El PresidenteThe Player Character.
- Badass in Charge: Can be this if you have the War Hero trait.
- Dirty Coward: Alternatively, you can be this if you have the Cowardly trait.
PenultimoYour Number Two and leader of the loyalist faction in Tropico 4.
- Bunny-Ears Lawyer: Can be dumber than a doorknob, but he has his moments.
- Suggests in 4 that, when the United States and USSR are gearing up for war, you complete some of your goals without receiving outside help, in order to stabilize the region. This will lower the DEFCON level each time you do so.
- When trying to buy out Las Fruitas from Keith Preston, he suggests that you start small, so that Keith doesn't notice what you are doing.
- His guidence tasks in 6 are always helpful to catch in areas you are lagging behind in, if housing happiness is low he'll have you build two residential areas for example.
- Early Installment Weirdness: He wasn't always slavishly devoted to El Prez. He appears in 3 as your tutor and wants to buy poison, indicating that he's more willing to try and poison you.
- Ninja Pirate Zombie Robot: In 6 he takes on the roles of pirate, commando, secret agent, and hacker, complete with appropriate outfits.
- Number Two: To YOU.
- Right for the Wrong Reasons: Assumes that DEFCON is some kind of super weapon and that, if it reaches one, the world will end. While he's wrong to assume it is a superweapon, DEFCON 1 indicates that nuclear war has begun, which will likely destroy humanity.
- Undying Loyalty: In 4 onwards. He never, EVER betrays you and speaks for the Loyalist faction, which ALSO never betrays you. (The worst they do is just stop being Loyalists).
Each Tropico game has several factions, which must be placated to garner general public support.
Almost all of the factions have these tropes in common:
- Bread and Circuses: Although pissing any one of them off is unavoidable, it is important to placate them enough to tolerate you. To be fair, it's usually (though not always) helpful to do so anyway.
- Morton's Fork: Achieving their long-term faction goals and meeting their immediate demands are often contradictory. In addition, while keeping them content enough to put up with you is the goal, it's remarkably easy to piss them off, which can make you think twice about Stating the Simple Solution.
- In 6, ignoring a dual demand from both factions pisses them both off. In 3, it is possible to outright ban a troublesome faction that's too difficult to please, but that just leads to a rise in rebel activity.
- The War on Straw: They are frequently extreme caricatures of many political factions.
- Strawman Has a Point: 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:
- The Capitalists are concerned with making money, which is vital for you to accomplish anything in the long-term.
- The Communists (and Religious) want the people's 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.
- 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.
- 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.
- The Loyalists want to keep you in power.
- The Militarists want the island to be safe from invasion and rebel threats.
- The Nationalists want to protect your nation's interests and not get invaded.
- The Religious want the spiritual (and in 6, physical) needs of the people met. And since being too drunk keeps people from being efficient, easing on the pubs may be a good thing.
- We ARE Struggling Together: The factions frequently come into conflict with one another and sometimes their unreasonable or narrow demands are not in either Presidente's or the people's better interests.
The capitalists represent Tropico's business interests and favor industrialization, for-profit enterprises, and a booming tourist-based economy. They have a rivalry with the communists, though in 4, their goals usually do not directly contradict. They lean heavily toward policies favoring the United States. In Tropico 5 and 6, they become relevant in the World Wars onward.
- Cut Lex Luthor a Check: Placating them usually bolsters your profits, allowing you to embark on building projects.
- Decomposite Character: In 5 and 6, they are this to the industrialists, who they can potentially butt heads with. Industrialists favor heavy manufacturing while Capitalists tend to prefer advanced service-based economies such as tourism, which depends on not overexploiting the islands.
- Money, Dear Boy: Their main concern.
- Pragmatic Villainy: While they are still concerned with wealth, they favor a tourism-heavy economy in 6, and thus have a vested interest in cutting down on logging, mining, and pollution generating industry, because those aren't particularly interesting to tourists.
- Sitcom Arch-Nemesis: To the Communists in almost all the games.
- Strawman Has a Point: The capitalists are concerned with businesses that generate profits, which can help keep the player in the black in the long run. They also favor lower crime rates and a diversified economy, and in 6 they're also likely to be happy to move away from polluting industry in favor of more profitable tourism and service industries.
Antonio LopezLeader of the Capitalist Faction in Tropico 4.
- Corrupt Corporate Executive: Downplayed: While yes, he does suggest and practice morally dubious business ethics, he is also an advocate of a strong police system, and can give you good advice.
- Nice Hat: Wears a top hat and business suit.
