Leader build: Professor, elected as capitalist, hard working, green thumb, compulsive gambler, coward.
Also, this game was from Sept. '09, so it's definitely been a while since I last played.
Not much to see initially, but it shows how slow early expansion is and how I completely ignore housing for the first few years. Exports are entirely based around beef and logs at this point and the church was likely being built to appease the religious faction for an upcoming election.
Boom times begin. Development aid from Russia allows me to spam apartment complexes and my economic structures are still consolidated enough to be highly efficient.
Notice how I've got three construction yards currently functioning (The northern most is only running at 2/8ths capacity, though) with a fourth under construction. This type of setup is incredibly efficient at expanding rapidly as yards in developed areas can be run on skeleton crews to beautify (Increases housing quality a bit) and build roads while yards on the leading edge focus entirely on structures.
By this point I'm running the social security, literacy, and anti-littering edicts. I've also secured the development aid from the US, but it'll be a while before that's put to use.
Only four and a half years pass, about the same time period between the start of the game and my first screenshot, but the pace of expansion is on an entirely different level. From four apartment complexes to ten, two more construction yards, the beginnings of my industrial sector along with the blueprints for two lumber yards.
Finances are currently a bit rough due to logs being directed towards the lumber mills instead of being directly exported, but with my industrial area online (If a bit barebones), it won't be an issue for long.
Tobacco and coffee start getting exported in pretty sizable quantities while beef has slowly been falling back due to the fact that location is the only way a player can influence what edible products are eaten, and my ranches are located right next to a number of houses.
More expansion. The college is up and so I enacted the sensitivity training (Reduces liberty hit from policemen and soldiers) and built the first power station. The power station also enables some rather critical factory upgrades, although their net impact seems a bit weak in practice due to the constantly falling overall efficiency of all workers that results from general expansion.
The building being built in the lower right is the airport that'll feed the eventual tourism sector in the eastern quarter of the island.
Exports now include cigars.
This is about the point where I notice the island being crippled by long walks. Those three banks are set to shift money to my leader's Swiss bank account, but I end up paying them substantially more in wages than they manage to actually stash away. By the end of the game, I only managed to swindle somewhere around
50k 5k, though I eventually just set the bankers to accept tourist accounts due to their ineffectiveness. I would've been a lot better off enacting the edict that adds 20% to all building costs and swindles half that increase to your Swiss account.
Also, notice how, after six years, the airport is still in the process having the ground leveled despite having two fully manned construction yards right next to it (One's hidden by trees).
Exports have been diversified further to include freeze-dried coffee.
A huge jump in years, but the actual pace of expansion definitely isn't keeping up with the fact that I have four times the population of the early boom years. The main expansion of note was more housing near my factories, three radio stations on top of the hill that had been covered entirely with farms, and, of course, the airport.
The buildings placed in the S and E quadrants won't be completed for over a decade, so the footprint is largely finalized.
Some stats along with the completed tourism layout.
Obligatory late-game post-hurricane screenshot. The economic damage wasn't much, but considering the frustration I had been experiencing with slow construction before the hurricane, I just didn't feel like dealing with rebuilding everything and stopped playing at this point.
Hurricanes are pretty damn broken considering that they cripple farming economies for years due to how crops are "tracked" (If the farm structure goes, all crops go with it, and in the case of coffee, it takes three years for new trees to start producing).