''6'' has wonky road-building when it comes to curving around, or when building road segments only one unit long, which results in even more unnecessary curves.
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* ThatOneSidequest: Appealing to the Environmentalists is always a huge challenge for those who want to turn a profit. Generally planting mines in areas with minerals to acquire is a necessity to get as many materials for manufacturing trade goods. Obviously, for every mine you construct pisses off the Environmentalists, resulting in constant protests from them unless you can turn their opinion of you around. It's usually for this reason that starting any further than the World Wars is a bad idea, because you need to establish your economy well enough to become sustainable, and the Environmentalists and Industrialists haven't been founded at that time. Building mines at the start of a Cold War/Modern Times era game is a good way to set off the Environmentalists immediately when you are in little to no position to do anything about it.

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* ThatOneSidequest: Appealing to the Environmentalists is always a huge challenge for those who want to turn a profit. Generally planting mines in areas with minerals to acquire is a necessity to get as many materials for manufacturing trade goods. Obviously, for every mine you construct pisses off results in a reputation penalty with the Environmentalists, resulting in constant protests from them unless you can turn their opinion of you around. It's usually for this reason that starting any further than the World Wars is a bad idea, because you need to establish your economy well enough to become sustainable, and the Environmentalists and Industrialists haven't been founded at that time. Building mines at the start of a Cold War/Modern Times era game is a good way to set off the Environmentalists immediately when you are in little to no position to do anything about it.
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* ThatOneSidequest: Appealing to the Environmentalists is always a huge challenge for those who want to turn a profit. Generally planting mines in areas with minerals to acquire is a necessity to get as many materials for manufacturing trade goods. Obviously, for every mine you construct pisses off the Environmentalists, resulting in constant protests from them unless you can turn their opinion of you around. It's usually for this reason that starting any further than the World Wars is a bad idea, because you need to establish your economy well enough to become sustainable, and the Environmentalists and Industrialists haven't been founded at that time. Building mines at the start of a Cold War/Modern Times era game is a good way to set off the Environmentalists immediately when you are in little to no position to do anything about it.
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** Wind Turbines in 3 and 4. They don't provide that much of energy, even in most optimal spots, but you can build them ''anywhere'' and they don't require educated workforce, fuel nor huge amount of space to run. That far-away mine you would need 5 sub-stations to reach? Just build a wind turbine next to it and be done with it.

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** Wind Turbines in 3 and 4. They don't provide that much of energy, even in the most optimal spots, but spots. But you can build them ''anywhere'' and they don't require an educated workforce, fuel nor or a huge amount of space to run. That far-away mine you would need 5 sub-stations substations to reach? Just build a wind turbine next to it and be done with it.
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*** Housing system. In previous games, players could build whatever housing they wanted and adjust the rent so that anybody could afford it. Now, each building has a minimum pay grade requirement from tenants, meaning you have to adjust each worker's pay, and even then, some of them ''still'' won't qualify, even with the use of a special edict. This also forces players to waste more money on housing in general, along with having a large amount of the population stuck in low-tier homes, which will obviously make them unhappy.

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*** Housing The housing system. In previous games, players could build whatever housing they wanted and adjust the rent so that anybody could afford it. Now, each building has a minimum pay grade requirement from tenants, meaning you have to adjust each worker's pay, and even then, some of them ''still'' won't qualify, even with the use of a special edict. This also forces players to waste more money on housing in general, along with having a large amount of the population stuck in low-tier homes, which will obviously make them unhappy.
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*** Managers are a pain in the neck to both get and properly utilise. After declaring an edict, they are slowly picked from your population. They can't be hired from abroad, their trait is picked up at random and the Census edict that reveals them has ''ten years'' worth of cooldown. On top of that, by the mid-to-late game, assigning them is just tedious due to both the UI design and the sheer size of your economy by that point. Just like the FogOfWar mechanic, this mechanic was nowhere to be seen when ''6'' rolled around.

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*** Managers are a pain in the neck to both get and properly utilise. After declaring an edict, they are slowly picked from your population. They can't be hired from abroad, their trait is picked up at random and the Census edict that reveals them has ''ten years'' worth of cooldown. On top of that, by the mid-to-late game, assigning them is just tedious due to both the UI design and the sheer size of your economy by that point. Just like the FogOfWar mechanic, this mechanic system was nowhere to be seen when ''6'' rolled around.