- Police Are Useless: If Tropico's police force is too weak, he'll state that he was robbed twice, and that they even took his charts. The second guy beat him up because Lopez had already been robbed blind.
Leader of the Capitalist Faction in Tropico 6.
- Big Brother Is Watching: They prefer plenty of surveillance and a state-controlled media, preferably in their favor.
- Chummy Commies: Outside of their authoritarian leanings, they are generally concerned with, housing, social welfare, and health and wellness, which makes them one of the easiest factions to placate in the long run. Their favored policies usually also make it easy for workers to get around and to fleece additional money off the rich.
- Dirty Communists: Mostly averted in most situations, though still present. They have a very poor view of democracy and heavily favor authoritarianism. As the above entry shows, though, they still have genuinely respectable motivations for many of their actions and are perfectly willing to be reasonable with the player if you don't cause problems for others just because.
- Outgrown Such Silly Superstitions: Their Marxist-Leninist ways mean that they would occasionally butt heads with the religious faction. In 5 and 6, they favor an Atheist state.
- Sitcom Arch-Nemesis: To the capitalists, with an added layer of Slobs vs. Snobs
- Slobs vs. Snobs: Their aversion to anything appealing to the wealthy, which includes things that Intellectuals like, pits them against the Intellectuals as well.
Leader of the Communist Faction in 4.
- Bread and Circuses: Surprisingly, he accepts this. During the mission to beat Marco Moreno, he's completely fine with the player distracting the masses from their suffering by building a sports complex while Presidente searches for El Toucan.
- Reasonable Authority Figure: Possibly the biggest example in the series, openly trying to be a just leader who thinks about others instead of himself.
- Tellingly, when his faction disaster occurs, he actually tries to put a stop to it, realizing how counterproductive it is.
Marco MorenoLeader of the Rebels (not exactly a faction) in 4, and replaces Vasquez as the leader of the Communists in 6.
- Expy: Of Ernesto "Che" Guevarra.
- Reasonable Authority Figure: Surprisingly enough for a rebel, he is this - in 4, should you legitimately prove that one of your regime's goals is making the lives of the average Tropican better, he'll willingly defect and join your cause. He takes on Comrade Vasquez's role as this in 6.
- Rebel Leader: In 4, only showing up during the campaign. He's apparently made a career of rebelling so much that no leader in the Carribean (or, indeed, the world) has ever impressed him enough to get him to stand down. El Presidente ends up being the one to break this streak.
- Took a Level in Kindness: He's backed off from being a violent revolutionary by the time of 6, instead lobbying on behalf of his fellow communists.
A patriotic, isolationist faction concerned with preserving the culture of Tropico against the winds of change. They subsume the role of the Nationalists from the previous three Tropico games and become relevant in modern times in 6. They come into conflict with the Intellectuals frequently,
- Appeal to Tradition: The be all, end all of their political leanings. They prefer traditional architecture and methods of government from the colonial era.
- Anachronism Stew: Invoked with the Good Old Days constitutional option, which forces the Tropican populace to dress in colonial-period attire.
- Bigot vs. Bigot: Is known to come into conflict with the Religious faction due to several conflicts of interest despite being social conservatives that oppose marriage equality.
- Everyone Has Standards: Their stance toward free food. Tradition dictates that nobody starves to death in Tropico unless there's no food left.
- Good Old Ways: Their key difference with the Nationalists of 3 and 4. They paint their ardent nationalism with copious amounts of nostalgia for the colonial period.
- Gun Nut: They are obsessed with firearms for some reason.
- Utopia Justifies the Means: They like a return to a traditionalist Tropico from the days of yore and would gladly give up personal and civil liberties for it.
- Right-Wing Militia Fanatic: They support the type of justice carried out by the barrel of a gun.
- Suspiciously Similar Substitute: They subsume many of the traits of the Nationalist faction in 3 and 4, albeit with an American-style conservative flavor over the more overtly Neo-Nazi imagery of El Diablo and the nationalists.
Hector DelgadoThe xenophobic representative of the conservatives.
The Environmentalists are concerned with preserving the natural beauty of Tropico and often stand against polluting industries, often to the detriment of national economic interests. They often find themselves in opposition to the Capitalists and Communists in 4 and the Intellectuals and Industrialists in 6. in 5 and 6, they become relevant from the Cold War onward.
- Appeal to Nature: They carry many of the narrow-minded fallacies held by crunchy granola people in real life.
- Bourgeois Bohemian: They tend to favor tourism as an industry.
