Tropico 3 Walkthrough :
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Walkthrough - FAQ/Walkthrough
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- T R O P I C O 3 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- _______________________________________________________________________________ Author: Lisanne Version: 0.1 Status: In progress - expect frequent updates. November 29th 2009 Guide written for Tropico 3 for Xbox 360 - may be incompatible with other platforms. _______________________________________________________________________________ This guide is Copyright 2009 Lisa Winfindale (Lisanne). All rights reserved. This guide may not be reproduced in whole or in part under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any web site not listed below or as part of any public display is strictly prohibited, and a violation of copyright. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. The following sites now have my permission to host this FAQ on their website: www.gamefaqs.com and its affiliates www.neoseeker.com www.supercheats.com www.honestgamers.com Please send any e-mails concerning the contents of this guide, questions about the game, requests for permission to host it on your site etc to: firstname.lastname@example.org Thankyou. _______________________________________________________________________________ GUIDE STATUS - THIS IS A VERY EARLY VERSION OF THIS GUIDE AND WILL BE SUBJECT TO FREQUENT UPDATES. IF YOU CAN'T FIND WHAT YOU'RE LOOKING FOR, KEEP CHECKING AS I WILL LIKELY UPDATE THIS SEVERAL TIMES A WEEK. IF YOU'RE REALLY STUCK, MESSAGE ME EITHER BY E-MAIL ABOVE OR GAMERTAG Lisanne1979. E-MAIL ANYTHING YOU WANT ME TO INCLUDE THAT YOU DON'T SEE IN THE CONTENTS LIST AND I'LL TRY TO INCLUDE IT IN A FUTURE VERSION. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- CONTENTS -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 1. Introduction 2. Achievements - PARTIALLY COMPLETE* 3. Basic principles for success - COMPLETE 4. Swiss Bank Account - COMPLETE 5. Edicts - COMPLETE 6. Avatar actions - NEXT UPDATE* 7. Building types and terrains - PARTIALLY COMPLETE* 8. Random people and actions you can take 9. Satisfying people's needs 10. The army and suppressing rebellion 11. Factions 12. Elections 13. Campaign mode 14. Sandbox mode 15. Challenge mode 16. Any questions? PLEASE NOTE: ----------- Sections marked with a star are planned for completion next update. All other sections are not yet completed unless indicated. This guide will be updated a couple of times a week until completion. I plan to have it finished within two-three weeks. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 1. INTRODUCTION -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Tropico 3 is basically a God-game with an intricate array of options and customisable features. In contrast to most games of this type that make the jump from PC to console, this game hasn't been stripped down at all - so don't expect an easy ride! The game is what you make of it - you'll choose everything from workers' wages to which resources are exploited and how. Your style of leadership is up to you - benevolent father-type or brutal psyhopath. This guide aims to show you how to employ simple tactics to prevent problems, and which edicts and options can be used for which style of dictator you choose. I'm no expert, and I don't claim to know everything - if you find any problems or have any questions, please let me know and I'll do my best to fix it. You can e-mail me at the address above, or alternatively message me on Xbox live - my gamertag is Lisanne1979. Enjoy! -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 2. ACHIEVEMENTS -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Most achievements are very easy to get in this game, and should come naturally as you're playing. However, if you're struggling to get some of them, or just in the mood for some cheap boosting, here's the easiest way to do it. Note that playing a Sandbox game with God mode switched on will prevent you from getting any achievements except the achievement specifically triggered by completing a game in this mode. SWISS BANK ACCOUNT: ------------------ "A little something" - 10 points - $20,000 in Swiss bank account "Pension Fund" - 20 points - $50,000 in Swiss bank account "Filthy Rich" - 30 points - $100,000 in Swiss bank account The easiest way to get these achievements is to play