u/ZealousidealExit6622

Image 1 — [WIP] Trade Delight II: 200+ New Resources
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▲ 21 r/tropico

[WIP] Trade Delight II: 200+ New Resources

More than 200 new goods have been added!

- Cod

- Strawberries

- Apples

- Salmon

- Anchovies

- Octopus

- Tuna

- Pears

- Peaches

- Watermelons

- Blueberries

- Avocados

- Potatoes

- Carrots

- Sardines

- Trout

- Shrimp

- Sturgeon

- Caviar

- Truffles

- Maple Syrup (Exclusive From Canada)

- Flowers

- Spices

- Saffron

- Wheat

- Silver

- Emeralds

- Diamonds

- Agave

- Amethysts

- Rubies

- Sapphires

- Pink Diamonds

- Bamboo

- Copper

- Precious Wood

- Nickel

- Silicon

- Lithium

- Raspberries

- Blackberries

- Grapes

- Cucumbers

- Lettuce

- Lychee

- Silk

- Iberian Ham (Exclusive From Spain)

- Walnuts

- Saltpeter

- Gunpowder

- Bronze

- Aluminum

- Jade

- Sand

- Clay

- Honey

- Wax

- Stem Cells

- Fuel

- Zinc

- Cement

- Tantalum

- Ambergris

- Sap

- Resin

- Flax

- Pumpkins

- Peas

- Peppers

- Platinum

- Sulfur

- Rare Earth Elements

- Limestone

- Rose Gold

- White Gold

- Rye

- Lavender

- Lead

- Charcoal

- Plastic

- Titanium

- Melons

- Oranges

- Coconuts

- Crabs

- Lobsters

- Seaweed

- Denim

- Indigo

- Vanilla

- Rubber

- Cellulose

- Paper

- Bread

- Jam

- Squid

- Diesel

- Kerosene

- Aloe Vera

- Broccoli

- Biofuel

- Pistols

- Rifles

- Shotguns

- Land Mines

- Frozen Food

- Processed Food

- Assault Rifles

- Dynamite

- Missiles

- Ammunition

- Tanks

- Armored Vehicles

- Machine Guns

- Combat Drones

- Smoked Meat

- Sausages

- Cold Cuts

- Computers

- Smartphones

- Sports Cars

- Hybrid Cars

- Electric Cars

- Autonomous Cars

- Soft Drinks

- Home Appliances

- Robots

- Construction Materials

- Chemical Products

- Ammonia

- Fertilizer

- Seasonal Clothing

- Sportswear

- Children's Clothing

- Designer Clothing

- Candy

- Confectionery

- White Chocolate

- Mint

- Chewing Gum

- Pesticides

- Glass

- Silicon Wafers

- Microchips

- Televisions

- Toys

- Plush Toys

- Footwear

- Perfume

- Designer Jewelry

- Cosmetics

- Leather

- Fine Jewelry

- Board Games

- Watches

- Powdered Milk

- Smart Furniture

- Sports Equipment

- Spare Parts

- Smart TVs

- Smart Home Appliances

- Fast Fashion

- Confectionery

- Thread

- Batteries

- Juice

- Chocolate Bonbons

- Tools

- Dyes

- Tea

- Ships

- Yachts

- RC Toys

- Smart Toys

- Cosmeceuticals

- Vaccines

- Nutritional Supplements

- Medical Instruments

- Cinnamon

- Batteries

- Juice

- Chocolate Bonbons

- Tools

- Dyes

- Tea

- Ships

- Yachts

- RC Toys

- Smart Toys

- Cosmeceuticals

- Vaccines

- Nutritional Supplements

- Medical Instruments

- Wagyu Beef (Exclusive From Japan)

- Books

- Seasonings

- Motor Oil

- Video Game Consoles

- Software

- VR Systems

- Lingerie

- Business Suits

- Motorcycles

- Gadgets

- Oats

- Textile Products

- Tires

- Video Games

- Pistachios

- Yogurt

- Detergents

- Luxury Perfumes

- Yerba Mate (Exclusive From Argentina)

- 3D Printers

- Pet Food

- Pet Supplies

- Handbags

- Machinery

- Flavorings

It looks like T5 doesn't have a limit on how many goods can be added, unlike T6 ^^

u/ZealousidealExit6622 — 8 days ago

[WIP] Trade Delight II: The Military - Industrial Complex

Do you guys remember how in Tropico 4 we could actually "configure" what specific type of weapons our factories produced?, so I decided to bring that mechanic back for this mod I’m introducing a completely overhauled system with different types of armaments and military vehicles that you can choose to manufacture.

​Here is a breakdown of the production catalog based on complexity and profitability:

​Fusiles: Only available during the Colonial Era. They are the absolute simplest weapon to assemble in the game.

​Ammunition: A constant staple to produce and sell.

​Rifles: High complexity to manufacture, but they can be produced in massive quantities and sold for a very good price.

​Handguns: The easiest modern weapon to assemble and the fastest to sell on the market.

​Shotguns: Medium complexity. They can be sold at a very high price, but exporting them comes with severe diplomatic penalties.

​Dynamite: One of the earliest explosives. Very easy to produce, doesn't require much to get going, and sells for a solid price.