- Ludd Was Right: Their opposition to technology and advanced economies has shades of this
- Pragmatic Adaptation: They are strangely okay with garbage dumps—a concession to the greater needs of the environment.
- New-Age Retro Hippie: The faction has a hippie vibe to them. In Tropico 6, they take on a crunchy granola persona that is opposed to, among other things, vaccination.
- Silly Rabbit, Idealism Is for Kids!: They have a very narrow interpretation of environmentalism and "natural living" that could be detrimental to the wellbeing of the people as a whole.
- Strawman Has a Point: Less likely to butt heads with the Capitalists in 6. Capitalists tend to favor a diversified economy not heavily dependent on manufacturing, which requires a relatively pristine environment.
Sunny FlowersThe Hippie representative of the Environmentalists from 4 and 6. She and Penultimo co-host the radio in 4.
- Adaptational Attractiveness: Due to the way portraits are drawn in 6 versus 4.
- Granola Girl: She fits the hippie (and in 6, crunchy granola) stereotype to a T.
- Ludd Was Right: She has a tendency to be dismissive of modern technology, which puts her on a collision course with Elena Culpepper.
- New-Age Retro Hippie: She has stereotypically hippie beliefs, down to being a Neopagan.
- Not So Above It All: Sunny Flowers can still be goaded into a consumerist craze despite speaking against flagrant consumerism.
- Ship Tease: With Penultimo.
Appearing only in 5, where they replace the intellectuals, they are a faction concerned with liberal ideas and immigration policies. In 6, they are subsumed by the Intellectuals.
- Suspiciously Similar Substitute: Basically a re-branded, open-borders friendly version of the Intellectuals.
Lord OaksworthA condescending patronizing blowhard of a European Lord who represents the interests of the Crown in 5, before becoming a representative of various other factions (including the Religious and the Globalists) later down the line.
- Defector from Decadence: As per 5's minimalist cast, he eventually comes to represent foreign and factional interests later in the game, suggesting that he defected to the revolutionaries.
- Evil Colonialist: Surprisingly averted. Despite being unpleasant, he does try to be helpful to the governor as they try to set up the colony and lay the groundwork for the revolution.
- Reasonable Authority Figure: As smug and condescending as he is, he claims to go through all sorts of hoops to keep the current governor in power and helpfully mentions that he would eventually run low of opportunities to do so, prompting the governor to move toward rebellion sooner rather than later.
Introduced in 5, the Industrialists represent the captains of industry of the country, eager to exploit the country's natural riches for economic gains. Tends to come into conflict with the environmentalists as a result. They become relevant from the Cold War onward.
- Decomposite Character: From the Capitalists from 5 onward. They favor a robust industrial economy concerned with exploiting the natural resources of the island, whereas the Capitalists favor a diversified income stream that includes environment-dependent tourism.
- Despotism Justifies the Means: They tend to favor authoritarian governments.
- Reasonable Authority Figure:
- Some of their demands are good for your economy in the long term. They also are in favor of an educated workforce, ideal for an advanced and wealthy export economy.
- Despite their aesthetic suggesting 'big polluter' types, they approve of renewable electricity structures being built in 6 just as much as the Environmentalists do. All electricity is equal, after all.note
Veronica VenenoThe representative of the Industrialists and Capitalists in Tropico 5.
- Corrupt Corporate Executive: A greedy businesswoman with no hangups on exploiting others.
- Expy: Of Veronica Lodge, and thus the foil to Betty Boom.
Harland ZanderThe Industrialist representative in Tropico 6.
- Corrupt Corporate Executive: A robber baron who speaks with a dismissive tone about workers and the environment.
- Fat, Sweaty Southerner in a White Suit: Looks and speaks like a southern plantation owner, despite the game being set in the Spanish Caribbean.
- Strawman Has a Point: Often, his demands can be useful to meeting economic and development goals.
- For Science!: In 6, they strongly prefer scientific developments over anything else, which can put them at odds with the Luddite Environmentalists.
- Gentleman and a Scholar: In 4, they look favorably on a presidente with the Biblical Scholar, Leftist Author, Naturalist, and Professor backgrounds.
- Mad Scientist: They have shades of this in 6.
- Outgrown Such Silly Superstitions: Has a vocal rivalry with the Religious faction and the Conservative faction in 6 and are concerned with an open science-focused future that eschews all prior traditions.
- Playful Hacker: In 6. Their faction disaster would have Presidente cut off from the Internet for a year.
- Reasonable Authority Figure: They tend to favor a good education system, which can benefit your nation over the course of the game by making advanced economies and industries possible.
