Tropico 3 achievements

Tropico 3

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There are 49 Tropico 3 achievements worth 1,824 (1,000)

12,801 tracked gamers have this game, 1,292 have completed it (10.09%)

Achievement Details

Man of the People in Tropico 3

Man of the People75 (40)

Finish a game with respect of all factions above 70

  • Unlocked by 3,627 tracked gamers (28% - TA Ratio = 1.87) 12,801  

Achievement Guide for Man of the People

440,409 (243,672)
Achievement won on 22 Aug 10
TA Score for this game: 1,824
Posted on 23 August 10 at 03:45
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Man of the People is arguably among the 3 or 4 hardest achievements in the game.

The first thing to remember is that factional respect is an entirely different kettle of fish to the "have Tropicans happiness above 70%" achievement. Certainly, resident happiness plays a part in factional respect but only a very small part. I've had games where residents' respect has been around 40% and rebels have abounded, while factional respect has been above 70%.

So don't get the two confused. While there are a number of things that will directly and quickly influence factional respect, they may not change resident happiness one iota. And vice versa is also true.

Without a doubt the best map to go for this achievement (as well as a few others, including the "70% happiness achievement") is the challenge map "Where's the Beef". It allows plenty of time to build factional support while you work through the challenge, with a nice flat map allowing plenty of room to build buildings as required.

First you will be asked to create a leader. Always create a custom one with two good and two bad points. To be honest, I didn't find any of the characteristics themselves to be the death knell of the "70% factional approval" achievement - but I would say to ensure you don't pick to negative characteristics which impact on the same faction. It will make it harder later on to lift their figure to above the 70% required.

The first thing you should do upon starting the map is to click the Building Permit edict on if you wish to siphon money into your Swiss bank account for the 3 associated achievements in Tropico 3.

From there, you will be presented with a map with a few ugly buildings in the middle of the island and a commercial port on the coast. Connect the port to the centre of town and then build one set of apartments (at most, 2). When they are built, knock down the tenements, shanties and other shabby residences in the centre of town.

Before you build the apartments check the cost of the offshore oil refinery. Allow yourself enough money to establish one to draw the oil up from two spots near the commercial port as well as to import someone to staff it. Ensure the refinery is set to "export all".

THIS STEP IS VITAL as this oil refinery will provide the majority of your early game income and make the rest of the plan possible (including providing the funds to build infrastructure and, eventually, a power plant)

Once you have done this, sit tight for a year or two until your money builds up. Pay the oil refinery people well and try to import a second worker if possible. If all goes well your export of oil should bring in $100,000 or so relatively quickly. When this occurs, you can start building.

Provide some nice apartments (not condos), as well as building the immigration centre and diplomatic base. Immigration should be Open Doors early on to bring people to your island, but monitor employment and housing to ensure you have enough - if you don't return the immigration to Tropico First.

Build some workplaces - farms for tobacco and coffee (as well as a couple for food like corn or banana/pineapple). Importantly, establish cattle ranches to help you on your way in terms of the scenario's goal (100K beef exports in 80 years).

Once you have things going, the factional heads will start making demands of you. To check their respect, as well as what they like and don't like about your efforts at ruling, go to the alamanc (right trigger, yellow button) and peruse the pages until you find a list of the factions and their current respect levels. Monitor this like a hawk and you should be fine.

There are seven factions, and each has its likes and dislikes, wants and needs. Playing through the game will quickly acquaint you to them and what they're after - and some are more troublesome than others.

The factions are:


I'll go through each of them with a bit of a list of things that work and don't work, as well as stumbling blocks I've experienced when trying to lift their respect ratings.

Capitalists - can be a bit annoying, but generally OK to deal with. They'll like you if any of your ruler's traits are capitalist inclined. They also respect you more if you praise the US in your speeches. Obviously a healthy economy is key - this means money in reserve, as well as an economy which is diverse and not focussed on one industry (thus a "banana" economy). If you are building ranches to complete Where's the Beef, also build some farms as well and then, when money allows, build some industry buildings like cigar factories, canneries, and lumber/furniture factories (and some fisherman's wharves too). Boosting tourism can help, but I gained this achievement without tourists to be honest so it isn't compulsory.

