Tropico 5

Tropico 5

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Nono Jun 16, 2014 @ 11:53am
Starting the Cold war era
Hey guys,

I've signed treaties with Axies / Allies, ending WWs era with 90-100k budget and 55% approval.
Starting the cold war is kinda burning hot, i'm losing all the treasury money and no income from trade routes due to relation score reset...
Approval is downed by 20% making the CW era a big difficulty for me.

what am i doing wrong? do i have to spend more time micro managing the first months of CW?
And the money, why is the economy not working?

thanks for your advices!

(politcal / eco difficulty is set to normal, sandbox game , 8 ship available for trade route, mining/farming community with no church)
Last edited by Nono; Jun 16, 2014 @ 11:54am
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Showing 1-15 of 15 comments
Freedom Jun 16, 2014 @ 11:57am 
You would need to explain what you are doing for cash. There could be several issues.

List what you are exporting if you remember, also population, unemployed, open jobs.

I am not sure I understand why your relations have soured, world war to cold war is a reset. You should start at 60 with the USA and USSR.
Kukko Jun 16, 2014 @ 12:15pm 
Your teamsters maybe bugged and some constitution options affect foreign relations. Also new factions may cause problems.
Last edited by Kukko; Jun 16, 2014 @ 12:16pm
Nono Jun 16, 2014 @ 12:34pm 
Consitution :
All citizens vote, secular state, militia
Poice state, workers paradise , guarded heaven

Farming and mining buildings are WWs grade and non upgraded.

720 pop.

Got 1 plantation of each type (4/5 budget overall)
Got 4 lamas ranches and 1 of each other (3 out of 5 budget average)
Got 1 factory of each (Rum, Textile, Lumber) (4/5 budget few workers) ; No cannery
Got 2 wharfs (2/5 budget) , 4 docks and 1 dry dock
Got 1 cons office & 6 teamsters office
Got 1 tenements, 6 houses & all country houses next to working place (all 1/5 budget)
Got 4-5 taverns (5/5 budget) ; 1 church (5/5 budget) ; 1 clinic (fully upgrade), 1 restaurant (Rum distillery upgrade on), 1 tourist ruin site
Got 1 library, 1 high school (2/5 budget)
Got 1 custom office, 1 bank, 1 embassy

High budget on factories but few workers come by.

Military : 4 barracks; 1 army base upgrade to tank MK2
1 barrack is 5/5 budget, the rest 1/5 budget

Edict : Extra rations, Mardi Gras, Right of arms, Amnesty , Social security, Mortgage Sub

Last edited by Nono; Jun 16, 2014 @ 1:00pm
Gardi Jun 16, 2014 @ 12:39pm 
You've got quite a lot of expenses, and few incomes there. And you need a high school to educate your population for the factories (or enable constituion for visa program, bringing more foreign educated workforce).
And maybe switch around budgets - so the money-making businesses are prioritized until you've got the economy balanced. Disable a few of the edicts crashing economy (mortgage/extra rations/social security).
Finnaly, workers paradise is a real crack on economy. Especially with the social security combo. Many leave the workforce early to get their retirement - and get paid social security from it (at least I think that might be the case.. My island also got crappy economy with both those enabled).
*Edit: Also what Lunatic Frog said - your teamsters might not get around as well. Maybe more people drive cars so the cars are all jammed up.
Last edited by Gardi; Jun 16, 2014 @ 12:41pm
Abalister Jun 16, 2014 @ 12:39pm 
Originally posted by Nono:
Consitution :
All citizens vote, secular state, militia
Poice state, workers paradise , guarded heaven

Farming and mining buildings are WWs grade and non upgraded.

Got 1 plantation of each type (4/5 budget overall)
Got 4 lamas ranches and 1 of each other (3 out of 5 budget average)
Got 1 factory of each (Rum, Textile, Lumber) (4/5 budget few workers)
Got 2 wharfs (2/5 budget) , 4 docks and 1 dry dock
Got 1 cons office & 6 teamsters office
Got 1 tenements, 6 houses & all country houses next to working place (all 1/5 budget)
Got 4-5 taverns (5/5 budget) ; 1 church (5/5 budget) ; 1 clinic

High budget on factories but few workers come by.

Military : 4 barracks; 1 army base upgrade to tank MK2
1 barrack is 5/5 budget, the rest 1/5 budget

Edict : Extra rations, Mardi Gras, Right of arms, Amnesty , Social security, Mortgage Sub

Wow. Not enough housing I must say. You need at least 50 country houses to supply all this. U need 10 restaurants, 5 taverns minimum.
And workers paradise/guarded heaven might be an issue if your clinics are not upgraded to boost fertility rates.

Edit: I misread, you do have country houses spreaded around workplace, the 6 houses are normal houses. Got it.
Last edited by Abalister; Jun 16, 2014 @ 12:53pm
Freedom Jun 16, 2014 @ 12:43pm 
Are you building tenements early cold war? That should be your main goal early WW Era, with very basic happy buildings. For instance, I average 76-80 pop from COL ERA to WW ERA. I set pop start at 50.

