Each ruler, the first being customized by you at the beginning of the game, has a special trait. One thing you can do to help your situation is create a dynasty. If your approval rating gets too low, you may not win the next election (if you have those), or a rebellion may threaten to overthrow your rule. You can construct churches to increase quality of housing in the area, but if you are an atheist country by your constitution, this may lower your approval rating. Yes, you have to research new technology, make money with farming or mining etc., and construct housing for your citizens, but every one of those choices has its own weight on political aspects. Seeing what you can get away with, or seeing just how happy and loyal you can make your citizens, is the real appeal of this game. The fun of this game comes from experimenting with the exact ways you can choose to run your little country. In Tropico 5, it only gets better as you, El Presidente, bring your island up from Colonial times, wedged between other superpowers, through all the familiar eras of our planet’s history. If you follow along with campaign narration and read the additional commentary tucked into the corners of the game, you will no doubt laugh at the subtle - and not so subtle - jabs at things like communism, capitalism, certain famous figures in history, and cultures that might be found in such a fictional place as Tropico. You might not realize all the political parody that defines Tropico. If you’ve never played a Tropico game, you may not realize the difference between this series and any other simulation game.
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