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* SequelDifficultySpike: Players going from ''4'' to ''5'' may be in a shock. ''5'' is ''far'' less focused on individual people, and the game's systems changed dramatically because of it, from wealth and wages, to building management, and even to island exploration. In ''4'', it was very possible to please just about everyone with enough effort. But good luck doing that in ''5'', where the needs of each faction and the people in general are far more diverse and easily-affected by much of what you do. And the elections in ''4'' were often easily-won, commonly in landslides. Whereas in ''5'', many an election can turn out to be a serious nail-biter, to the point where enacting martial law can be ''very'' tempting. With all of this, players going from one game to the other will need to do some reacclimating as they get used to Penultimo's "Great giant tropical spiders, Presidente!".



* SequelDifficultyDrop: ''Tropico 3'' was made much easier than the first game by introducing gameplay mechanics such as cars, which reduced the FakeDifficulty frustration, though the game still provided plenty of challenge. ''Tropico 4'' dropped the difficulty massively from ''3'' however, making a tropical paradise very easy to build. Brutal dictator measures became borderline pointless, except maybe ForTheEvulz.

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* SequelDifficultyDrop: SequelDifficultyDrop:
**
''Tropico 3'' was made much easier than the first game by introducing gameplay mechanics such as cars, which reduced the FakeDifficulty frustration, though the game still provided plenty of challenge. challenge.
**
''Tropico 4'' dropped the difficulty massively even further from ''3'' however, ''3'', making a tropical paradise very easy to build. Brutal dictator measures became borderline pointless, except maybe ForTheEvulz.ForTheEvulz.
* SequelDifficultySpike: Players going from ''4'' to ''5'' may be in a shock. ''5'' is ''far'' less focused on individual people, and the game's systems changed dramatically because of it, from wealth and wages, to building management, and even to island exploration. In ''4'', it was very possible to please just about everyone with enough effort. But good luck doing that in ''5'', where the needs of each faction and the people in general are far more diverse and easily-affected by much of what you do. And the elections in ''4'' were often easily-won, commonly in landslides. Whereas in ''5'', many an election can turn out to be a serious nail-biter, to the point where enacting martial law can be ''very'' tempting. With all of this, players going from one game to the other will need to do some reacclimating as they get used to Penultimo's "Great giant tropical spiders, Presidente!".

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** Due to the limited number of lines given to Juanito, your main radio guy in Tropico 3, and due to the huge number of times he speaks, he's responsible for many.

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** Due to the Juanito's chattiness and limited number of lines given to Juanito, your main radio guy in Tropico 3, and due to the huge number of times he speaks, lines, he's responsible for many.many memes:



* SequelDifficultySpike: Players going from ''4'' to ''5'' may be in a shock. ''5'' is ''far'' less focused on individual people, and the game's systems changed dramatically because of it, from wealth and wages, to building management, and even to island exploration. In ''4'', it was very possible to please just about everyone with enough effort. But good luck doing that in ''5'', where the needs of each faction and the people in general are far more diverse and easily-affected by much of what you do. And the elections in ''4'' were often easily-won, commonly in landslides. Whereas in ''5'', many an election can turn out to be a serious nail-biter, to the point where enacting martial law can be ''very'' tempting. With all of this, players going from one game to the other will need to do some reacclimating as they get used to Penultimo's "Great giant tropical spiders, Presidente!".



** Both original and ''2'' had the general issue with walking being the only means of getting around. This in particular affected teamsters, making transport capacity (or lack of it) the biggest bottleneck when it comes to functionality of your island. ''3'' introduced cars and especially transport trucks to adress this, so it no longer took decades for goods to be moved from point A to B or people being unable to get to work before heading back to fulfill their needs.
** ''5'' provided few:

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** Both the original game and ''2'' had the general issue with walking being the only means of getting around. This in particular particularly affected teamsters, making transport capacity (or rather, the lack of it) the biggest bottleneck when it comes came to the functionality of your island. ''3'' introduced cars and especially transport trucks motor vehicles to adress address this, so it no longer took decades for goods to be moved from point A to B or B, and people being were no longer unable to get to work before heading having to head back to fulfill their needs.
** ''5'' provided a few:



*** Managers are a pain in the neck to both get and properly utilise. After declaring an edict, they are slowly picked from your population. They can't be hired from abroad, their trait is picked up at random and the Census edict that reveals them has ''ten years'' worth of cooldown. On top of that, by the mid-to-late game, assigning them is just tedious due to both the UI design and the sheer size of your economy by that point.