Any edicts that help business will gain their respect. Eventually they'll harp on about not having high quality housing "for the elite". When this occurs, build some mansions along the shoreline and it will shut them up. They also like good quality entertainment so keep this in mind. Eventually some of the media outlets can offer a respect boost too - examine your options when building TV, radio or newspaper to see which is the one you need.

Communists - never had a problem with them really. Obviously some ruler traits can help, as can praising the USSR eventually/on ocassion. But the main thing is to keep residents happy in terms of housing (good quality, adequate amount), pay and even things to do. As I said, I've never had trouble with them. Eventually some of the media outlets can offer a respect boost too - examine your options when building TV, radio or newspaper to see which is the one you need.

Intellectuals - want things that educate people. Schools, colleges are a must here. Ensure you get one of each built, and then continue to build them to satisfy the populations/factions needs. Some edicts will get their support - notably the Literacy Program (a must) and the Same Sex Marriages (a good one, but caused me problems with the more troublesome religious faction). Intellectuals like liberty, so build up the media and ensure that police have sensitivity training (pass the Edict) which allows the police and army to do their job without impinging on people's liberty.

Religious - this mob annoyed the crap out of me. They don't like alcohol so consider making some of your entertainment buildings booze-free. They don't like same sex marriages either, nor do they like leaders who have "questionable morals". I found myself praising them in election speeches in order to increase their respect, and also looked very carefully at the edicts I passed to ensure none were negative in terms of religious faction respect.

Of course, churches and cathedrals are a must. Build them - 2 or 3 cathedrals and 3 churches are more than enough for a population of 500. Use media outlets to boost factional respect.

In all, keep a careful eye on this faction. They can often be the one that is the toughest.

Militarists - Army bases, armouries and soldiers. That's it. Keep your soldiers well paid and keep your army numbers up. 3 army bases, 3 armouries and 3 guard towers should do the job (and get you the militarist achievements. Sometimes army bases end up not having a lot of soldiers on them - prompting complaints from the faction. Easy way to cure this is to build guard towers which are staffed by soldiers only. 3-4 of them will boost soldier numbers quick smart.

Environmentalists - In short, they don't like pollution. Problem is, there will be pollution on your island. What you need to do is to minimise it. Pass the pollution safeguards edict quickly and leave it in place. And pay extra money for any pollution mitigation in your factories, power stations or industry. It costs but it is worth it. Also, plant trees and decorations around the place as well - and if you feel the need, put a botanic gardens in place (this means you'll need a tourist dock and one hotel. Build the minimum and even if no tourists arrive you will still be able to build the garden and gain respect for doing so.

Envrionmentalists don't like mining, logging and oil extraction industries. Unfortunately you'll need at least oil extraction, and possibly one of the others, to get your income flowing. I completed the scenario with 2 oil rigs, 2 logging mills and NO mines - so it kept this faction happy. The scenario can be completed without relying on these industries too much.

Nationalists - The biggest influencer I found with this faction was the immigration policy I set. They don't like open door immigration, but you will need to have this set for at least a little while to get some workers in. But when trying to build their respect, change your policy to Tropico First. They'll love this. Also, build colleges and schools and rely on local expertise for professional jobs rather that too many imported foreigners. Alliances with superpowers permanently lower nationalists' respect, so don't do it (you can praise superpowers, but don't accept too much aid or alliances from them). Finally, if needed, use the media to boost their respect.

Lastly, a couple of general edicts you should use when you can - Food for the people and Social Security raise the respect of all factions (and make people happy). Also, issue tax cuts when you can afford it, and if you feel the need, bribe faction leaders as well.

Praising factions in election speeches lifts respect by 10 points, so target your speeches well. Aim for a stable economy with a variety of industry and people being paid to achieve 100 percent job quality or more (some of the key jobs - oil rigs, power stations, dock workers, police and church/school people were paid up to 110 or 120 percent ... petro dollars helped a lot!)

Hope this guide helps. Feel free to offer feedback or additions if you wish.
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