- Slobs vs. Snobs: They come off as aloof elitists who are against anything appealing to the common people in 4, and slightly unhinged mad scientists in 6.
- True Art Is Incomprehensible: One of the buildings that can be built to gain their approval of is the modern art museum.
Miss Pineapple is one of El Presidente's advisors in 4 and represents the interests of the Intellectual faction. She is also not-so-subtly implied to be having an affair with El Presidente.
- Dominatrix: She apparently has a show in a cabaret where she is known as "Mistress Pineapple."
- Girl Friday: Presidente's advisor and "tutor"
- Reasonable Authority Figure: Her advice is generally very helpful to your country's development.
The faction representative for the Intellectuals in 6, she represents the interests of a more modern, forward-thinking, and tech-savvy generation.
- Black and Nerdy: An Afro-Caribbean woman who is a nerd.
- A Million Is a Statistic: Her conflict with the Communists can be seen as this.
- Nerd: She hits most of the stereotypical nerd archetypes, frequently mentioning numbers and calculations in various odd contexts.
- Mad Scientist: She has a very liberal approach to R&D.
- Easy Evangelism: Poorly educated people can easily be swayed into this faction through manipulative propaganda techniques.
- Democracy Is Bad: Why vote for your leaders when El Presidente is the only choice you should be making, after all.
- Fan Dumb: El Presidente's own.
- Shameless Self-Promotion: They demand this of El Presidente.
- Unpleasable Fanbase: Usually, any attempt that El Presidente to placate or show genuine concern to the wellbeing of the other factions over perpetuating and glorifying his reign will rub them the wrong way.
- Properly Paranoid: A strong military presence is critical for the player to survive the many occasional hazards of the game, including rebel threats and foreign invasions.
- We Have Reserves: You'd better, to placate this faction.
- Alliterative Name: Rodrigo Rodriguez
- Armchair Military: Admits this about himself.
- Cloud Cuckoolander: Among the many things he fears are his dreams about penguins and pterodactyls.
- General Ripper: A warmongering paranoid jingoist obsessed with national security through superior firepower. Not that he's entire wrong, though.
- The Neidermeyer: Announcer Chatter reveals him to be a mouthy, demanding superior to his soldiers.
- A Nazi by Any Other Name: A fanatically insular faction concerned with supporting Tropico
- Fascist, but Inefficient: Their insistence on closed borders will cripple the country's economy due to labor shortages.
- My Country, Right or Wrong: They put Tropico above all other nations and resent any form of foreign interest or intervention, including humanitarian aid during a time of crisis.
- Occupiers Out of Our Country: A sentiment they claim to hold.
- Patriotic Fervor: They often demand patriotic sentiments expressed.
- Powder Keg Crowd: They will cause riots if they are sufficiently displeased with the current leader
- Properly Paranoid: They especially resent the idea of a military occupation by an invading foreign power.
El DiabloThe representative of the nationalists in 3 and 4.
- Activist Fundamentalist Antics: In 6, their ultimatum, anathema, will have members of the faction burn down buildings they visit.
- Artistic License Religion: Gameplay restrictions mean that Tropican clergy are allowed to marry (and marry a partner of the same gender, despite being opposed to it as a faction).
- Christianity Is Catholic: They have a heavy Catholic flavor, despite differences brought about by gameplay necessity.
- The Fundamentalist: They typically hold conservative and fundamentalist Christian views, with all that it entails in terms of social policies.
- Good Shepherd: In later games, they tend to emphasize social welfare and are concerned with ensuring that people get their basic needs met. In the colonial era in 6, the missions can even be set to provide healthcare—the only buildings in the game to do so in that era.
- Moral Guardians: They are also likely to turn their noses against vices such as pubs and cabarets.
- Not So Different: In 6, they share a lot of similarities with the communists both in terms of meeting the needs of the people and eschewing the presence of luxuries for the wealthy.
- The Theocracy: One of their faction goals; selecting the theocracy option is one of the ways to garner their support.
- Turbulent Priest: Dissatisfied clergy can speak against Presidente in the pulpits, affecting anyone who attends church.
Reverend EstebanA perpetually inebriated priest who represents the Religious faction in 4.
- The Alcoholic: Implied to have a drinking problem and is willing to counteract the very legislation he requested (prohibition) on behalf of his faction.
- Dirty Old Monk: Downplayed. Announcer Chatter in 4 suggests that he had to be dragged to the opening of the first church in the island while drunk, having fought off a bunch of soldiers in the process. He still won, and the soldiers sent to get him are "missing and presumed drunk."