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*** Managers are a pain in the neck to both get and properly utilise. After declaring an edict, they are slowly picked from your population. They can't be hired from abroad, their trait is picked up at random and the Census edict that reveals them has ''ten years'' worth of cooldown. On top of that, by the mid-to-late game, assigning them is just tedious due to both the UI design and the sheer size of your economy by that point. Just like the FogOfWar mechanic, this mechanic was nowhere to be seen when ''6'' rolled around.
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** Cannery in original game. It can process various goods, it is small, it is cheap and could still work efficiently without electricity, while providing some of the most expensive export commodities. Most importantly, every single island can provide ''at least'' a single raw material the cannery can use and with bit of luck, all three.
** Wind turbines in 3 and 4. They don't provide that much of energy, even in most optimal spots, but you can build them ''anywhere'' and they don't require educated workforce, fuel nor huge amount of space to run. That far-away mine you would need 5 sub-stations to reach? Just build a wind turbine next to it and be done with it.
** Blimp ride is 4. Nominally, it's a tourist attraction, but one of its operating mode is "Presidental Presence" - each building it flies over acts as if El Presidente visited it, providing a massive bonus. It can "visit" multiple buildings and provide them all with bonuses at once. And it's filthy cheap to both build and operate. Just a single flight over industrial area (or even just ''farmland'') will recoup the construction cost few times thanks to the spike of exports.

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** The Cannery in original game. It can process various goods, it is small, it is cheap and could still work efficiently without electricity, while providing some of the most expensive export commodities. Most importantly, every single island can provide ''at least'' a single raw material the cannery can use and with bit of luck, all three.
** Wind turbines Turbines in 3 and 4. They don't provide that much of energy, even in most optimal spots, but you can build them ''anywhere'' and they don't require educated workforce, fuel nor huge amount of space to run. That far-away mine you would need 5 sub-stations to reach? Just build a wind turbine next to it and be done with it.
** The Blimp ride is Ride in 4. Nominally, Normally, it's a tourist attraction, but one of its operating mode modes is "Presidental Presence" - each building it flies over acts as if El Presidente visited it, providing a massive bonus. It can "visit" multiple buildings and provide them all with bonuses at once. And it's filthy dirt cheap to both build and operate. Just a single flight over an industrial area (or even just ''farmland'') will recoup the construction cost a few times over thanks to the spike of in exports.



*** FogOfWar. So disliked by players that it was scrapped in Tropico 6.
*** Housing system. In previous games players could build whatever house they wanted and adjust rent so anybody could afford them. Now each building has a minimal pay requirement from tenants, meaning you have to rise pays of all those workers... and some of them still won't qualify, even with a special edict. This also forces players to provide both more housing in general ''and'' having large section of the population stuck in low-tier homes, which they obviously dislike.
*** Managers are pain in the neck to both get and then properly utilise. After declaring an edict, they are slowly picked from your population. They can't be hired from abroad, their trait is picked up at random and Census edict revealing them has ''ten years'' of cooldown. On top of that, by mid-to-late game assigning them is just tedious due to the UI design and sheer size of your economy by that point.

to:

*** FogOfWar. So Hoping to expand out quickly? Maybe you've seen something tantalising to use later and want to build a road out to it? Nope! The fog of war will stop you until you send out a squad of rangers to investigate a certain spot and (slowly) report back to base before they can be used again. In fact, this was so disliked by players that it was scrapped in Tropico 6.altogether by the next game.
*** Housing system. In previous games games, players could build whatever house housing they wanted and adjust the rent so that anybody could afford them. Now it. Now, each building has a minimal minimum pay grade requirement from tenants, meaning you have to rise pays of all those workers... adjust each worker's pay, and even then, some of them still ''still'' won't qualify, even with the use of a special edict. This also forces players to provide both waste more money on housing in general ''and'' general, along with having a large section amount of the population stuck in low-tier homes, which they will obviously dislike.
make them unhappy.
*** Managers are a pain in the neck to both get and then properly utilise. After declaring an edict, they are slowly picked from your population. They can't be hired from abroad, their trait is picked up at random and the Census edict revealing that reveals them has ''ten years'' worth of cooldown. On top of that, by the mid-to-late game game, assigning them is just tedious due to both the UI design and the sheer size of your economy by that point.

