Correct name:
Tropmina
http://www.the-nextlevel.com/tropico/caf...pic=4601.0
Rob the Slob (snips from 2002): The key is to win every election and to build four mines early.
The first thing I did was changed two farms to tobacco. I spent the initial money on a diplomacy building, the anti-litter edict, an iron mine and a construction office which I built first right between the iron and bauxite deposits. When those were built, I bought the housing aid from the Russians.
You can win the mining requirements of the game with just those four mines on the two spots near where you start. Just build them early. and remember when you get the power plant to use all the mines electrical bonuses. That is key.
You can wait 20 years to start building hotels. I built mine on the north east side of the map. Just make sure you have two fully loaded construction offices over there when you start. You'll need to get them up fast. Bring more tourists in with the help of tv adv. edict. Also open up the colonial fort and you can use that one time eco-tourist edict thing as a last ditch measure to finalize the tourism requirements.
Cam (snips from 2004): My strategy wasn't too different from Rob's. I initially went with three mines near the town and a papaya farm. I switched the eastern farm to papaya also. It wasn't long before I added another construction office, a fourth mine near the town, four cattle ranches, and a second teamsters office.
Like Rob, the tourism objective wasn't pursued for quite some time. Three hotels and a dozen bungalows were built about twenty-five years into the game (in the north east), supported by two beach sites, a scenic outlook, pool, nature preserve, cheap-ish charter fishing, arts and crafts shop, and El Presidente's artifact dig. A TV station was added.
'The final act' was reasonably predictable; a handful of positive edicts such as the Tourism Ad Campaign, '100% occupancy rate' in the hotels, cheap residential accommodation, and big pay rises.
- With free tourism rates in the hotels, the 50 tourist target was filled within a couple of months.
- The happiness target was only 50, so teamsters and construction workers could remain on 'sweat shop' while the tax break, 'food for the people', and mardi gras edits were active.
- With seven mines, including three gold mines, the $300K mining target was more than achieved.
Pollution wan't too problematic, as I built all of the pollution-making items in the north-west. My economy had no factories, which may have helped.
I have found that the difficulty with this scenario is winning elections fairly and surviving coup(s). Covering the 'happiness' basics, having at least two jailors, and a bank balance in the black (should you need to issue a few edits during a coup) should pretty well cover these problems while pursuing; initially the mining, and then tourism objectives. Comparatively little mirco-management is needed, and the game can be completed several years ahead of the deadline.
Try coddling (bribes, etc.) the leader of the militarist faction - even if not an army employee - to head off coups.