any game in any mode that lasts a long time, set up the Building Permit edict right at the start, and build like crazy. Try to build tobacco plantations and a cigar factory first so you maintain a good cashflow to fund your building. It'll also speed matters up a great deal if you build at least three extra Construction Offices at different points on the island when you start. Try to concentrate on expensive buildings like factories and the airport, and if you run out of space, demolish and rebuild stuff repeatedly for the commissions. BUILDINGS: --------- "Call me Tropifeller" - 5 points - build a Skyscraper Hotel "Let there be Light" - 10 points - build a Power Plant This hotel requires you to have electricity, so build a Power Plant first from the Infrastructure tab in a spot with plenty of empty space around it. Once this is built, you'll be able to select the Skyscraper Hotel from the Accomodation tab. Easy in any mode. "Frequent Flier" - 10 points - build an Airport The Airport takes ages to build, so you should have at least two Construction Offices before you start so if you want to build something else in the meantime, your progress won't be impeded unnecessarily. You'll find Airport under the Infrastructure tab. Easy in any mode. "Heavy Traffic" - 30 points - build at least 1000m of roads and 4 garages Use Sandbox mode with a nice high starting budget, and a fairly flat island. Build a ring of road around the outside of the island and link it to the starting buildings. Build the four garages (you'll find them in the Infrastructure tab) and then keep linking places together with roads until you hit 1000m and the achievement triggers. "Tropico Tycoon" - 20 points - build three different Industry buildings in one game Build three different buildings from the following list in one game: Lumber Mill, Cigar Factory, Rum Distillery, Jewellery Factory, Furniture Factory, Cannery, Oil Refinery. I recommend selecting Oil Refinery first as this brings a substantial income for the purpose of building more of the above. After that, it's up to you - my preferred option is Lumber Mill followed by Furniture Factory as this will bring you an easy route of income assuming you have a Logging Camp. "Tourist Resort" - 10 points - build all tourist attractions in one game You'll need lots of space and construction workers for this, so select Sandbox mode and choose a nice big island with plenty of flat space (but avoid the desert islands as tourists don't generally go there). Prepare the ground by building a couple of Construction Offices, a Power Plant in an empty space and a Tourist Dock and Hotel if you're planning on getting anything in return for what is going to be a very expensive building spree. This is also a nice convenient way to get the Architect achievement too - see below for details. You'll need to build one each of these: Spa, Zoo, Botanical Gardens, Souvenir Shop, Pool, Tour Office, Beach Site, Scenic Outlook, and Ethnic Enclave. Once they're all done, bingo. This is probably a good opportunity to sit back with the game sped up to maximum and get the Paradise Island achievement too (see below). "Metropolis" - 25 points - build 200 buildings on one island You're going to need serious space and cash for this, so use Sandbox mode and go for all the easiest options (except God mode!). Baja Formosa is the easiest location to get this due to a large amount of space, flat terrain and resources to get you the cash. Start by building several tobacco farms and a cigar factory, and the relevant expert from overseas. This way you guarantee an income for yourself even if you go into the red at first. After that, just wait until you've got some cash and then get cracking. Go for buildings that will generate you income from the start and plenty of farms, ranches and houses, and basically just keep building as and when you can afford it and you will net this achievement in no time. One thing to watch out for - don't go overboard with building roads. They take up too much of the space and you won't have room to fit all the buildings on the island. "Elitest" - 50 points - construct 1337 buildings Don't worry, this is cumulative so you don't need to do it in one go. If you can't wait, just keep building and destroying things in Sandbox mode until it triggers. LEADERSHIP: ---------- "In the Ivory Tower" - 10 points - address the people from your Palace Select the Avatar option