Col ERA I build 2 plantations, 2 library's, nothing unless it is mission related. This allows you to start getting some cash flow. I do 1 coco and 1 food. Unless the crown ask you to build cotton. *bleh*.

I jump to WW ERA as soon as I hit 51%, no waiting for anything. WW, build the plantations you need for an industry. * 2 sugar for 1 rum plant* Sell some crops, build industry. Build 5-6 tenements. Add 1 church, 1 grocery, clinic, restaurant and tavern.

This should allow you to maintain 58%- 59% happiness. Then you just flesh out your income. Add food crops as you see starvation issues. I never do the edict with double food by the way, unless it is a mission. Then it gets axed next ERA.
Last edited by Freedom; Jun 16, 2014 @ 1:01pm
Abalister Jun 16, 2014 @ 12:46pm 
Originally posted by Godus = Crapus™:
Are you building tenements early cold war? That should be your main goal early CW Era, with very basic happy buildings. For instance, I average 76-80 pop from COL ERA to CW ERA. I set pop start at 50.

Col ERA I build 2 plantations, 2 library's, nothing unless it is mission related. This allows you to start getting some cash flow. I do 1 coco and 1 food. Unless the crown ask you to build cotton. *bleh*.

I jump to CW ERA as soon as I hit 51%, no waiting for anything. CW, build the plantations you need for an industry. * 2 sugar for 1 rum plant* Sell some crops, build industry. Build 5-6 tenements. Add 1 church, 1 grocery, clinic, restaurant and tavern.

This should allow you to maintain 58%- 59% happiness. Then you just flesh out your income. Add food crops as you see starvation issues. I never do the edict with double food by the way, unless it is a mission. Then it gets axed next ERA.

You're missing an era. He's talking about CW era, you're talking about WW era.
Nono Jun 16, 2014 @ 12:54pm 
10 restaurants OK, only got one and got no cannery.

I've tried to slow down all production budget; still is in the red.
Last edited by Nono; Jun 16, 2014 @ 12:57pm
Freedom Jun 16, 2014 @ 1:02pm 
Originally posted by Nono:
10 restaurants OK, only got one and got no cannery.

I've tried to slow down all production budget; still is in the red.

Keep a very good eye on open jobs. You can have all the jobs in the world, but if they are not filled they are no help.

I fixed my post to reflect Col ERA to WW ERA.

Anyways Abalsiter, World War ERA is where you make or break your economy for Cold War and forward. In order to good there, you have to set your economy to free wheel in world war.

If you setup for your future, you can do rum WW,CW and switch to chocolate MOD ERA without missing a beat.

That is what I was trying to point out with my thread, though I did miss label as CW. :)


Last edited by Freedom; Jun 16, 2014 @ 1:10pm
Nono Jun 16, 2014 @ 1:26pm 
Restaurant and tavern did the trick to stabilize approval at 52-54 %, first early election was won.
I did 5/5 budget college and 5/5 high school in this run though, 1-2/5 budget on mining/farming and 5/5 budget in factories .

Revoked Labor policy to Happy childhood.
Abalister Jun 16, 2014 @ 1:28pm 
You should also not go down below 3 for mines and plantations, it reduces the productivity and you barely sell anything at the docks.
Nono Jun 16, 2014 @ 1:40pm 
OK, so i just did a big mess on political relations, expelling USSR and praising US with a high communist support (400+ voters).
Abalister Jun 16, 2014 @ 1:46pm 
LOL... why would u even touch those things lol :P

Part of the learning, it's a pretty fun game :)
Caius Jun 16, 2014 @ 7:17pm 
...also....Mind that when you switch the "military" policy to Militia, you basically put on the streets all those illiterate soldiers, and is very common that you'll find empty barraks/Army bases/towers/Palace. Correct me but a barrack has 8 soldiers, so with 4 barracks set on "high school" soldiers you unemploy some 32+ citizens. That, plus the Palace, army bases and the towers, if any.

That means you will sky rocket unemplyment, creating a vacum for the economy, and put yourself in danger with no army to defend your palace and high rebel treath.

I found Militia and Professional Army two very delicate policies to pick, because of this. Even if you fancy total war, Illiterate soldiers will do well with a General manager and the two edicts Right to Arms and the Military Training one.
Last edited by Caius; Jun 16, 2014 @ 7:18pm
Nono Jun 17, 2014 @ 9:36am 
It's true, the barracks with highest solider numbers (half full) was the one with highest budget 5/5, others were vacant.
I've lost last game due to rebels but was near end of cold war.
Entertainment, liberty and life quality seem the key factors to work on when beginning CW : that means reduce pollution , add restaurants/taverns/beach houses for citizens.
I didnt find tourism useful though.

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Date Posted: Jun 16, 2014 @ 11:53am
Posts: 15