​Missiles: Explosives of much higher complexity, but they can be sold for a vastly higher premium.

​Anti-Personnel Mines: Ridiculously easy to make. You can mass-produce these and get huge economic benefits by selling them in sheer volume. However, doing so will earn you the absolute hatred of the international community.

​Armored Vehicles: Medium complexity to put together, offering very solid profit margins.

​Tanks: High complexity machines. Building them is tough, but the economic benefits are massive.

​Combat Drones: The highest complexity of them all. Extremely difficult to get up and running, but the profits are unparalleled.

​The Catch: The Geopolitics of the Arms Trade

​Selling weaponry is an industry that will bring you incredible wealth, but it comes with heavy consequences. You will face severe diplomatic penalties for exporting weapons, especially during the Colonial Era and the World Wars when factions are highly sensitive to who you are supplying.

​As you reach the Cold War and Modern Times, global politics become a bit more cynical, so the general penalties for selling weapons actually decrease.

​However, they are still present, and there is one major exception: Anti-Personnel Mines. While other weapons become more accepted in the modern market, selling mines will only increase your diplomatic penalties in the late game, making you a total pariah.

u/ZealousidealExit6622 — 11 days ago
▲ 12 r/tropico

[WIP] Trade Delight II: 100+ New resources

These are the first 100+ resources I've added to the game

Agriculture (Food)

- Cod

- Strawberries

- Apples

- Salmon

- Anchovies

- Octopus

- Squid

- Tuna

- Pears

- Peaches

- Watermelons

- Blueberries

- Avocados

- Potatoes

- Carrots

- Sardines

- Trout

- Shrimp

- Sturgeon *

- Caviar *

- Truffles *

- Bread

- Maple Syrup (Canada exclusive) *

- Raspberries

- Blackberries

- Grapes

- Cucumbers

- Lettuce

- Lychee

- Iberian Ham (Spain exclusive) *

- Walnuts

- Honey

- Pumpkins

- Peas

- Peppers

- Melons

- Oranges

- Coconuts

- Crabs

- Lobsters *

- Seaweed

- Eggs

- Jam

Agriculture (Other)

- Flowers

- Spices

- Saffron *

- Wheat

- Agave

- Aloe Vera

- Silk *

- Wax

- Ambergris *

- Sap

- Resin

- Flax

- Rye

- Lavender

- Indigo

- Vanilla

- Rubber

- Furs

Mining Fuels

- Silver

- Emeralds *

- Diamonds *

- Amethysts

- Rubies *

- Sapphires *

- Pink Diamonds *

- Copper

- Precious Wood *

- Nickel

- Silicon

- Lithium

- Saltpeter

- Jade *

- Sand

- Clay

- Zinc

- Tantalum

- Platinum

- Sulfur

- Rare Earth Elements

- Limestone

- Lead

- Titanium

Industry Goods

- Gunpowder

- Bronze

- Aluminum

- Stem Cells

- Cement

- Rose Gold

- White Gold

- Charcoal

- Plastic

- Denim

- Cellulose

- Paper

- Fuel

- Diesel

- Kerosene

- Leather

- Musical Instruments

Luxury Goods

(Goods marked with " * " are also considered luxury goods.)

- Sports Cars

- Electric Cars

- Fine Jewelry

Any ideas for new goods or production chains are welcome and will be rewarded with a cookie ^^ 🍪

u/ZealousidealExit6622 — 12 days ago

[WIP] Trade Delight Part II: The Ultimate Production & Resource Overhaul 🏭🚢

Have you ever looked at your sprawling industrial sectors and wished for deeper production chains, more resources, and a total expansion of your island's economy?

​Vanilla Tropico 5 features around 35 trade goods. It's functional, but it barely scratches the surface of global trade. My goal with this mod is to shatter that limit, aiming for a massive 400+ distinct resources (exact number subject to change as development continues).

​This expansion introduces new raw materials, intricate supply chains, intermediate products, and a level of commercial variety never before seen in any vanilla.

​Here is a breakdown of the new mechanics and what to expect:

​⚙️ Deep Production Chain Overhaul

​Most factories are getting a profound mechanical rework. We are moving away from the simplistic arcade-style manufacturing of the base game:

❌ Vanilla: Raw Resource ➔ Processed ➔ Export

​And moving towards a much deeper, multi-phase system that mirrors real-world logistics.

✅ Trade Delight: [Phase 1] Origin (Extraction or Harvesting)

Process: Gathering the resource directly from the land or sea.

-Output: Raw Material.

⬇️

[Phase 2] Preparation & Sorting

Process:Cleaning, grading, or separating the raw yield before it can be processed.

Outputs: Graded Base Material + Usable Byproducts (e.g., organic waste, low-grade scrap).

⬇️

[Phase 3] Primary Processing

Process: Transforming the base material into a workable state (milling, smelting, weaving, etc.).

nputs: Graded Base Material + Imported Additives (catalysts, chemicals, dyes).

Outputs: Refined Material + Secondary Byproducts.

⬇️

[Phase 4] Intermediate Manufacturing

Process: Shaping the refined material into functional parts or mixed ingredients.

Inputs: Refined Material + Other Minor Components.

Output: Intermediate Goods.

