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Mission 2: Special Relationship

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Campaign Part 1: Special Relationship (2 of 8)

The next phase of the campaign and story mode has you setting up on Bao-bao, where you will be exporting raw resources and dealing with some special issues as they arise... The settings we recommend for this mission are:

Island: Boa-boa

Economic Difficulty: Medium

Political Difficulty: Medium

Disasters: Occasional

It would be a good idea to save your game prior to starting the new mission...

Your successes in the previous mission have endeared you to The Order, who have now set you up in this new base, where they expect you will do just as well - and you will!

You begin this mission with the following resources:

  • Construction Office x1

  • Country House x4

  • Dock x1

  • Palace x1

  • Plantation (Corn) x1

  • Sheds (Random Number)

  • Teamsters Office x1

Your goal is to Export $5,000 in profits in order to induce the US President to visit your island nation, and the same basic rules apply for improving it - which means getting tech developed, providing stability for the natives, and building an intelligent workforce!

You are back under the thumb of the Crown again, so you are also going to be working towards Independence once again, sigh...

Once you do induce the President to visit you then need to focus upon winning three Wagers with him - all of which involve your domestic production. Simply work towards that goal within the time that you are given, but do so as smart as you can. You want to come to the end of the mission with your economy in good shape - even if that means choosing the lesser of the options for the Tasks that can involve foreign diplomacy.

Mission 2 - Special Relationship

The one piece of advice that I can give with gusto is this: Avoid going too deeply into debt for what are clearly side-Tasks!

BEFORE you get too far into this mission there are some things you need to know. First, these missions alternate between the two island. Second, the condition that you leave the island in in terms of its economy, the condition of the population, and the amount of money on hand remains the same.

That information is incredibly important to you - because knowing it allows you to pave the way for future missions and make them easier. Here are some examples - by taking care to build up the various complimentary resource and industry types, and making a solid economy you make less work for yourself in the future.

By being sure you discover ALL of the Tech you actually CAN discover in the early missions again, makes less work for yourself later AND puts you in a stronger position strategically.

One of the really important pieces of advice is this: do NOT neglect Military Building in the process of creating your island nation early on, because later you will NEED those to be evenly distributed among the other buildings. Doing it now will save lots of time and effort later. Just saying.

Bearing in mind that the ultimate point to your mission is to have the US President complete a successful visit - and that means you get him to come, he stays for the duration the game chooses for him, and you keep control until he departs - and you thus satisfy the requirements for this mission.

The best way to do that is to build the specific resource-producing infrastructure that the game is going to want from you - which is Ranches, Plantations, and Mines. You will receive “Wagers” from the President as he does not believe you can generate that level of export or profit - and the secret to success for this mission is to DO that!

 
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2 comments, latest first.
Aug 29th 2015 Guest
Quite annoying that the mission ends when the pres leaves. I had four years left on the clock (set aside to improve my economy and explore the island), but -- poof -- they disappeared because the designers forgot the mechanics they had taught the player in the first mission.
ID #603676
Oct 17th 2015 Guest
You can choose to delay the mission how long you want as long as you do not finish the final wager. The one that is the easiest to control is mining products since you can simply hold off building any mines.

However, rebels on this mission can become quite the nuisance later on. I tend to like the idea of a high school military but usually this does not work. Building a healthy amount of army buildings is crucial if you want to delay this map as long as possible and develop the tech and infrastructure.
ID #617310
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