from the pop-up menu, and then press A on your Palace to deliver a speech from the balcony. "Honest Politician" - 20 points - fulfil an election promise This is also very easy. When elections come around, give a very simple promise in your speech, such as promising to build a church. As soon as you've given the speech, do what you promised and that's that. "My people love me" - 20 points - get over 80% of the vote in an election Issue positive edicts, build good quality housing with low rent, create at least one marketplace, build some entertainment venues, increase workers' wages and create a church. That should keep everyone happy enough to vote for you. Bribing faction leaders doesn't hurt, either. "High Praise" - 10 points - praise yourself in an election speech Might want to save this one for an election where you're very confident that your citizens are happy enough for you to win easily. In your election speech under the option for praise, just select yourself. That's it. ALL ACHIEVEMENTS WILL BE ADDED BY 7th DECEMBER 2009. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 3. BASIC PRINCIPLES FOR SUCCESS -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- - Whatever game mode you play in, you start with limited cash. Forget what the game suggests to build (for now): concentrate firmly on earning more cash right from the start. There are several easy options depending on the terrain type. First up, there's cigars/tobacco. Building a tobacco farm or two is an inexpensive, lucrative venture. Build a cigar factory alongside them, and you have one serious source of income on your hands. Then there's oil, gold, furniture (another easy one: build a logging camp, then a lumber mill, and finally a furniture factory) and rum, all of which are guaranteed to net you a substantial income. - Now you've set things in motion, it's time to start syphoning off a tidy sum for yourself. Select Edict, then Building Permit. You should do this near the start of each game. The sooner you do this in-game, the better, as this way you'll make the most possible cash for yourself. The Intellectuals won't like it, but further along you could always just build them a school and initiate the Literacy Program (another Edict) and they're sorted. - Right, so you're sorted for cash and your Swiss bank account is ticking along nicely. Now it's time to start meeting your in-game objectives. These vary according to the game setting: check the sections below for tactics. - While you're doing all this, you should make sure roads are linking together all your major sites, especially industrial sites linked to the docks. - You'll need to focus on keeping your people happy while you're meeting the objective, or else they'll just have a pesky rebellion and that way leads to the gallows. Housing, healthcare, education and decent wages should all be high up on the list, as should building a church. Build a marketplace for convenience for your workers, this will help a great deal. And should things start looking tricky, you can always dig deep into your Edicts (and pockets) and issue a tax cut. Stick to these principles and you should have a fairly smooth ride. Of course, prevention is better than cure, so be sure to steadily improve your military infrastructure as your population expands, and keep an eye on the happiness of your subjects and their thoughts so you stay ahead of the game. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 4. SWISS BANK ACCOUNT -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Your Swiss Bank Account is quite literally your retirement fund so build it up nicely - by embezzling funds. There are two ways to do this: 1. The Building Permit edict. Select this very early in the game and every time you build something, you'll get 10% of the build cost deposited into your bank account. 2. Build a Bank [COMING NEXT UPDATE] 3. Wait for random events to occur: sometimes you get the option of syphoning the humanitarian aid directly into your account instead of disaster relief. Building up a substantial balance is a main objective of the game, whatever mode you play, and contributes to your score on the leaderboards. There are also three achievements linked to this. The first one is very easily achievable through the Building Permit alone ($20,000), but the $50,000 and $100,000 ones will take a little more determination. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 5. EDICTS -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Edicts are basically your commands to your population and diplomatic ties with other countries. These are powerful toolsat your disposal. You can use them to satisfy the masses, to earn money for yourself, to suppress rebellion and to keep world superpowers sweet. Hold down the right trigger and press A to open the menu, and have fun! SOCIAL: ------ SOCIAL SECURITY Cost: $500, monthly cost varies according to population (I will try to work out exactly how this is calculated for a future update) Pre-requisite: None Effect: Retirement pay and student pay keep your population happy - all factions will increase their respect for you. This is a handy one for volatile situations as the effect is immediate. FOOD FOR THE PEOPLE Cost: $500 Pre-requisite: None (but make sure you've got plenty of food sources) Effect: Increases food quality, doubles food consumption, improves happiness across the board. Another handy one for volatile situations. PROHIBITION Cost: $500 Pre-requisite: None Effect: Pleases the religious faction enormously, but crime rises sharply. All your pubs, nightclubs and rum distilleries will be immediately closed down. Production increases. LITERACY PROGRAM Cost: $500, $100 annually Pre-requisite: High School Effect: Workers and students gain experience 30% faster. Intellectual faction respect increases. CONTRACEPTION BAN Cost: $500 Pre-requisite: Church, good standing with religious faction Effect: Religious faction increase their respect for you, intellectuals lose respect for you, population increases. ANTI-LITTER ORDNANCE Cost: $500 Pre-requisite: None Effect: Reduces pollution, decreases liberty SENSITIVITY TRAINING Cost: $500, $200 annually Pre-requisite: College Effect: Police and military buildings have less of an impact on liberty. BRIBE FACTION LEADERS Cost: $7000 Pre-requisite: Bank Effect: Increase the effect of the target and his/her family. WIRETAPPING Cost: $100 monthly Pre-requisite: Secret Police Effect: Secret police more effective. SAME SEX MARRIAGES Cost: $500 Pre-requisite: Good liberty rating Effect: Increases respect of intellectuals, decreases respect of religious faction. Same sex couples appear. FOREIGN POLICY: -------------- PRAISE US Cost: $500 Pre-requisite: Diplomatic ministry Effect: Increases the respect of the US and slightly decreases the respect of the USSR. PRAISE USSR Cost: $500 Pre-requisite: Diplomatic ministry Effect: Increases the respect of the USSR and slightly decreases the respect of the US. USSR DEVELOPMENT AID Cost: $2000 Pre-requisite: Diplomatic ministry Effect: 50% discount on cost of tenements and apartments. US DEVELOPMENT AID Cost: $2000 Pre-requisite: Diplomatic ministry Effect: 50% discount on cost of airport and power plants. TRADE MISSION (US) Cost: $1000 Pre-requisite: Diplomatic ministry, airport Effect: Trade delegation visits US. Random benefit obtained after two months. TRADE MISSION (USSR) Cost: $1000 Pre-requisite: Diplomatic ministry, airport Effect: Trade delegation visits USSR. Random benefit after two months. ALLIANCE WITH USSR Cost: $6000 Pre-requisite: Diplomatic ministry Effect: Constructs USSR military base which prevents invasion from US. $2000 added to treasury each year. Permanent reduction to respect of Nationalists. ALLIANCE WITH US Cost: $6000 Pre-requisite: Diplomatic ministry, very strong relationship with US Effect: Constructs US military base which prevents invasion from USSR. $2000 added to treasury each year. Permanent reduction to respect of Nationalists. NUCLEAR TESTING Cost: $0 Pre-requisite: Diplomatic ministry Effect: $10,000 added to treasury. Significant drop in respect of the environmentalists. The screen will look weird for several minutes (really). HUMANITARIAN AID Cost: $0 Pre-requisite: Diplomatic ministry Effect: Nationalists lose respect. Aid camp will provide food and healthcare for five years. Handy on barren islands. ECONOMY: ------- BUILDING PERMIT Cost: $500 Pre-requisite: None Effect: 10% of construction costs for new buildings is syphoned directly into your Swiss Bank Account. Intellectuals lose respect for you. Building costs increased by 20%. TAX CUT Cost: Varies according to population (I'll try to work out exactly how this is calculated for a future update) Pre-requisite: None Effect: Increases respect of citizens for three years THE HEADLINER Cost: $5000 Pre-requisite: Night club