⬇️

[Phase 5] Final Assembly & Finishing

Process: Combining everything into the ultimate consumer product.

Inputs: Intermediate Goods + Packaging or Finishing Materials.

Output: High-End Finished Good.

⬇️

[Phase 6] Distribution

Process: Sending the final product to the docks for premium export prices, or supplying local commercial buildings to drastically boost citizen happiness.

​🚢 Imports Actually Matter (The End of Autarky)

​In vanilla, Tropico can essentially produce everything it needs in a vacuum. I am redesigning the commercial system so that playing in total isolation is nearly impossible (unless you deliberately want to torture yourself with an extreme autarky challenge).

​You are a small island in the Caribbean, you simply do not have the geographical footprint to sustain a modern, diversified superpower on your own. You must engage with global shipping lines to keep your industries alive.

​🍎 Expanding the Tropican Diet

​Because of your tropical climate, certain crops physically cannot grow on your island. If you want to provide your citizens with a high Food Variety (and keep them happy), you will be forced to import temperate-climate foods. Get ready to sign import contracts for everyday staples like Potatoes, Apples, Strawberries, and Lettuce.

​💎 Geopolitically Locked Resources

​Just like the food, your island's bedrock doesn't contain the periodic table. There will be multiple raw resources and high-end materials that simply do not exist on Tropico. If you want to develop specific late-game industries, you will have to import the base components:

​Want a lucrative Fine Jewelry sector? You'll need to import precious stones and uncut diamonds.

​Want to dominate High-End Fashion? You'll need imported silks and synthetic dyes.

​Want a High-Tech/Aerospace industry? You'll be heavily relying on foreign industrial components and specialized alloys.

​⚠️ Important Note

​This mod will be absolutely dependent on Trade Delight Part I (which overhauled the global trade partners and geopolitical eras).

​I am still actively adding new resources, intermediate components, and production lines to the database. If you have any suggestions, crazy ideas for supply chains, or specific industries you'd love to see represented, drop them in the comments! Feedback is more than welcome. ^^

u/ZealousidealExit6622 — 14 days ago
▲ 11 r/tropico

[WIP] Ranches Overhaul

Let’s be honest, the livestock variety in vanilla Tropico 5 is pretty underwhelming. When you look at the agricultural tab, you are stuck with the exact same four options for your entire playthrough: Cattle, Goats, Llamas, and Pigs.

​

​To fix this, I am currently working on a massive expansion for the island's agricultural sector. This mod aims to breathe new life into your rural economy by adding completely new animals, each with their own specific output ecosystems, while also overhauling the vanilla ranches to make them more realistic and profitable.

​Here is a sneak peek of what is coming to your pastures:

​

​🐣 The Brand New Ranches

​

​🐓 Chickens (Meat & Eggs): Let's address the elephant in the room, how is it possible that throughout the entire Tropico franchise, we have never had the most basic, universally farmed animal on the planet? It's madness! This new ranch finally brings poultry to the islands, providing a steady and cheap source of food through Meat and Eggs.

​

​

​🐴 Horses (Hides & Manure): A true staple of the colonial and agricultural eras. Initially, they will provide valuable Hides for your leather industries and Manure to fertilize your plantations (Features in Development). And soon, Horsehair (crin)

​

​

​🐊 Crocodiles (Hides & Meat): Yes, I am borrowing this concept from Tropico 6 These reptiles will produce premium, high-value Hides and Meat. And yes, for those wondering, crocodile meat is absolutely edible and considered a delicacy in many tropical regions!

​

​

​🐑 Sheep (Wool & Meat): The Llamas finally have some competition in the textile industry. Sheep are a fantastic addition for players who want to build massive clothing empires, providing a reliable stream of Wool for your textile mills, alongside a secondary output of Meat.

​

​

​🐖 Vanilla Ranch Overhauls

​I couldn't just leave the original animals untouched while the new guys get all the complex production chains. I have rebalanced two of the vanilla ranches to act as true multi-resource powerhouses:

​

​

​🐄 Cattle: In the base game, they only gave Milk and Meat. Now, cattle ranches will realistically utilize the entire animal. On top of the dairy and beef, they will now produce Hides and Manure.

​

​

​🐷 Pigs: The humble pig ranch has also received an upgrade. Alongside their standard output of Meat, pigs will now also generate Manure.

​

​

u/ZealousidealExit6622 — 15 days ago
▲ 22 r/tropico

[Mod] T6 to T5 Soil Culture: Bringing (and Upgrading!) Tropico 6 Agriculture workmode into Tropico 5 🌴

If you have played Tropico 5 for any length of time, you know the struggle: your ranches and plantations slowly but surely destroy the island's soil quality until your agricultural empire turns into a barren wasteland. Tropico 6 fixed this issue with alternative work modes, so I decided to port those mechanics directly back into Tropico 5, but I didn't just copy them, I upgraded them!

Here is how the new agricultural ecosystem works in the mod:

🐄 Ranches: The "Pasture Prohibition" Mode

No more letting your livestock roam free to overgraze and destroy the fertile land. You can now enable the "Pasture Prohibition" (Zero-Grazing) work mode.