- Egocentrically Religious: One of his arguments for having Presidente build a grand cathedral is to make all the other Caribbean nations jealous, which will make them look better in the eyes of God by comparison.
- Ensemble Darkhorse: Among the most popular characters in 4.
- You Bastard!: He calls out Presidente for letting a famine happen by explaining that he had to officiate the funeral of a child.
Sister FrancescaA sanctimonious and stern nun representing the Religious faction in 6.
- As the Good Book Says...: She frequently uses metaphors from the Bible whenever she addresses El Presidente, usually to snark at him.
- Condescending Compassion: She generally speaks with a disappointed tone at Presidente.
- Good Is Not Nice: She is concerned with the welfare of her flock and is not afraid to tell off the country's ruler to do so.
- Nuns 'n' Rosaries: A stereotypical Roman Catholic nun.
- Nun Too Holy: As her intro suggests, she's not above cursing.
- Sour Supporter: She's very dismissive of Presidente and talks in a tone that barely hides her doubts of their sincerity. She won't exactly talk to Presidente pleasantly even if they do what she wants.
The revolutionaries are a faction representing the oppressed people of the colonies, who are tired of having to give in to the crown's orders at the expense of their own needs. They support actions in favor of the common people of colonies and toward militarization while oppose the construction of vanity projects for the wealthy people loyal to the crown. Naturally opposed to the Royalists.
- La Résistance: A movement dedicated to toppling the rule of the Crown over Tropico.
- The Revolution Will Not Be Civilized: They prefer to bolster the fledgling nation's military might early on.
- Slobs vs. Snobs: They do not appreciate actions that they feel oppress the common people, which include slum housing for the poor and luxuries for the rich.
- Spark of the Rebellion: They see working with the governor as this.
Evita VasquezThe revolutionary representative in Tropico 5, later representing the Communists and Militarists in later eras. May be related to Comrade Vasquez from 4.
- Named After Someone Famous: She gets her name from Evita Peron, former first lady of Argentina.
Sofia OrtegaThe representative of the revolutionaries in Tropico 6.
- The Revolution Will Not Be Civilized: In her own words, the ends justify being mean.
Appearing in 5 and 6, this faction represents the citizenry of Tropico that are loyal to the Crown. They start off with an abysmal view of the governor and have to be gradually displaced by revolutionists as the game progresses. They are opposed by the Revolutionaries. The Royalists align themselves to the interests of the crown, and are represented by Lord Oaksworth in 5 and by Lord Roger Wyndham in 6. The opinion of the royalists are not crucial for independence, but their satisfaction influences their opinions of you afterward.
- Conspicuous Consumption: They are usually placated by constructing luxury entertainment such as theatres and opera houses.
- Les Collaborateurs: The royalists are loyal to the European monarchy that rules over Tropico in the colonial period.
- Slobs vs. Snobs: A variation. Their conflict with the Revolutionaries can be seen as this: buildings that appeal to them piss off the Revolutionaries.
For tropes relating to Lord Oaksworth, the Royalist/Crown representative from Tropico 5, see the Globalists.
Lord Roger WyndhamA haughty and sinister-sounding European aristocrat who bosses the governor around in 6.
- Aristocrats Are Evil: A sinister blue-blooded noble who barks all sorts of threatening orders to the governor in the name of the Crown.
- Bad Boss: He likes to give an assortment of veiled threats to the governor, because "the Crown Demands!" Even his compliments are backhanded and laced with barely disguised contempt.
- Card-Carrying Villain: He describes his leadership style as "firm yet unfair."
- Disproportionate Retribution: He hates Penultimo for triggering his coconut allergy at a function with the King and tries to have him assassinated at the theatre.
- Evil Colonialist: He's much more of an asshole than Lord Oaksworth, being openly contemptuous of Tropicans.
- Plot Allergy: In the first mission, he was revealed to be allergic to coconuts. He has since developed a grudge on Penultimo (who fed him a coconut canape by accident) as a result. His aversion to coconut trees drives him to assign the governor to cut them down... and makes it possible for Tropican revolutionaries to hide smuggled gold inside the coconuts.
- Reassigned to Antarctica: His intro suggests that he used to be King's right hand but got demoted for reasons he refuses to disclose.
- Smug Snake: A condescending and haughty racist colonial-era nobleman
Like your typical Banana Republic, Tropico is beleaguered by outside forces since the colonial age. In 1 and 3, the factions are the United States and Soviet Union, but four other powers are introduced from 4 onward. In 5 and 6, they only become relevant during a specific age.