Effect: Increases tourism and entertainment, and improves US relations for three years. TOURISM AD CAMPAIGN Cost: $5000 Pre-requisite: Hotel, TV station Effect: Increases tourism for three years POLLUTION STANDARDS Cost: $500 Pre-requisite: Factory of any type Effect: Reduces factory pollution, raises factory costs, improved standing with environmentalist faction INDUSTRY AD CAMPAIGN Cost: $8000 Pre-requisite: 2 factories, TV station Effect: Raises prices of exported factory goods for three years. PAN-CARIBBEAN GAMES Cost: $7500 Pre-requisite: Sports complex Effect: Boosts tourism and entertainment rating for three years. MARDI GRAS Cost: $3000 Pre-requisite: Pub Effect: Boosts tourism and entertainment rating for three years. Increases crime. SPRING BREAK PACKAGE Cost: $4000 Pre-requisite: Pub, hotel, airport Effect: Increases tourism rating, more tourists. GEOGRAPHIC TV SPECIAL Cost: $7000 Pre-requisite: Hotel, museum Effect: Increases tourism, increases respect of all citizens for three years, increases eco-tourism. DOMESTIC POLICY: --------------- EARLY ELECTIONS Cost: $2000 Pre-requisite: None Effect: Elections will be held in one year's time. Use at your own peril. INQUISITION Cost: $500 Pre-requisite: Cathedral, good religious rating Effect: Lowers risk of protests and uprisings. Increases rebel activity. Decreases tourism and liberty. Everyone will suddenly get super-religious. BOOK BBQ Cost: $500 Pre-requisite: Church, good religious rating Effect: Weakens intellectuals significantly: halves their membership and lowers risk of new recruits. Students gain experience 50% slower. MARTIAL LAW Cost: $5000 Pre-requisite: Good standing with militarists Effect: No elections will be held unless you're playing in Sandbox mode with "Free Elections" active. Lowers crime, lowers production, lowers tourism, decreases liberty, pisses everyone off. SECRET POLICE Cost: $4000 Pre-requisite: Police Station Effect: Convert any building into the secret police headquarters. Reduces risk of rebellious activities. Is a pre-requisite for certain actions. MILITARY MODERNISATION Cost: Varies according to number of soldiers. Will try to calculate for a future update. Pre-requisite: Army base Effect: Improves efficiency of soldiers, improves standard of housing and healthcare provided to soldiers. CONSCRIPTION Cost: $2500 Pre-requisite: Army base Effect: Uneducated people join the army, but they perform worse in battle than standard soldiers. Emigration increases, rebellion risk increases. PAPAL VISIT Cost: $10,000 Pre-requisite: Cathedral, good religious standing Effect: Raises respect of everyone, particularly religious faction. Improves service quality in churches and cathedral for three years. OFF TO FLORIDA! Cost: $3000 Pre-requisite: Prison with at least one prisoner Effect: Ships all prisoners to the US. Pisses off the US as a result. AMNESTY Cost: $500 Pre-requisite: At least one rebel and one general, good standing with militarist faction Effect: Gives rebels the chance to return to their lives, but happiness rating must have increased considerably since they became rebels. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 6. AVATAR ACTIONS -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- NEXT UPDATE -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 7. BUILDING TYPES AND TERRAIN -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- HOUSING: ------- SHANTY Cost: $150 Description: Extremely low cost housing, and you get what you pay for. Slightly better than shacks, but not by much. Not worth the effort frankly. BUNKHOUSE Cost: $500 Description: Cheap housing not much better than shanties. Again, not really worth the effort. TENEMENT Cost: $4000 Description: Huge housing block that packs in the tenants but has very low quality. HOUSE Cost: $2000 Description: Good quality housing for two families apiece. Doesn't take up much space so useful to fill tight spots. COUNTRY HOUSE Cost: $1000 Description: Small house with reasonable quality. Doesn't take up much space. APARTMENT BLOCK Cost: $5000 Description: Reasonable quality housing for a large number of tenants. MANSION Cost: $4000 Description: Requires power plant. Large, luxury house. CONDOMINIUM Cost: $6000 Description: Requires power plant. Luxury housing for multiple tenants. FARMS & MINES: ------------- OIL WELL Cost: $8000 Description: Produces crude oil that can be exported for mega-cash. Must be built on land