The Benefits: It completely halts soil degradation and provides a flat boost to efficiency. It also significantly increases Job Quality, as your farmhands no longer have to spend grueling, exhausting hours herding animals under the sun.

The Catch: Because the animals are penned, they can't eat wild grass. The ranch will now actively require and consume Corn to operate.

🌱 Plantations: The "Multiculture" Revolution

This is where the mod truly shines. Enabling the Multiculture work mode completely revolutionizes how extensive farming works in T5.

Not only does it increase soil quality over time (simulating proper crop rotation) and boost base effectiveness, but it also allows your plantations to produce secondary crops simultaneously.

The UI has been updated so you can see exactly which extra resources are being generated right next to your main crop. I based these combinations on real-world historical and agricultural synergies:

🍌 Bananas: Their massive leaves create a perfect shade canopy, allowing the plantation to secondarily produce Cocoa and Coffee.

☕ Cocoa & Coffee: Because these fragile plants require shade to thrive, they are intercropped with Bananas.

🌽 Corn: Being a tall, sturdy plant, it acts as a natural guide and "trap crop" for pests. It is accompanied by Pineapples (which grow perfectly at ground level) and Tobacco.

☁️ Cotton: Yields secondary Corn. Historically, corn was planted around cotton fields to draw harmful pests away from the valuable cash crop.

🍍 Pineapples: Accompanied by secondary Corn.

🌾 Sugar: Maximizes land usage by growing Bananas and Corn along the edges of the massive sugarcane fields.

🚬 Tobacco: Utilizes a classic, nutrient-balancing crop rotation cycle, yielding secondary Cotton and Corn.

⚠️ The Balancing Factor

You might be thinking, "Why wouldn't I use Multiculture all the time?"

Because it is backbreaking work! Managing, harvesting, and sorting multiple different crops on the exact same plot of land is extremely labor-intensive. Enabling Multiculture on a plantation will visibly reduce Job Quality. Your farmers will produce a massive amount of diverse wealth for Tropico, but El Presidente will need to build nearby clinics, churches, or entertainment to keep them from going on strike!

Installation method:

Simply extract the files from the WinRAR archive into your Tropico 5 folder.

Usually:

Steam/steamapps/common/Tropico 5

Download Link

https://drive.google.com/file/d/1uULPio5DnZ9G89Fbywcb0Ngw8ueeCMPk/view?usp=sharing

u/ZealousidealExit6622 — 16 days ago
▲ 27 r/tropico

[Mod] "Trade Delight" - A massive geopolitical and economic overhaul for Tropico (250+ New Trade Partners)

Have you ever looked at your trade panel and felt that the world just felt... painfully small?

In the base game, the geopolitical landscape is incredibly restrictive. In the Colonial Era, you're stuck doing business solely with the British Crown. During the World Wars, the entire planet is reduced to just the Axis and the Allies. The Cold War limits you to the USA and USSR, and even Modern Times barely opens up the map to the USA, EU, Russia, China, the Middle East, and a handful of minor nations.

Isn't it weird that your island can receive immigrants from Italy, France, or Germany, but you can't export a single cigar to their markets? Or that you are practically forced to appease the superpowers in every single era because the world shuts down if you don't, and the few minor partners available just don't pay the bills?

It's time to break those chains. Enter the Trade Delight Mod.

This mod completely overhauls the global economy by adding over 250 new trade partners distributed across all 4 eras. The world is finally as vast, complex, and opportunistic as it should be. Here is how the global market evolves throughout your playthrough:

👑 Colonial Era

The world is much bigger than just the Crown. I've added rival European empires, other colonial territories, and newly independent nations to the map. However, mercantilism is the law of the land, and the Crown absolutely despises it when you trade outside their sphere of influence.

Every time you sign a contract with a non-British partner, you will face diplomatic penalties. Trading with minor independent nations might just give you a slap on the wrist (-5 standing), but daring to supply a rival European empire will incur the wrath of the Crown with a severe -15 penalty. You have to balance your desire for better prices with your need to keep the King happy enough so he doesn't send the armada to replace you.

⚔️ World Wars

The globe is engulfed in total war, divided between the Allies and the Axis—but remember, these are just military alliances, not the only countries on Earth! I've populated this era with nations from all 5 continents, offering a massive repertoire of empires, kingdoms, colonies, dominions, and minor republics.

This is an era of extreme tension. Trading with a country affiliated with one of the major blocs will carry severe penalties with the other side. To simulate true geopolitical alignment, relationship requirements to open trade routes are only enforced for the main Axis and Allies blocs. For all the other independent and neutral nations, there are no relationship minimums required to start trading. You can exploit the chaos of the war to build your own neutral trade empire, selling steel and food to whoever pays the highest premium.

🕵️‍♂️ Cold War

The Iron Curtain descends, and the world is cleanly split into two massive ideological blocs: Communism and Capitalism.

However, the nature of conflict has changed. Trading with the "enemy" no longer carries the massive, game-ending penalties of the World Wars. The superpowers have lowered their overt hostility into a game of espionage and subtle influence. Penalties are reduced to a manageable -1, -2, or -3 depending on who you are doing business with. Moreover, the Non-Aligned Movement and strictly neutral countries step into the spotlight. You can finally play the superpowers against each other, taking American financial aid while quietly selling goods to the Soviets or exporting luxury items to Switzerland with zero repercussions.