- Anachronism Stew: Borders on Alternate History at times, most notably in 4. The Soviets can persist past 1992, the Chinese have been Red and Rich in the 1950s, and the European Union appears as a singular entity before 1993. Rectified somewhat in 5 and 6, where many of the factions do not become relevant until well past a specific age.
- In 5 and 6, the Axis and Allies represent both their IRL counterparts and the Central and Entente powers of WWI. The Allied flag/diplomatic seal is half of the American and British flags, which can be considered anachronistic since the Americans have historically been the last of the Allies to join in.
- Hegemonic Empire: All of the powers save the Crown are essentially this. In essence, the Tropicans are just another small country for them to ruthlessly economically exploit in their game of power. Do as they say, or suffer stifling economic sanctions or be invaded.
- Cultural Posturing: Some of the representatives can be quite haughty and condescending, even when they're being friendly.
- Gunboat Diplomacy: The lingering threat of foreign occupation is a constant theme in the series. The U.S. and U.S.S.R. will invade you if you irk them enough times.
- Not So Different: While they might be antagonistic to one another, most of the powers in the games are hegemons who demand that Tropico follow their trade and political interests on the threat of economic sanctions or outright invasion.
- International Showdown by Proxy: Of which Tropico is the unfortunate battleground. You must play along or play them against each other to stay in power and protect your people.
- Playing Both Sides: It's possible (and for practical purposes, required) for Presidente to do this for their own benefit and their people's.
- Realpolitik: The great powers' general approach to controlling Tropico, and how El Presidente should act in turn. Presidente must placate these great powers to secure their regime and avoid invasion.
- Take a Third Option: Becomes possible in 4. In prior games, you can only balance your allegiance between two Cold War-era world powers. In 5 and 6, this does not become a de jure diplomatic option until Modern Times.
- You Have Researched Breathing: In 5 and 6, you must re-invite factions into your embassy after you progress to the next era, since in-game they are functionally different polities. Justified to an extent, since many of them are composed of multiple states that have become irrelevant or go their separate ways as time passes.
- U.S., U.K., and Soviet Union (the Allies) went their separate ways during the Cold war as the Western Powers and Eastern Bloc.
- In the Modern Times period, the dissolution of the U.S.S.R. did a number on the Eastern bloc, you do have to re-invite Russia. The Western Powers also go their separate ideological directions, meaning you must invite both the U.S. and the E.U. at this point.
The European power that colonized Tropico. In 5, they are represented by Lord Oaksworth, while in 6, they are represented by Lord Roger Wyndham. For their character sheets, see their entries in the Globalists and the Royalists.
- Artistic License History: Tropico is culturally based on the Spanish colonies in Latin America and the Caribbean. However, the Crown the player serves in 5 and 6 is very clearly flavored after the British Empire.
- Bad Boss: The Crown heaps on several demands on the governor, goading them with extentions to their mandate.
- Cut Lex Luthor a Check: You can pay your way to independence if you've enough cash.
- The Empire: Nominally, the only literal example of the bunch. They are the direct rulers of Tropico until it declares independence. Functionally, they are no different from the other great powers.
A superpower relevant during the World Wars.
- Composite Character: They represent the Allies of both World War One and World War II, the former also being known as the Entente powers. A literal example in their flag, which is half the U.S. and U.K. flags.
- Eagle Land: Has shades of type 3 in 5, since their representative is an ersatz of a U.S. president. Donwplayed in 6, since they receive a more British flavor in Lord Wynton Marlborough.
Rudolf ThompsonThe U.S. President in Tropico 5 and recurring campaign character.
- Big Good: A recurring ally of Presidente and an honest, friendly, well-intentioned man. He is one of the most positive portrayals of a U.S. president in the Tropico series.
- No Celebrities Were Harmed: A clear expy of both Theodore and Franklin Delano Rooselvelt.
Lord Wynton MarlboroughThe Allied representative in Tropico 6, a cheery British diplomat.
- Good Smoking, Evil Smoking: He is the representative of the Allies and and he smokes a calabash pipe in his portrait.
- No Celebrities Were Harmed: Very clearly based on Sir Winston Churchill, while taking the name of his ancestor, the Duke of Marlborough.
- Quintessential British Gentleman: Given who he's based on.
- Stiff Upper Lip: Attempts to evoke this; he's usually quite jovial, but sometimes he blurts out that "everything's gone pear-shaped and we need a steady hand on the tiller."
- Composite Character: They represent both the eponymous faction in World War II and the Central Powers in World War One. In essence, they're whatever side of the war Germany was on.