on top of an oil deposit. FARM Cost: $1500 Description: Produces agricultural crops - select the type of crop you want and then build the farm near to a green area (avoid placing the farm directly over the green area - the farmers will use the land adjacent to the farm). Crops available: corn, banana, papaya, pineapple, coffee, tobacco, sugar. RANCH Cost: $750 Description: Ranches also have a reliance on good terrain, but more terrain will appear green and therefore very useable with a ranch. You can herd cattle, goats or llamas. FISHERMAN'S WHARF Cost: $3000 Description: Build this on the coast to gain fish for consumption or for the production of canned food. You'll see a ring of green terrain around the outside of the island - aim to build close to where the ring is the deepest shade of green for maximum benefit. LOGGING CAMP Cost: $1500 Description: Deforestation for profit. Trees do regrow, but you'll have to sacrifice what is usually some of your most fertile land. MINE Cost: $3000 Description: Build this next to (not directly on top of) the glowing yellow sections on the map (these will only appear when the mine is selected for placement). You can choose to mine all minerals, iron, gold or bauxite. INDUSTRY: -------- OIL REFINERY Cost: $15,000 Build this on the coast close to the black spots in the sea (these only appear when the oil refinery is selected for placement) to process the crude oil for a fantastic cash return. CANNERY Cost: $15,000 Creates canned food from pineapple, coffee or fish. This results in a much higher income than exporting the goods raw. Only worthwhile if you're producing the relevant goods. LUMBER MILL Cost: $5000 Processes logs from the logging camp into lumber, which sells at a higher price than logs. You should only bother with this if you have a logging camp. CIGAR FACTORY Cost: $10,000 Processes tobacco from your farms into cigars. A fantastic source of high income assuming you have a few tobacco farms. RUM DISTILLERY Cost: $22,000 Creates rum from sugar. A great source of income if you have a few sugar farms. JEWELLERY FACTORY Cost: $13,000 Processes gold from your mines into jewellery. Great if you're mining a lot of gold. FURNITURE FACTORY Cost: $17,000 Processes lumber into furniture. Needless to say you should have a lumber mill and a logging camp before building this. Produces a pretty decent income. ACCOMODATIONS: ------------- BEACH VILLA Cost: $1500 Requires a power plant. For your wealthier tourists. BUNGALOW Cost: $400 Average standard of tourist accomodation. MOTEL Cost: $3000 The tourist equivalent of a tenement. Not much point bothering with this. HOTEL Cost: $5000 Standard tourist accomodation. LUXURY HOTEL Cost: $8000 Requires a power plant. Very plush accomodation for higher class tourists. SKYSCRAPER HOTEL Cost: $12,000 Requires a power plant. Excellent accomodation for the highest class tourists. ATTRACTIONS: ----------- ETHNIC ENCLAVE Cost: $10,000 A village full of fake indigenous peoples to impress the tourists. SCENIC OUTLOOK Cost: $1000 Place this on the darkest green terrain for the best effect. A pretty spot for tourists to go to (increases your tourist rating). BEACH SITE Cost: $500 Cheap but massive promenade area with umbrellas and that type of thing. SOUVENIR SHOP Cost: $1250 Relieves tourists of their cash. TOUR OFFICE Cost: $1750 You can only build one of these so pick a good spot. Offers guided tours. POOL Cost: $4000 Improves your tourist rating but takes up a massive amount of space. SPA Cost: $5000 Increases the class of tourist you attract and the amount of money they spend. BOTANICAL GARDEN Cost: $5000 A nice little earner. ZOO Cost: $7000 A tourist spot and entertainment venue. ENTERTAINMENT: ------------- PUB Cost: $800 Very cheap entertainment for your Tropicans and tourists. RESTAURANT Cost: $2000 Slightly more fancy entertainment. GOURMET RESTAURANT Cost: $3000 Requires power plant. Upper class entertainment for the wealthy. CHILDHOOD MUSEUM Cost: $2000 A museum of the life and times of El Presidente. CASINO Cost: $10,000 Requires power plant. Gambling for the wealthy. NIGHT CLUB Cost: $4000 Requires power plant. High entertainment rating. CABARET Cost: $4000 Tacky entertainment for tourists and Tropicans. MOVIE THEATRE Cost: $3000 Requires power plant. High entertainment rating. SPORTS COMPLEX Cost: $25,000 Requires power plant. High entertainment rating, pre-requisite for an edict.