🌐 Modern Times

The ultimate commercial explosion. I have added practically every existing country in the modern world to the trade panel.

Blanket ideological trade penalties are mostly a thing of the past, and the free market reigns supreme. However, geopolitics hasn't vanished entirely. You will still face specific penalties when trading in certain highly contested regions or with specific countries, simulating modern-day economic sanctions, embargoes, and regional rivalries. The global market is your playground, giving you the freedom to build a fast-fashion textile empire, become a tech giant, or dominate the crude oil market on your own terms.

​

Installation method:

​

Simply extract the files from the WinRAR archive into your Tropico 5 folder.

​

Usually:

Steam/steamapps/common/Tropico 5

​

Download link

https://drive.google.com/file/d/1tQpSbKtkRBTNeWBHIAYApsva1\_CIDb18/view?usp=sharing

​

For now, the mod is only available in Spanish. I'll try to translate it into English as soon as possible.

u/ZealousidealExit6622 — 17 days ago

[WIP] Trade Delight: A Mercantile Expansion for Tropico 5 🚢🌎

Have you ever felt that the trade system in Tropico 5 is a bit empty? We are usually stuck trading with just the main superpowers of each era and a handful of minor partners.

​

​This mod aims to change that completely by adding dozens of new trade partners, each bringing their own unique diplomatic implications in every era!

​Here is a look at what has been modified in the first two eras so far:

​

​

​👑 Colonial Era

​We have added new European empires, other colonies, and independent nations to the trade screen.

​

​The Crown (England) absolutely detests it when you trade outside their sphere of influence. Because of this strict mercantilist mindset, almost every external trade partner will hit you with standing penalties:

​

​-5 Reputation for trading with minor independent nations.

​

​-15 Reputation for committing high treason and trading with rival empires!

​

​(Trading with other British dominions is perfectly fine and encouraged, of course).

​

​

​⚔️ World Wars Era

​The world is still divided into two main blocs (Allies and Axis), but these are now treated strictly as military unions.

​

​Global Economy: I have added nations from all 5 continents, giving you a massive repertoire of empires, kingdoms, colonies, dominions, and minor republics to do business with.

​High Tension: Since this is an era of global conflict, trading with a country affiliated with one of the two major blocs will carry serious diplomatic penalties with the opposing side.

​

​Dynamic Alignment: The relationship requirements to unlock trade routes are now limited only to the Allies and Axis blocs (simulating your geopolitical alignment). Because of this, there is no minimum relationship required to trade with individual nations, you are free to trade with anyone, but you will have to deal with the diplomatic fallout!

u/ZealousidealExit6622 — 18 days ago
▲ 24 r/tropico

[WIP Mod] Gentrification & Gig Economy: Turn your tropical paradise into a late-stage capitalist nightmare

Have you ever looked at your beautiful, thriving Tropican communities and thought: "You know what this needs? More digital nomad hipsters, overpriced avocado toast, and crippling anxiety for my working class"? Have you ever wanted to experience the sheer joy of evicting a multi-generational local family just so Chad from California can rent an Airbnb to throw up on your balcony?

Well, El Presidente, the future is here! Welcome to the glorious era of the Gig Economy, touristification, and the magical world of "independent contractors" (which is just corporate-speak for "we don't pay health insurance"). It's time to completely destroy your local community fabric, displace your citizens, and watch housing prices go to the moon, all for some sweet, sweet venture capital!

Here is a look at the new mechanics I’m working on to give your Modern Times buildings a fresh breath of modern misery:

📱 New Modern Times Mechanics

🏠 Vacation Rentals (The "Airbnb" Mode)

Turn your classic homes into cozy tourist traps! Tourists absolutely love them.

Houses, Country Houses, and Mansions will now exclusively serve a single tourist family.

Tenements, Apartments, and Modern Apartments will slash their local family capacity by more than half just to cram in tourists.

Oh, and the required wealth for the few locals lucky enough to stay? It increases drastically. You know, to "compensate" the market. Goodbye, affordable rent!

🍔 Delivery Service (The "Ghost Kitchen" Experience)

Your Restaurants, Fast Food Joints, Cinemas, and Taverns can now generate extra income even if absolutely nobody visits the physical location!

Activating the Delivery mode adds new job slots, but absolutely tanks the Job Quality. Your cooks will now experience the raw, unadulterated stress of hearing the delivery tablet ping 50 times a minute while dealing with angry delivery guys at the door.

🚗 Ride-Sharing (The "Uber" Hustle)

Finally, Parking Lots are no longer just massive budget sinks! You now have a way to actually generate revenue from them.

Put your uneducated, desperately underpaid citizens to work driving their own beat-up cars. It generates great income for the State, but at the cost of a brutally low Job Quality for the drivers. The hustle never stops!

📉 The Invisible Hand of the Market (New Buffs & Debuffs)

Every action has a reaction, and these new mechanics come with wide-reaching area effects:

Gentrificaton Aura: Vacation Rentals will emit a negative aura that reduces the housing quality of all regular residential buildings nearby. Because nothing says "home sweet home" like listening to a bachelor party blasting EDM on a Tuesday at 3 AM.