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Not YMMV


* NightmareFace: The portrait for male rebels is quite unnerving.
** Hell, nearly all of the portraits for the characters are terrifying, since they've all been drawn in a [[UncannyValley horrific rendition of a political cartoon caricature]]. ''6'' at least dials back on the exaggeration into something more appealing.




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* UncannyValley: The portrait for male rebels is quite unnerving. Hell, nearly all of the portraits for the characters are terrifying, since they've all been drawn in a horrific rendition of a political cartoon caricature. ''6'' at least dials back on the exaggeration into something more appealing.
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to:

* SequelDifficultyDrop: ''Tropico 3'' was made much easier than the first game by introducing gameplay mechanics such as cars, which reduced the FakeDifficulty frustration, though the game still provided plenty of challenge. ''Tropico 4'' dropped the difficulty massively from ''3'' however, making a tropical paradise very easy to build. Brutal dictator measures became borderline pointless, except maybe ForTheEvulz.
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** Hell, nearly all of the portraits for the characters are terrifying, since they've all been drawn in a [[UncannyValley horrific rendition of a political cartoon caricature]].

to:

** Hell, nearly all of the portraits for the characters are terrifying, since they've all been drawn in a [[UncannyValley horrific rendition of a political cartoon caricature]]. ''6'' at least dials back on the exaggeration into something more appealing.

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Cutting down on natter


* ScrappyMechanic:
** 2 had the infamous housing system. Each and every pirate required their own, separate house, which aside eating space like crazy also required to be set up in as much "anarchy" spot as possible, thus far away from "order" locations, ie. every building with slaves. By mid-game, each map turned into desperate scramble to set up homes for additional crew members.
** So far, 5 provided few
*** The sole size of the maps is now a problem - they are ''much'' smaller than in previous installments, while numerous vital buildings are ''larger''.

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* ScrappyMechanic:
ScrappyMechanic: For all it's worth, they are usually adressed in next game in the series, but there are still few that are universally disliked throughout the franchise:
** 2 The original game and it's ever-changing rainfall patterns. Even if you ignore a complete TutorialFailure regarding how farming works and what each plant needs and so on, you are still left with heavily random fertility for your farms over the years. Except for coffee plantations (which simply need to be set up on top of hills), having your farmers to plant in different spots non-stop will be affecting both productivity and general efficiency. In particularly bad cases, it might require to switch to different crop entirely. From ''2'' onward, rainfall has been cut.
** ''2''
had the infamous housing system. Each and every pirate required their own, separate house, which aside eating space like crazy also required to be set up in as much "anarchy" spot as possible, thus far away from "order" locations, ie. every building with slaves. By mid-game, each map turned into desperate scramble to set up homes for additional crew members.
** So far, 5 Both original and ''2'' had the general issue with walking being the only means of getting around. This in particular affected teamsters, making transport capacity (or lack of it) the biggest bottleneck when it comes to functionality of your island. ''3'' introduced cars and especially transport trucks to adress this, so it no longer took decades for goods to be moved from point A to B or people being unable to get to work before heading back to fulfill their needs.
** ''5''
provided few
*** The sole size of the maps is now a problem - they are ''much'' smaller than in previous installments, while numerous vital buildings are ''larger''.
few:



*** Housing system. In previous games players could build whatever house they wanted and adjust rent so anybody could afford them. Now each building has a minimal pay requirement from tenants, meaning you have to rise pays of all those workers... and some of them still won't qualify. This also forces players to provide much more housing, as you can't just erect few houses with high capacity.
*** It's even more broken. For some reason even rich Tropicans prefer to live in shacks, build right next to empty Tenants or Apartments, while earning enough to easily afford (edict-lowered) costs of living inside. Then they decide to mount a revolution, based on their dissatisfied living standards...
*** Power plants are now generating much more MW than in previous parts... but the consumption is almost ten times bigger.
*** Managers are good, but the way you get them is pain in the neck. After declaring an edict, they are slowly picked from your population. They can't be hired from abroad, their trait is picked up at random and Census edict revealing them has ten years of cooldown, while after five you won't get any new information from it.
*** 1.02 patch fixed it a bit, making the edict work as intended, but it's still quite a pain to manually assign them at later stages of the game when you have too many buildings.