- Day of the Jackboot: In 5 and in 6, withstanding their invasions is one consequence of either allying with the Allies or having absymal relations with them.
- No Swastikas: The Axis flag in 5 and diplomatic seal in 6 is the War Ensign of Nazi Germany without the swastika in the circle.
- Those Wacky Nazis: With everything they entail.
- Tropico Is Nazi Land: In 5, you can house exiled Axis emigres after they inevitably lose the war.
Erich von StrohmA Nazi military officer and representative of the Axis Powers in 6.
A superpower introduced in 6, the Western Powers represent NATO and take the place of the U.S. in the Cold War era. Their diplomatic seal is the NATO flag rotated by 45 degrees.
- Captain Ersatz: Of the U.S. in prior games.
- Eagle Land: A solid Type 2.
- Red Scare: Has this as an overarching theme. Cold War-era Paranoia is their schtick.
Colonel Buck ScottThe representative of the Western Powers in 6.
- Almighty Janitor: A field-grade officer representing the free world.
- Expy: Of George C. Scott's General Buck Turgidson.
- General Ripper: Colonel, actually, but the trope is still in play. He is a very paranoid, xenophobic, jingoistic American officer.
- Foil: To Nadia of the Eastern Bloc. Both are quite secretive, but while Nadia lets the presidente in on what she's planning, Colonel Scott always approaches interactions with paranoid apprehensiveness.
- I Know You're Watching Me: His paranoia leads him to assume this of everyone he suspects to be a filthy Red. Even himself.
- The Paranoiac: Extremely suspicious of anything associated with the Eastern Bloc. He sees "red" everywhere.
- Properly Paranoid: Given how Nadia acts, he's probably not entirely wrong about there being some sort of plot going on behind the scenes.
The Soviets are one of two superpowers in the original game and appear again in 3 and 4. In 6, they become a more general multinational bloc representing the countries under the Iron Curtain. In the last two games, they become relevant during the Cold War.
- Composite Character: In 6, the Eastern Bloc presumably subsumes both the Soviet Union and the rest of the Warsaw Pact, though functionally, the Soviets are still implied to be calling the shots.
- Chummy Commies: Being pals with them is a key part of placating the Communist faction.
- Despotism Justifies the Means: They favor a totalitarian state as a national policy.
- Dirty Communists: Their affinity for authoritarianism and their hegemonic imperialist tendencies. Despite their nominal "anti-imperialist" affiliations, they really only see Tropico as just another puppet to control.
- Outgrown Such Silly Superstitions: Their preferred constitutional stance on religion in 5 and 6.
- Moscow Centre: In 4 and 6, the communist world is represented by spies.
Agent SashaThe representative of the Soviets in 4.
Nadia KutsnetchovThe representative of the Eastern Bloc in 6.
- Code Name: She's so secretive, she mentions that her name is just a convenient pseudonym (which explains the inaccuracy in her name).
- Foil: To the paranoid Buck Scott. Colonel Scott is a lot less trusting of anyone, including the Presidente, while Nadia tends to be more forward with her requests.
- Spy Speak: She speaks exclusively in this.
The Americans are one of the original superpowers in the original game and remain relevant from 3, 4, 5, and 6. Once a dominant default superpower in the original, 3 and 4. In the last two games, they become relevant only after modern times. Their previous role in the Cold War was subsumed the Western Powers.
- Eagle Land: A solid type 2 through most games they appear in.
Ambassador CraneHe represents the U.S.' interests in exclusion in 4 during sandbox games.
- "Ass" in Ambassador: A slimy, imperialistic and haughty representative, and a caricature of the foreign policy of the U.S. toward Latin America and the Caribbean.
- Faux Affably Evil: He tends to treat the presidente as an underling, to be condescended and threatened as he sees fit.
- No Celebrities Were Harmed: Strongly resembles a caricature of former CIA officer David Atlee Phillips.
Raymond KingThe representative of U.S. interests in Tropico 6.
The Europeans were introduced in 4 as one of three alternate superpowers to court and placate. They are a soft power, focusing on luxury entertainment, intellectual leanings, and progressive and environmentally sound social policies. In 5 and 6, they become relevant after Modern Times.
- Anachronism Stew: Their first appearance as the European Union in the first game, well before it became an entity in 1993. Corrected in the 5th and 6th games, where they become relevant in Modern Times (which beings around The '90s).
- Bourgeois Bohemian: In 4, they have shades of this. They favor democratic, social liberal, and environmental policies.