The Couch-Potato Buff: The Delivery Service greatly increases the housing quality of residential buildings in a wide radius (citizens love eating burgers in their underwear), but it reduces the base effectiveness of the establishments themselves due to the sheer logistical chaos in the kitchen.

5-Star Rating: Ride-sharing increases the quality of all buildings in a massive area. The sheer convenience of app-based transport makes the whole city run smoother!

🗳️ Political Fallout

Naturally, the Communists will absolutely hate your guts for this. They will spend all day whining about "worker exploitation" and "precarious labor conditions."

But the Capitalists? Oh, they will be throwing parades in your honor. Profits go up, overhead goes down, and El Presidente's Swiss Bank Account gets a little bit heavier.

u/ZealousidealExit6622 — 19 days ago
▲ 33 r/tropico

[WIP Mod] Generalissimo Military Overhaul For Tropico 5🎖️✈️⚓

Has anyone else ever felt that Tropico's military completely lacks a proper navy and a dedicated air force?

I mean, sure, we get an aircraft carrier and a nuclear submarine, but a mighty nation like Tropico cannot rely on just two shiny toys. It is honestly ridiculous that we can field a massive carrier and a nuke sub, yet we can't build a single destroyer or standard warship. It is equally ridiculous that our entire air force is forced to launch from a boat instead of a proper, dignified land base.

Well, that ends now! Tropico is finally going to flex its muscles with some brand-new military toys. Here is what I am working on:

🏗️ New Military Buildings

Destroyer: A formidable warship capable of firing torpedoes at approaching enemies. As you advance through the eras, it can be upgraded to massively increase its combat effectiveness and attack power.

Air Force Base: At long last, the Tropican Air Force will have a real runway on solid ground to call home. This land-based airstrip will deploy fighter jets to maintain total air superiority over the island.

​

Enhanced Aircraft Carrier: the aircraft carrier has been upgraded to include university-level job positions, along with a series of upgrades designed to increase its effectiveness and combat damage.

The Return of the Academy: Welcome back an old friend from Tropico 4: the East Point Academy! This military building not only provides a College-level education to your citizens but also grants a powerful effect bonus to all military buildings on the island called "Military Education". Furthermore, purchasing its "Green Heart" upgrade adds the "Sponsored Heroism" effect, giving an absolute massive boost to Tropico's armed forces.

Any ideas or suggestions are welcome ^^

​

u/ZealousidealExit6622 — 20 days ago
▲ 33 r/tropico

[Mod] Privatization Remake for Tropico 5 – Sell Everything, Keep the Power! 🌴💰

Tired of paying maintenance for every single building on the island? Tired of paying salaries to ungrateful citizens who will just vote for your rival in the next election anyway? Are your public buildings bottomless pits that always operate in the red?

Don't worry, El Presidente. Privatization is the solution you’ve been waiting for!

This mod introduces a massive new mechanic to the game: the Private Sector and building privatization. A similar mod existed years ago in a modpack that now has a dead link. Unless you were lucky enough to download it back then, it was lost to time. However, that original mod had a huge problem: you could only privatize a very limited number of buildings. This remake, on the other hand, allows you to privatize absolutely everything (Infrastructure, Education, Healthcare, Financial Services, Housing, and more).

Here is a breakdown of what the mod includes:

📉 New Mechanic: Privatization

You are probably wondering, "What can the private sector do for me?" Well, let me tell you!

First of all, Capitalists pay you cold, hard cash for your buildings. This is incredibly useful if your treasury is running low. Every building has a payout price, but don't expect to receive giant bags of money every single time. Some buildings will be worth more, and others less (nobody gets rich just by signing checks, my friend). Occasionally, businessmen will pay you less than what the building actually cost to construct. Hey, no one said capitalism was a bed of roses!

Once privatized, buildings pay absolutely zero rent to the state. Forget about paying salaries and forget about maintenance costs. The private actors assume all operational costs. The catch? The private sector will keep 90% of the profits, leaving you with a 10% slice of the pie.

However, this doesn't mean you lose your grip on these private buildings. You can still purchase upgrades and appoint managers to keep them in line.

🏢 Private Buildings Buffs & Nerfs

Is getting rid of salaries and maintenance the only thing private buildings have to offer? Of course not! Buildings under "Private Management" receive specific modifiers:

Private Residential Buildings: Offer better housing quality.

Private Entertainment: Offer better service quality and job quality.

Private Factories: Become significantly more productive.

The Catch: It's not all sunshine and rainbows. Privatization can severely reduce the job quality in certain buildings, especially in the industrial and raw resource sectors. Their new, evil corporate bosses will make sure they work for every penny!

💵 Profitability & Extra Income

Private buildings are much more profitable than public ones, their literal only goal is to make money. Private businesses generate way more income per visitor, and private housing generates more rental income.

But how do you make notoriously unprofitable buildings make money?

Media: Privatized media buildings will instantly start generating income the moment they are sold (no need to research or activate the "Paid Ads" or "Telemarketing" upgrades).

Groceries & Supermarkets: These will generate extra bonus income. Feeding the people takes a backseat when you can force your citizens to navigate an endless, confusing labyrinth of useless products just to find the milk, right before tempting them with overpriced candy and magazines at the checkout lines!

