Welcome, guideoui.com visitors. In this guide, We try to explain how to keep yourself democratically elected in Tropico 6 game. While writing this guide, We pick up many pieces of information from several sites for you. We hope that this guide will help you.
In times of political turmoil and social unrest, the people are calling out for a visionary leader, one who will steer the fate of their country with foresight and ingenuity. With this guide, you can prove yourself democratically a peace-loving statesman on the island state of Tropico and shape the fate of your nation through four distinctive eras. You can also contribute to your popular support level and how to skew them in your favour.
This guide also gives you some tips on how to keep yourself democratically elected.
Political Strategies Guide
Strategies: Faction membership
It goes without saying that you want more people to support factions that love you, and less to support factions that hate you. This has a direct impact on your electoral success. There are a few tools ingame to help you achieve this.
If you don’t use any propaganda, faction membership (i.e. which factions a Tropican supports) will be based on a normal distribution[en.wikipedia.org]: without your interference the numbers of people supporting either side will be roughly equal (with a chunk in the middle supporting neither faction), with most members being moderate, a smaller amount being strong and an even smaller amount being die-hard.
I’m not sure if the die-hard/strong/moderate status of support has any effect directly on a citizen’s support (a weight perhaps?), or whether it only dictates how hard is it to convert a citizen to another faction using propaganda. It is however impossible to convert die-hard members of a faction to another faction using propaganda. At the same time it is possible to increase the number of die-hard members of the faction that you are trying to boost.
You can use propaganda to influence the number of supporters in each faction. This is done through setting media buildings to a specific mode after you completed their work mode research:
- Newspaper Faction Work Mode – Citizens living in the vicinity have a chance of 25% to shift their political orientation every time they rest. Does not affect die-hard orientations.
(place Newspapers in range of your residential areas)
- Radio Station Faction Work Mode – Citizens working in the vicinity will have 25% chance to shift their political orientation every time they work. Does not affect die-hard orientations.
(place Radio Stations in range of your work places, not residential areas)
- TV Station Faction Work Mode – Citizens living in electrified buildings in the vicinity of the TV Station have a chance of 25% to shift their political standing every time they rest. Does not affect die-hard orientations.
(place Radio Stations in range of your electrified residential areas)
- Movie Theatre Faction Work Mode – Every visiting citizen has a chance of 25% of shifting their political orientation. Does not affect die-hard orientations.
(this is an entertainment building)
By the end game if you are using all 4 types of these buildings, you can set each of them to promote a different faction based on which faction on each political axis you intend to please.
Additionally, a few other buildings provide specific bonuses:
- Childhood Museum – Different work modes provide different bonuses, including faction standing bonuses/maluses, superpower standing bonuses/maluses, and economic boosts
- Mausoleum – Workmodes allow you to increase faction standing by number of visiting citizens
- Theatre – Improv Theatre work mode increases standing of Intellectual faction if visited by its supporters
If a faction has a significant die-hard voting bloc that you want to reduce, your options are reduced to personal actions:
- Institutionalise – forces a Tropican to go into an Asylum which removes their political orientations, leaving them susceptible to propaganda
- Kill – get rid of them permanently, at the cost of a potential increase in rebels on the island
- Arrange Accident – the more expensive Kill option if you really can’t afford the rebels
- Love it or Leave it constitution option – if a faction is really unhappy, you can perchance persuade its members to leave your island of their own volition
Strategies: Faction support
One of the more complicated aspects of Tropico 6, but once you learn how to use it it becomes like putty in your hands.
Things that matter to factions
- What buildings you build
This is either an exercise in common sense, or in steady research of what’s the effect of what building on the political factions, but it boils down to this:
- Capitalists love money making buildings that make money out of nothing. To get their approval build Banks, Offices, Mansions, Tourism, Police Stations, Golf Courses and Yacht Clubs. They hate most public service buildings that don’t make money.
- Communists love schools, public transport, Tenements, Groceries, El Presidente buildings (Mausoleum, Childhood Museum), Radio Stations. Despite what the description tells you they dislike Police Stations. They absolutely hate Mansions and Banks, and building a few in a row of these will make them start a general strike ultimatum really quickly.
- Religious obviously love it when you build churches. They also like Clinics, Hospitals and Houses. They hate army stuff, Rum Distilleries, Night Clubs, Cabarets, and other such degenerate activities.