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*** Housing system. In previous games players could build whatever house they wanted and adjust rent so anybody could afford them. Now each building has a minimal pay requirement from tenants, meaning you have to rise pays of all those workers... and some of them still won't qualify. qualify, even with a special edict. This also forces players to provide much both more housing, as you can't just erect few houses with high capacity.
*** It's even more broken. For some reason even rich Tropicans prefer to live
housing in shacks, build right next to empty Tenants or Apartments, while earning enough to easily afford (edict-lowered) costs general ''and'' having large section of living inside. Then the population stuck in low-tier homes, which they decide to mount a revolution, based on their dissatisfied living standards...
*** Power plants are now generating much more MW than in previous parts... but the consumption is almost ten times bigger.
obviously dislike.
*** Managers are good, but the way you get them is pain in the neck.neck to both get and then properly utilise. After declaring an edict, they are slowly picked from your population. They can't be hired from abroad, their trait is picked up at random and Census edict revealing them has ten years ''ten years'' of cooldown, while after five you won't get any new information from it.
*** 1.02 patch fixed it a bit, making the edict work as intended, but it's still quite a pain to manually assign
cooldown. On top of that, by mid-to-late game assigning them at later stages of is just tedious due to the game when you have too many buildings.
UI design and sheer size of your economy by that point.
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** Is Penultimo really undertaking daring raids to steal world wonders, or, given that the relationship malus for stealing a wonder is surprisingly small, is he just having cheap replicas made?
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* HilariousInHindsight, NotSoCrazyAnymore, TruthInTelevision (The Pop Singer background was originally included for pseudo-JokeCharacter Lou Bega in the first game. Come 2010 though, [[http://en.wikipedia.org/wiki/Wyclef_Jean and...]])

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* HilariousInHindsight, NotSoCrazyAnymore, TruthInTelevision (The HilariousInHindsight: The Pop Singer background was originally included for pseudo-JokeCharacter Lou Bega in the first game. Come 2010 though, [[http://en.wikipedia.org/wiki/Wyclef_Jean and...]])]]
Tabs MOD

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* EarWorm: Tropico 3 is ''rife'' with these. ''[[https://www.youtube.com/watch?v=ZcdftzRX0S8&feature=related La Gata Loca]]'' is catchy in its odd, quirky way, whereas ''[[https://www.youtube.com/watch?v=sGLomkqW5rg&feature=related Verde Y Madure]]'' and ''[[https://www.youtube.com/watch?v=I3vOb0jRr0M&feature=related Asi! Vamos!]]'' take the more jackhammer-inspired approach, and...heck, about ''two-thirds'' of Tropico 3's soundtrack qualify. Made about 10 times worse if you're not a Spanish speaker yourself.
** [[https://www.youtube.com/watch?v=q9yHcbxE3Cw Saque tu pareja con la musica tan buena, y ponte a gozar, ponte a bailar...]]
** [[https://www.youtube.com/watch?v=YJnLn1DJ_eE Estaba yo pensando en travesuras de la vida...]]
** [[https://www.youtube.com/watch?v=hCxy-4IAgzo A beber ron y cerveza, de noche hasta que amanezca...]]
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** In the first game, Cabarets are only visited by men. In later games, women frequent them just as much (despite the fact that only female dancers work there).

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** In the first game, Cabarets are only visited by men. In later games, women frequent them just as much (despite the fact that only female dancers work there). From 5 onwards, though, men ''and'' women could work at Cabarets.
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** Blimp ride is 4. Nominally, it's a tourist attraction, but one of its operating mode is "Presidental Presence" - each building it flies over acts as if El Presidente visited it, providing a massive bonus. It can "visit" multiple buildings and provide them all with bonuses at once. And it's filthy cheap to both build and operate.

to:

** Blimp ride is 4. Nominally, it's a tourist attraction, but one of its operating mode is "Presidental Presence" - each building it flies over acts as if El Presidente visited it, providing a massive bonus. It can "visit" multiple buildings and provide them all with bonuses at once. And it's filthy cheap to both build and operate. Just a single flight over industrial area (or even just ''farmland'') will recoup the construction cost few times thanks to the spike of exports.
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* GeniusBonus: The way how farming system and soil fertility operated on original game was based on patterns of soil erosion caused by run-off water in deforested hillsides. That is - what is destroying farmland in your average tropican, agrarian country. And the game allowed to turn that effect ''for your advantage'', using the flushed soil for less and less demanding plants as the run-off was going downhill.

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