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El Presidente

The Player Character.


Your 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.
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    • 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.
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  • 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.

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    The Capitalists 

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 Lopez

Leader 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.

Mason Belmonte

Leader of the Capitalist Faction in Tropico 6.

    The Communists 
They represent the leftist-oriented workers of the island(s) and strive to create a worker's paradise in the islands itself. They become relevant in the World Wars onward in 5 and 6 and tend to favor close ties with the Soviets/Eastern Bloc. They have a rivalry with the capitalists and the religious.

  • 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.

Comrade Vasquez

Leader of the Communist Faction in 4.

Marco Moreno

Leader 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.

    The Conservatives 

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 Delgado

The xenophobic representative of the conservatives.
  • Angry White Man: His behavior mimics the stereotype, albeit set in a Latin Caribbean milieu.
  • Good Old Ways: An ardent supporter of traditional Tropican values.

    The Environmentalists 

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 Flowers

The 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.

     The Globalists 

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.

Lord Oaksworth

A 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.

    The Industrialists 

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 Veneno

The representative of the Industrialists and Capitalists in Tropico 5.

Harland Zander

The Industrialist representative in Tropico 6.

    The Intellectuals 
Forward-thinking social liberals and freethinkers, the Intellectual faction is in favor of the development of advanced industries and are focused on making Tropico a hub for scientific development. They tend to be complacent with Capitalist directives while looking down on the Religious and Communists. One of the hardest factions to please. Originally one of the base factions available from the first, third, and fourth games, they become relevant in Modern times from 5 and 6 onward.

  • 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

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.

Elena Culpepper

The faction representative for the Intellectuals in 6, she represents the interests of a more modern, forward-thinking, and tech-savvy generation.

    The Loyalists 
A faction appearing in Tropico 3: Absolute Power and Tropico 4 that represents El Presidente's fanatical squadron of followers. They believe that El Presidente alone is capable of ruling the country and are thus thoroughly opposed to any dissatisfaction with the way Presidente runs things. They are among the easiest factions to court as well as the hardest to placate once irritated. They are represented by Penultimo.

  • 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.

    The Militarists 
A faction representing the interests of Tropico's armed forces, led by General Rodrigo Rodriguez in 3, 4, and 6. They appreciate a militarized Tropico with heavy emphasis on creating infrastructure for the army. Their bluster often puts them at odds with just about every other faction, including the Intellectuals and the Religious. In Tropico 5 and 6, they become relevant in from the World Wars onward.

  • 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.

General Rodriguez

    The Nationalists 
An isolationist faction in 4 and 5 concerned with Tropican-centric policies and interests. They resent anything foreign—be it immigrants, foreign goods, foreign aid, or foreign relations. They are replaced in 6 by the Conservatives while subsuming the role of the Loyalists in 5. They are present at the start of the game in 3 and 4 and become relevant in 5 during modern times.

El Diablo

The representative of the nationalists in 3 and 4.

    The Religious 
A significant cultural bloc, the Religious faction is concerned with meeting the spiritual needs of the people of Tropico, focusing mainly on the construction of religious buildings. The Religious faction is one of the largest at the start of the earlier games until Tropico 4. In 5 and 6, they become a key player from the World Wars onward. Because of their typical social conservative stances, they often come into conflict with the typically secular-leaning Intellectuals and Communists. In 6, they also lock horns with the trigger-happy Militarists.

  • 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 Esteban

A 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 Francesca

A 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 

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.

Evita Vasquez

The revolutionary representative in Tropico 5, later representing the Communists and Militarists in later eras. May be related to Comrade Vasquez from 4.

Sofia Ortega

The representative of the revolutionaries in Tropico 6.

     The Royalists 

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 Wyndham

A haughty and sinister-sounding European aristocrat who bosses the governor around in 6.

Foreign Powers

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 Crown 

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.

     The Allies 

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 Thompson

The 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 Marlborough

The Allied representative in Tropico 6, a cheery British diplomat.

     The Axis 
A superpower relevant during the World Wars.

Erich von Strohm

A Nazi military officer and representative of the Axis Powers in 6.
  • Bad Boss: Occasionally yells at his unseen underling Wolfgang.
  • Germanic Depressives: He is usually quite dour if he's not trying to be sinister and intimidating.
  • The Stoic: He is unable to smile due to a facial condition.

     The Western Powers 

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.

Colonel Buck Scott

The 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 U.S.S.R. /Eastern Bloc 

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.

Agent Sasha

The representative of the Soviets in 4.

Nadia Kutsnetchov

The 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 U.S. 

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 Crane

He 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 King

The representative of U.S. interests in Tropico 6.

     The E.U. 

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 Chuffney

The E.U. representative in Tropico 4, a haughty British aristocrat.

Eline Dupont

  • Beleaguered Bureaucrat: Given that she represents a group of nations united by obstructive bureaucrats, this is to be expected.
  • No Celebrities Were Harmed: She was modeled after Angela Merkel, former chancellor of Germany, and Christine Lagarde, president of the European Central Bank since 2019.


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.

Vlad Orlov


The Chinese were introduced as one of the three alternate powers in 4. In 5 and 6, they become relevant in modern times.

Yu Li

The 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.

Ambassador Zhang

  • Beleaguered Bureaucrat: He tries to be polite about this, but he's quite realistic that Tropico is low on China's priorities...
  • No Respect Guy: ...and it matches how his government sees him, as in the bottom percentile of Chinese diplomats.

     The Middle East 

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.

Sheikh Salim

  • 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.

Prince Thari

  • 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.


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