🤝 The "Customers" Mechanic

Some buildings are fundamentally designed to never be profitable. To fix this, I have added the "Customers" mechanic (extracted directly from the game's Offices) to High Schools, Colleges, Clinics, Hospitals (without needing the Paid Healthcare edict!), and Power Plants.

These buildings are now profitable because they satisfy a base of clients who pay for their services. You need to think carefully about where you place them because they rely heavily on population density to establish a client base. Furthermore, customers actively seek the best service, creating a simulated "competition." Don't be surprised if citizens prefer one clinic over another! Two private buildings right next to each other can have wildly different customer numbers based on how well they are managed.

(For now, the customers mechanic is present in all public service buildings. In a future update, it will be made exclusive to private buildings.)

🚩 Class Struggle

Privatization does not come without political consequences. The more buildings you privatize, the more you will infuriate the Communists, especially if you are selling off basic public services like schools, healthcare centers, and power plants. On the flip side, the Capitalist faction will absolutely adore you for opening up the free market.

🛑 Nationalization

If you eventually regret letting a private company run your infrastructure, you can always Nationalize the building!

Nationalization costs $0 and returns full operational control to the state. However, it will make the Capitalists hate you and the Communists love you, and you will instantly lose all the "Private Management" bonuses.

Anti-Exploit Note: No, you cannot sell and nationalize in an infinite loop to farm money. The sale payout is a one-time deal. If you decide to re-privatize a building you previously nationalized, you will be paid $0, as you are simply returning the company to its rightful owner.

This is version 6.3 of the mod (the previous versions were just for my personal testing), and I think the result is pretty great. I will keep updating it, and it will very likely be included in a massive modpack I am putting together for Tropico 5.

Right now, the mod is only in Spanish, but I will try to translate it into English as soon as possible. Any suggestions, recommendations, or bug reports are highly appreciated!

Download link - Just drop the Lua file into your mods folder.

https://drive.google.com/file/d/1uv8QTPJ1039gZjZZSa-K9IlnNmSsQcY-/view

u/ZealousidealExit6622 — 21 days ago
▲ 42 r/tropico

[WIP] Privatization Re-created & Expanded: Turn Tropico into a Neoliberal Utopia! 🌴💰

Does anyone remember that old "Privatization" mod for Tropico 5? As far as I can recall, it was included in a massive modpack that unfortunately has a dead link now. Unless you were lucky enough to download it back in the day, it's practically impossible to find. I believe someone partially re-uploaded that modpack recently, but it’s missing a few key mods, including the Privatization one.

So, I rolled up my sleeves, got to work, and recreated it from scratch (and significantly improved it along the way!).

Here is what you can expect from the new version:

📉 New Mechanic: Privatization

"Why drain the state treasury paying for the island's upkeep when you can sell the infrastructure to the highest bidder and simply tax their success? The invisible hand of the free market is great, as long as it’s slipping into El Presidente’s Swiss bank account!"

You can now cede control of the vast majority of your buildings to private actors. Once privatized:

The Private Sector Pays: They will completely take over the burden of paying for the building's maintenance and employee salaries.

The Profit Split: The private owners will keep 90% of the generated profits, paying the state a 10% "rent/tax" fee.

State Influence: Don't worry, El Presidente hasn't lost his grip completely. You still retain political influence over these private buildings, meaning you can still purchase upgrades and assign managers to optimize their performance.

💼 New Income Mechanic: "Clients"

As we all know, buildings for education, energy, and healthcare (unless you use the Paid Healthcare edict) are massive black holes for your budget. They don't generate income... until now.

To make privatizing these services viable, I’ve added the "Clients" mechanic (the exact same system used by Offices) to ensure that schools, hospitals, and power plants actually generate a steady stream of revenue based on the people and businesses using them!

🏗️ Absolutely EVERYTHING is Privatizable

The original mod was quite limited, only allowing you to privatize production and entertainment buildings. My version blows the doors wide open. You can now privatize almost the entire island.

Here is the complete list of supported buildings:

Infrastructure & Energy

Geothermal Plant

Nuclear Power Plant

Power Plant

Raw Resources

Automated Mine

Factory Farm

Hydroponic Farm

Logging Camp

Mine

Oil Refinery

Oil Well

Plantation

Ranch

Wharf

Industry Goods

Cannery

Creamery

Fashion Company

Furniture Factory

Lumber Mill

Pharmaceutical Company

Steel Mill

Textile Mill

Industry Luxury Goods

Chocolate Factory

Cigar Factory

Electronics Factory

Jewelry Workshop

Rum Distillery

Vehicle Factory

Residential

Apartment

Country House

House

Mansion

Modern Apartment

Tenement

Entertainment & Environment

Beach Site

Cineplex

Circus

Restaurant

Tavern

Luxury Entertainment

Cabaret

Casino

Dolphinarium

Hang Gliding Club

Museum

Night Club

Opera House

Stadium

Tourism

Beach Villa

Cabana Village

Cabin

Country Hotel

Economy Hotel

Family Resort

Hacienda

Historic Inn

Spa Hotel

Welfare & Media

Asylum

Clinic

Grocery

Hospital

Newspaper

Supermarket

TV Station

Research & Education

College

High School

Library

Science Lab

Economy & Foreign Relations

Bank

P.S. This mod is going to synergize beautifully with another mod I’m currently developing called "Airbnb". In that upcoming mod, residences that you have privatized and converted into tourist accommodations will yield a massive 200% more income!

u/ZealousidealExit6622 — 21 days ago
▲ 10 r/tropico

I didn't know tourists could be married to people from other countries.

