Gameplay
How do you quantify fun?
Before I get into the details and analysis of Tropico, I have to say that it's simply a lot of fun to play. Fun isn't something you can really put a number to (ironically that's what we're going to do at the end of the day). Tropico reminded me of the first time I played Sid Meir's Colonization (sure it was a sleeper, but you still missed out if you didn't play it). Like Colonization, Tropico isn't a quantum leap from other Sim games, but it's different enough to make it a fresh approach. I was hooked after a few hours, and nothing really got on my nerves after playing for a week. Tropico is also a game you can play over and over and never have the same experience. It's fun trying to push the limits of the game engine, i.e. trying to run your economy purely on papayas, or having nothing but tourist attractions and slum housing for the maids and janitors. But I digress, on with the review.
![Tropico [ Power plant - even<BR>California doesn't have these @ 800 x 600 ] > View Full-Size in another window.](images/011-s.jpg) Power plant - even California doesn't have these
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![Tropico [ Coffee fields @ 800 x 600 ] > View Full-Size in another window.](images/012-s.jpg) Coffee fields
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Maria, Maria!
Tropico's population engine is a sight to behold. It actually tracks the progress and lives of the people in the game, and they actually live real lives on your island. I followed "Maria" around my island for a while to see how she lived. First she got a job as a corn farmer. She was too smart for that job, so she went to high school and became a teacher. She moved into an apartment and got married to Carlos, a cigar maker. Maria still wasn't happy with her job, so she went to college and became a power plant engineer. She had two kids with Carlos, and eventually moved into a luxury home near the beach. Fascinating, isn't it? Now apply this same detail to hundreds of people on your island and you'll see why I was impressed with the Tropicans.
![Tropico [ A local bar @ 800 x 600 ] > View Full-Size in another window.](images/013-s.jpg) A local bar
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![Tropico [ Shipping docks @ 800 x 600 ] > View Full-Size in another window.](images/014-s.jpg) Shipping docks
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Citizens' feelings towards you and your country are also incredibly complicated. There are 10 aspects to a person's happiness. Each one of those aspects can be dealt with a dozen ways. People also belong to political parties, which will demand different things. The way Tropico models families is especially interesting. Citizens of Tropico have a complete family tree. From mothers to nephews to siblings, Tropico keeps track of everyone's family. Why is this a big deal? Because, like real families Tropican families pass traits on to their children, and tend to share the same opinions. Smart parents will have smart kids, and communists will raise little commies. This is the general trend, but again like real life there will always be black sheep. Every now and then a charismatic leader will be born to poor farmers and may even try to overthrow your government - if you're underhanded enough you can off them before they have a chance.
![Tropico [ Panoramic view @ 800 x 600 ] > View Full-Size in another window.](images/015-s.jpg) Panoramic view
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![Tropico [ Fishing and shipping docks @ 800 x 600 ] > View Full-Size in another window.](images/016-s.jpg) Fishing and shipping docks
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After reading the manual and playing Tropico once or twice you may think that the political system is difficult to understand. After playing a lot I've found that the politics are actually very intuitive and easy to deal with. For example, to keep the Intellectuals happy you need to keep your population well educated with a high school and college. They're expensive to build, but you need a high school and college anyway - it's the only way to get your economy pumping since the advanced jobs (that generate more revenue) require education. Your people will generally be happier when they're educated and well paid too. It all balances out. Apply this to all political parties and it's not a big problem.