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Tropico 4 eGuide
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Contents

  • Essentials
    • Buildings
      • Housing
      • Welfare and Economy
      • Entertainment
      • Government
      • Education and Media
      • Food and Resources
      • Industry
      • Infrastructure
      • Tourism
      • Attractions
      • Luxuary Attractions
      • Landmarks and Beauty
    • Economics
      • The Economy
    • Politics
      • El Presidente
      • Foreign Relations
      • Political Factions
      • People
    • Gameplay
      • Game Modes
      • Achievements
  • Walkthrough
    • Chapters 1-10
      • Rise to Power
      • It's All Mine
      • Into the Spotlight
      • IMPORTant Business
      • Tropico Above All
      • Bickering Factions
      • Crysis
      • Survival
      • No-one Left Behind
      • Independence Day
    • Chapters 11-20
      • Fruity Business
      • The Olympic Heist
      • The Blind Revolution
      • To Bait Fish Withal
      • Best Served Cold
      • Operation Endgame
      • Forgiveness
      • The Clandestine War
      • Perestroika
      • Tropican Utopia

Tropico 4 Guide › Walkthrough › Chapters 1-10

Independence Day

You’re going to live on. You’re going to survive. On Isla Desconocida, where the most worthless people ever reside, you’re going to take this European colony, and make it celebrate its independence day.

Whether they like it or not. The first Task is to get a Ministry up and running.

Now to start trouble! Run up a $5000 debt. This is a good excuse to get necessary facilities for the people up and running early than usual. A Coffee cash crop is possible close to the starting area. Exploit that as hard as you can!

To ‘help’ you along, any freighter that stops at the island is going to charge you $1000. Milk the early game income you can develop before going into debt for the Task.

Penultimo will have a Task that involves the Print Money Edict. Consider it carefully, and remember that there are plenty of ways to anger the superpower without causing your building prices to increase.

Once you’re in debt, Britain’s ambassador presents you a roadmap to a brighter colonial future, and the first step is to build a Pub. The road is going to be long, bumpy and mostly blurred, it seems.

After the Pub is finished, you need to build 5 Houses. And here is where the pubs and houses come in. People living decently, while drunk, will become Monarchists, and you need 40 of those for this next step. Make sure the Pubs are easily reached by house residents.

At last, you can build advanced structures, and get the island really going. You no longer have to pay for the cargo ships arriving at your dock, and the US gives you a dubiously warm welcome to democracy.

There are numerous Tasks you can take up to curry favor with the EU, but remember to keep your eyes on the prize of independence.

Agent Sasha arrives to welcome you to the glorious workers’ revolution. To start with, you need 20 factory workers. If you’ve been making Canneries, this is simple.

Next, you need power. 300 Mega Watts of power. You can take care of this with two fully staffed Power Plants, if you have the money. A nuclear reactor also helps considerably, if you have the cash for one.

Next, your Ministry now needs to be set into The People’s Commitee mode. In essence, this is supposed to increase people’s predilection to vote for you.

It also means you’re firmly in the camp of the USSR. The US will offer you $20,000 that you can either put in the treasury, put most in the treasury, or all of it in your Swiss Bank account.

After this, you need at least 130 Revolutionaries. If you placed Pubs near Houses and other living spaces earlier, you might actually already have this objective complete. If not, get Pubs up to guarantee the revolution.

Unfortunately, a revolution of a different kind begins. Traitors rush the Palace in the largest display of civil discontent seen thus far, intending to end your rule.

If you have enough Loyalists (and a decent army) of your own, you can hold them off easily. Win this battle, and the chapter closes.

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