I remember that in Tropico 4, tourists were always married to someone from their own country. I'm not sure if this is a vanilla mechanic or if one of my mods is affecting it :b

u/ZealousidealExit6622 — 22 days ago
▲ 61 r/tropico

[WIP] Late-Stage Capitalism & Gentrification: New Stores & Airbnb

Am I the only one who finds it incredibly frustrating that our Tropicans slave away in rum distilleries, chocolate factories, and fashion textile mills, but can't actually enjoy any of the luxury goods they produce? In vanilla, they are doomed to just buy sad, raw corn from a basic Grocery Store or Supermarket.

Well, not anymore.

While Tropico 6 lets citizens consume goods directly, I had to do some serious code-wrangling to bypass the engine here. By turning physical goods into a "service" provider metric, your citizens can finally participate in the glorious free market!

Here is what I’m bringing to the island in the next update to satisfy your Capitalist factions:

🛍️ The Retail Escalation

Delicatessen (World Wars): No more sad rations. This high-end food building provides a massive +35% service quality compared to a regular Grocery Store. The best part? It completely ignores the "No Free Lunch" edict and charges your Well-off and Rich citizens directly. Tourists love it too. Welcome to the free market.

Department Store (Cold War): A luxury entertainment hub that actively consumes Apparel, Electronics, Jewelry, and Furniture to provide high-end services to both locals and tourists. Loved by capitalists hated by communists

Shopping Mall (Modern Times): The final boss of consumerism. This absolute behemoth provides Food, Entertainment, AND Healthcare (because nothing cures clinical depression quite like retail therapy, right?). It requires a massive amount of electricity and devours practically every luxury good your industry produces. Loved by Capitalists and Globalists, hated by Communists.

🏠 The "Vacation Rental" Mechanic (Peak Gentrification)

Have you ever looked at a beautiful beachfront Country House, House, or Mansion and thought: "Wow, it sure is a shame that actual Tropicans are living there instead of paying tourists"?

I have added a new "Vacation Rental" (Airbnb) work mode to residential buildings in the Modern era. When activated, El Presidente will promptly evict the local families living there, throwing them out onto the street so you can convert their homes into short-term tourist accommodations.

Why build dedicated hotels when you can just displace your own citizens and charge backpackers $300 a night for an "authentic Tropican experience"? Just be prepared to see a lot more shacks popping up around your newly gentrified neighborhoods while your Swiss Bank account skyrockets.

u/ZealousidealExit6622 — 22 days ago
▲ 66 r/tropico

[WIP] The Varieties of Religious Experience: Bringing actual religious diversity to Tropico

​Let’s be honest: the religious system in the Tropico series has always felt a bit... one-note. I totally get that Catholicism is the historical backbone of the region and it wouldn't make sense to shove every major world religion into a relatively homogeneous area. But what about the massive variety within Christianity and beyond?

​I’m currently working on a mod for T5 that expands the religious system by adding new work modes (I'm still trying to implement them as work modes rather than actions applied to buildings.)for the Mission and the Church. Each mode isn't just cosmetic—it drastically changes how your population behaves and how the island functions.

​Here’s a breakdown of what I’m currently testing:

​Catholicism (Standard): The default baseline. Satisfies the need for faith normally and grants a +1 relation bonus with the Religious faction for every active Church.

​Mormonism: Focuses on strong family values. Boosts birth rates by 3% per Church (max 30%), reduces crime, and increases local beauty. However, it requires Well-off visitors or higher and actually lowers relations with the Religious faction (-1 per Church). It does, however, provide 10% more faith satisfaction than the base.

​Calvinism: The Protestant Work Ethic in action. Drastically increases job quality and productivity for nearby buildings. It even increases the chance for visitors to gain "Managerial Skills." The trade-off? It satisfies the need for faith 15% less than the base.

​Scientology: The "Money Maker." Generates obscene amounts of cash, but requires "Filthy Rich" visitors. It provides 50% less faith satisfaction and hits you with a -2 relation penalty with both the Religious and Intellectual factions per building.

​Lutheranism: Focused on scholarship. Improves the quality of nearby schools and universities while providing standard faith satisfaction.

​Anglicanism: The stability option. Increases visitor approval of El Presidente. In the Colonial era, it grants a +2 relation bonus with the Crown. It reduces relations with the Religious faction (-2 per Church) and provides 10% less faith satisfaction.

​Jehovah’s Witnesses: High faith satisfaction (+15% over base) and crime reduction, but at a cost to your island's nightlife. It actively lowers the quality of nearby taverns, rum distilleries, and nightclubs, effectively nuking entertainment satisfaction for those visitors. Also incurs a -1 relation penalty with the Religious faction per building.

u/ZealousidealExit6622 — 27 days ago