- Militarists again obviously love it when you build army stuff. More Barracks, Army Bases, Guard Towers, etc. They also like Night Clubs, Rollercoasters and Weapons Factories. They hate it when you build Embassies, don’t particularly like schools or environmentally friendly buildings.
- Environmentalists love their parks. You have a problem with them due to industry expansion? Build parks. Everywhere. They also love Wind Farms, Solar Power Plants, Garbage Dumps, Waste Treatment Facilities, Botanical Gardens and Hang Gliding. They hate all industry buildings that create pollution, especially oil.
- Industrialists are the opposite of Environmentalists. Build oil and they will love you. Build industry and they will love you. Build non-green power plants and they will love you. In general it’s difficult to have this faction dislike you if you are trying to make money.
- Intellectuals love science. Most of the buildings unlocked in the modern era they will like when you build. Research Labs and schools too. They won’t like Immigration Offices though, since freedom of movement should be absolute and all that. They hate army stuff, churches.
- Conservatives love army stuff, churches, Police Stations, and also TV Stations for some reason (I guess Fox News is the reason). They like outdated buildings from other eras such as Dungeons too. They dislike everything the Intellectuals like.
Note that pretty much all factions hate it when you build bunkhouses starting in the cold war era especially. Stop building them later on.
Note also that most things that one faction likes will be disliked by at least one other faction. Certain things (like army related buildings) can actually cause a lot of ruckus politically if you’re building many of them at the same time, because they are liked by the Militarists, Conservatives, and (sometimes) Industrialists, but disliked by the Religious, Environmentalists and Intellectuals. This is important if for example you are about to be invaded by a foreign power and you only now realised that you need to build 5 barracks in a row. Try not to do that.
2. What edicts you declare
This one is a lot simpler because all the edicts descriptions actively warn you what impact the edict will have on politics. Things to remember:
- Detente policy is great for getting rid of rebels in the modern era, but conservatives absolutely hate it
- Mandatory Waste Sorting mostly manages the Environmentalists for you unless you go full ham on oil production. If it’s not enough, get Happy Meat as the only bad thing about it is a malus to Industrialist faction relations, but that’s one of the easiest factions to keep happy if you’re not doing a meme tourism playthrough or something.
- Communists love Agricultural Subsidies and it’s a great edict in of itself if you build any plantations at all, I always enable it as fast as possible
- Free Wheels and Wealth Tax makes Communists love you and Capitalists hate you. If you’re planning to use either of these at all, I’d suggest swaying citizens towards Karl Marx using the wonder that is Newspapers.
- The Audience edict can help avoid ultimatums and boost your standing in elections if you have a few factions that are 30-40 in terms of approval. It spawns faction missions for 3 factions with the lowest standing currently, they will usually ask to build a fairly cheap building (unless you’re unlucky and militarists ask you to build nuclear program) so if you have cash then build and demolish and enjoy the +5 faction standing with each of them.
- Don’t forget about Food for the People, Mandatory Siesta and Child Allowances. That last one I suggest you run all the time as fast as possible, since it helps people get enough wealth to move into better accomodation. The other two are useful when you need to buff up your happiness levels.
- What constitution options you use
Their effects on faction standing are very clearly described within the game, so this one is up to you to choose. However, it’s my opinion that adjusting them based on faction expectation is a waste, it’s better to use them according to the way you want to shape your island’s economy. The factions that will be annoyed by that? Just reduce their membership using propaganda until they don’t matter. Sure, they’ll sometimes demand the constitution be changed. I only accept when it’s an ultimatum or before my propaganda has managed to work its way through the faction’s membership.
With some experience you’ll be able to know exactly what to do to keep important factions onside before an election, but here’s some tips:
- Try to pick your long term plan in advance. Do you want to focus heavily on industry supported by plantations? The Communist party is going to be your best friend through the game. Do you want to transition towards Banks, Offices, Mansion rents and other means of passive money generation? The Capitalists will love that but the Communists not really. Pick a strategy and stick with it, otherwise you’ll see major political upsets.
- Following up from the above: if you want to change your strategy, prepare the ground for it with your media. If the Communists love you and the Capitalists hate you, that doesn’t matter if 80% of people on that political axis are Communists. And vice versa. Use newspapers and especially radio stations to change the membership numbers of each party before you start swinging your economy in another direction.