- History Marches On: The stereotypically English Lord Chuffney being the E.U. representative becomes sorely outdated after the British leave referendum. Reflecting this, the E.U. representative in Tropico 6 is Eline Dupont, who has a French name but resembles the then-German Chancellor Angela Merkel.
- I Am Very British: In 4, the European Union has a distinctly British flavour. They are represented by an English aristocrat and one of the work options in the TV station is the BBC, which is mentioned to be a European import. Averted in 6, with the EU being more patterned after a post-Brexit European Union.
- Not So Different: In the Tropico 4 campaign scenario "Independence Day," the EU is just as low-key imperialistic as the U.S., instructing the presidente to promote the idea of annexing an island as a colony in the early half of the mission.
- Obstructive Bureaucrat: In 6, they have an overregulated economy with a lot of red tape, which Eline describes as a necessary part of turning away from their old ways of constant in-fighting.
- United Europe: A downplayed example for gameplay simplification purposes. The entire European Union functions as a single trade partner for Tropico and they set their policies to your country in unison.
- We Buy Anything: They don't sell you anything in 4 and only accept exports, which means that keeping them placated won't make your production chains cheaper but will increase your export prices. They do manifest soft power in other ways. They are a main source of intellectual capital (foreign experts).
Lord ChuffneyThe E.U. representative in Tropico 4, a haughty British aristocrat.
- Aristocrats Are Evil: Downplayed. He's just your run-on-the-mill classist aristocrat.
- I Am Very British: A nobleman who wears a tux and a monocle.
The Russians are a superpower introduced in 5 and 6, where they are relevant in modern times. They are meant as a nod to IRL politics and replace the Soviet Union in the relevant era.
- Faux Affably Evil: Tends to pepper his chumminess with veiled threats.
- Mother Russia Makes You Strong: Believes this, if his bio is to be believed.
- Nice Hat: Wears an ushanka.
- No Celebrities Were Harmed: Based heavily on Vladimir Putin.
- The Social Darwinist: Applies this to his political ideology.
- Screw the Rules, I Make Them!: Played with. He claims that people in power will do exactly this if they were subject to their own laws, and that to have justice, some people must be above the laws.
The Chinese were introduced as one of the three alternate powers in 4. In 5 and 6, they become relevant in modern times.
- Red China: The Red and Rich variant.
Yu LiThe Chinese representantive in 4
- Nice Guy: At least tries to be this. His main response to when his country has abysmal relations with Tropico is that relations can only improve.
The Middle East were introduced in 4 as one of the alternate powers to court. In 5 and 6, they become relevant in modern times. In 4, their flag was that of the real-world Arab League, while in 5 and 6, they use a fictional flag.
- Arab Oil Sheikh: Their representatives. It has an effect on their economic relations; they prefer a country that imports its oil and don't take kindly to anyone who muscles in on their enterprise. Domestic oil production is a sure-fire way to get on their bad side.
- Arch-Nemesis: In 4, they have a rivalry with both the U.S. and the Soviet Union.
- The Fundamentalist: Has shades of this, and will respond negatively if you happened to be one yourself. They are a Muslim-majority region and will look down on any action that the Presidente takes that encourages Christian Fundamentalism in Tropico.
- Middle Eastern Coalition: The Middle East is essentially a fictional version of this. In 4, it is generally assumed that they represent (rather inaccurately) the Arab League, which excludes a few countries in the Middle East. In 5 and 6, this is downplayed at the cost of being less representative of any one real-world country or organization. In those games, they map closer to the wealthy Gulf monarchies rather than the Arab league as a whole, though they also behave like OPEC, which doesn't just include Arab states.
- Power-Upgrading Deformation: In 4. For some reason, having the Ugly trait improves their diplomatic relationship with you, possibly due to your resemblance to a camel.
- Qurac: They have shades of this. Sheikh Salim peppers his statements with references to his multiple wives, being rich, and camels.
- Arab Oil Sheikh: A wealthy and polygamous Middle Eastern Nobleman
- Gonk: Though the caricature art style is largely to blame.
- Kavorka Man: He has a lot of wives but isn't much of a looker.
- No Celebrities Were Harmed: His portrait is a caricature of Palestinian politician Yasser Arafat.
- Qurac: His depiction is a pastiche of Western views of the Middle East.
- An Offer You Can't Refuse: His intro mentions this. He loves being generous (because he controls a vital resource). but expects his friends to be generous in turn.
- Royal Brat: Does tend to display these behaviors at times. He was, after all, the world's richest kid, then the world's richest teenager.
- Uncle Pennybags: Invoked. He brags about being everyone's friend because he represents a region that has the one thing everyone needs.