Short summary of the game
In the strategic building simulation Tropico 5, you take on the role of the governor El Presidente, who is given the task of administering the fictitious island state of Tropico as a colony of the Crown. Beginning in the colonial era, the task is first to build up an economy from a bird's eye view, to ensure the safety and satisfaction of the inhabitants, to issue decrees and finally to declare Tropico's independence. From the subsequent period of world wars, through the cold war, to modern times, as El Presidente you must continue to expand your own state, establish trade routes, research new technologies, maintain diplomatic relations and finally win elections, while completing smaller missions and individual main missions in parallel. Such missions can be, for example, the generation of a certain amount of money in the state treasury or the export of a given amount of raw materials, whereby these can also be linked to a time limit. Besides an election defeat due to low satisfaction of the population (housing, work, health, food, etc.), an attack on the palace by domestic rebels or foreign forces can also cause the mission to fail. A building menu provides an overview of the available buildings, including those that must be unlocked either through research or by reaching a later age. In addition, there is a diplomacy menu, a research tree and an almanac. In the latter, several sub-menus can be opened, for example, to call up information on the state treasury balance, the (un)satisfaction of the population or the status of relations with major foreign powers. After a tutorial, apart from the campaign, there is the option of playing a sandbox mode as well as PvP and co-op multiplayer with up to four players. In a competitive PvP game, players build on a common island to achieve one of the predefined victory conditions, such as a certain amount of state capital, the construction of a special building or the completion of orders that give points.
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Research on Tropico 5
In the research project on Tropico 5, among other things, the political balancing act between resource management, the state's cash balance and the satisfaction of citizens' needs is to be made playfully tangible. The reference to reality is established through an "as-if situation" and the subjects are forced to carry out arranged political trial actions (Scholz 2009:65). The aim is to raise awareness of the consequences of political decisions and to replace disenchantment with politics with an immanent understanding that in a self-governing state it is not possible to take into account all the needs of the population for the benefit of all. Therefore, before the experiment, the socio-political attitude of the test persons will be measured by a standardised test. On the basis of this, an attempt will be made to explain the political decisions in the game. In addition, socialist-ideological styles of government will be contrasted with the free democratic options of a state, whereby the latter are usually more effective in the game. This is to be worked out independently and critically in the playful confrontation in Tropico 5, since learning democracy is also oriented towards the idea of maturity (Scholz 2009: 33). In addition, the construction simulation provides reality-based vocabulary from politics, economics and history, which will be examined in the context of the project in relation to knowledge gain.
Scholz, Lothar (2009): Spielisch Politik lernen. Methoden des Kompetenzerwerbs im Politik- und Sachkundeunterricht, Wochenschau Verlag: Schwalbach.