- Use edicts for their political effects as much as for their bonuses. Sometimes doing a quick edict before an election can swing it in your favour.
- If your Swiss bank account is fat, use the Broker to buy support with political factions. Don’t do it unless the election is 1 month away, it’s wasted money otherwise because this support decays fairly quickly.
- If all else fails, quick build a few buildings that a faction likes just before the election. You can demolish them straight after if you want, but this kind of thing is just a quick, dirty and temporary fix for an otherwise persistent problem and you’ll need to spend some time tweaking your city before the next election is due. Just remember that building stuff that one faction likes almost certainly will annoy another faction.
- You can also bribe faction leaders for their support. It helps to squeeze out a percentage point or three.
Strategies: Relative happiness
This is the part that tends to cause the most confusion. See the picture below: the difference between these two graphs has a direct impact on your personal approval.
This swings in both the positive and negative direction, so its entirely possible to have all factions hate your guts while you maintain a 70% approval rating simply because caribbean happiness is 40 and your overall happiness is 60. This is rare and not easy to pull off and you have to actively work towards that to achieve it, but it illustrates a point.
Caribbean happiness is like a clock of doom ticking down. If you’re not fast enough with improving living standards, you will be unsurprisingly hated no matter what the factions think you’re doing right, and much like in Eastern Europe, your citizens too will yearn to experience the green of the grass on the other side.
You manage this in a simple way: keep increasing your happiness. The ways to do that on the overall are too much to cover, as most of it is down to designing your island in an efficient manner where your citizens are in range of everything they might need at any given time, but here’s some quick tips to help you along:
- If your housing happiness is tanking, make sure you have no homeless people in shacks, using bunkhouses/Conventillos set to broke mode if necessary. If that’s not enough, remember you can electrify your buildings and it’s worth doing so even if the power cost is very large.
- If your job happiness is tanking, start upgrading buildings and setting budgets to highest. Non automated mines are a gigantic culprit here, as are non hydroponic plantations eventually. Eventually you might even want to think about destroying low job quality buildings and replacing those jobs with something else. Importantly, keep an eye on your numbers of unemployed people. If it gets over a 100 and your population is around a 1000 or more, it’s worth considering setting your immigration policy to Tropico First, because your own people will make enough babies to keep you occupied trying to make jobs for them and unemployed people tend to tank job happiness the most.
- Use the coverage overlays. Selecting fun/faith/healthcare/food coverage will give you a nice colour map of where your buildings reach, but more importantly it will highlight buildings that are currently fully occupied with an icon. Much of the problem with keeping these happiness stats high is the fact that there’s not enough provision in a high demand area. If your residential area has all your fun buildings highlighted with an icon that shows they are full, the solution is simple: build more fun buildings in the area. The supply/demand aspect of this cannot be stressed enough.
- If you simply can’t keep up for whatever reason, build a Commando Garrison, set it to max budget, and set the Intimidate Neighbours raid into a loop. This raid reduces the Caribbean happiness level, and can make or break an election while you’re still building up your economy.
Strategies: Personal experience
The last section is also the briefest.
As mentioned before, this statistic is mainly for punishing you for failing to allow for elections. The idea is to never be in a situation where you need to deny elections because your support is too low, because this particular stat causes a downward spiral that you will not be able to exit without spending your swiss bank account, because the negative effects on this stat take a long time (usually around 2 terms) to actually properly decay.
One way to mitigate this is to use the Broker. If you built up your banks and your swiss bank account, you can unlock all of his 8 slots and refresh until you find “Image Campaign“. This is a $$7,500 spend that will add a +10 bonus to every citizen’s personal experience. This is one way to offset that one time where you had to cancel elections or rig the vote. It can also help in a tight squeeze during an election where, say, the communists suddenly hate your guts because you stupidly just built 3 mansions right before the vote.
Another way is to use Tax Cuts. Again, only use this right before the vote, but your economy better be able to handle it. If it’s not, you can always use a Wealth Tax right after you win the election to make some of the losses back.
This is the ending of Tropico 6 – Political Strategies Guide. I hope it will help you. If there is wrong or you have suggestions, please let’s know and comment us. Have fun.