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You should really focus on that mod; you can't have a Caribbean island dictatorship without drugs.
I've no idea how easy/hard it is for you to mod things, though I think the drugs should be a 3 step thing.
Step 1 - Grow the drug (note that hydroponic plantations do not currently work with the latest version and there are text issues when selecting growing options on normal plantations)
Step 2 - Process the drug; turn coca into Cocaine, Opium into Heroin (or you could turn it into morphine instead if you wish, then let your pharmaceutical factories have it as a resource) and turn cannabis into 'pot' (I assume you mean hash, cannabis and pot are one in the same, turning weed into hash compacts it by removing plant matter)
Step 3 - Disguise and market it, which is already done with your presidente's special blend factory.
This would add an extra building into the mix, you could probably use the distillery as the building as it's the closest building that would look like 'drug factory' (which it technically already is) to the masses. Have the distillery process one resource; coke, H (or morphine, the Heroin synth basically goes Opium > morphine > diacetylmorphine) or hash (pot).
Drug edicts as well as having morphine shipped to the axis or allies during the world wars period would be awesome too. Both allies and axis suffered morphine shortages during the wars, prices could skyrocket then. In the modern era the morphine can be processed further through the pharm factory then legally sold.
EDIT: I'll be copying this over to your forum under 'drug trade mod' since I'm not sure which one you would view first.
Default Configuration:
Edit: This mod is now obsolete
Anyway keep up the good work
Guess it depends on what you consider a cheat is and how you use the mod. Even the Cheater's Tower has dual purposes. It can grant money and research but it can also be used to spawn all sorts of disasters on yourself.