As in all GC games, Tourism still remains significantly overpowered. It is basically free money, depending on the number of planets you have, without building anything. No effort at all. So civs with just a few colonies will suck here. Now that there are Tourism boosting improvements in the main categories, their role became very minor and less significant.
Having a lot of GC experience now, I strongly think that Tourism and Wealth should take a different path, as they are actually both income money, but Tourism is just cheap. So instead of only one or two Tourism buildings total, they could be like shopping malls, so you can fill a planet with them if you want. You could decide between a market based economy or tourists based economy on a given planet (so having Tourism as a separate type now makes sense, and also worth to utilize adjacency bonuses).
The kick here would be that let the Wealth be only dependent on Population factors, and Tourism be only affected by a planet's Influence (and/or other factors like planet quality etc.). Therefore there would be planets that are boring and rarely visited by tourists (not beneficial to improve on their Tourism factors) and other planets would be tourist paradises (that worth to be filled with tourist attraction buildings). So now you could choose between two types of money gain, resulting in more customized planets. This concept would only work with a non-linear increase of Tourism, as Influence differs less. So less influenced planets should have almost useless tourisms, while considerable influence means higher tourism, and Influence capitals would bring extreme tourism rates.
This way you could balance the income of Tourism, even if you have less number of planets with higher influences in exchange. This would reduce the "free money" effect more, if done right - or at least balance this between civilizations.
on vacations I've been to
• a factory
• a distillery
- a cast iron casting facility (pretty cool).
• numerous beaches, ponds, lakes, mountains, forests, etc.
• a brewery
• various theme parks
• a recycling plant
• various restaurants frequented by locals.
• Various Government buildings
• Various historical sites
• etcetera!
when tourists visit my location (lake worth Florida ... They:
• eat at places I might eat
• go shopping at places I might shop
• go to local beaches & parks I might go to
•visit historical sites I might visit
This is how it already works, so basically you just want to be able to build multiple tourism improvements on one planet? And you think this will make it less cheap?
I think you should only be allowed to build tourist improvements on tiles that give tourist bonuses. That would limit tourism.
uhhh... Why?
•Trade income is dependant on not having freighters blown up.• economic income in stronly influenced by population and such... Murder planetary pop to thwart it
•Tourism is tied to population of the world (like many other things). Murder the planetary pop to thwart it, but risk angering two factions in the process.•industrial capacity can be converted to income by selling ships to others or adjusting planetary output ratios. thwart it by destroying colony improvements.• research can be converted to income by adjusting planetary output ratios or selling techs thwart it by destroying colony improvements.I'm not understanding why you think tourism is deserving of such a special position of trumping. The only thing I can think of is that (yor excepted) tourism sources are obvious and planetary bombardment isn't an east card to play while research & industrial less so with trade even though finding the freighters isn't always easy either.Without more detail on why the op thinks these sort of changes are needed, it sounds like a severe case of sour grapes because tourism helps trump a strategy he found to be easy if tourism is omitted
I haven't given a lot of attention to tourism bonuses, but it sounds like some folks aren't too sure about why it is a "cheap easy money maker" that civs can exploit. I have a feeling more balance will come into play as the Beta wraps up too, but what about making tourism more finicky? If a civ had something negative happen you could have tourism impacted by it, such as a Civ being at war, recently had pirates attack a freighter fleet, or had some recent event occur where ships were destroyed or something. If these don't already impact tourism or aren't already planned to impact tourism then you can have bet people wont be able to simply focus and exploit tourism. Maybe someone has more ideas on how to better boost a small civilization's tourism rating over a civ with lots of planets and high tourism. Maybe tourism should be more planet type based?
Just a thought. Thanks.
I think that tourism is too easy and too much of your income. You make very interesting points, but none of them speak to that issue. I like it as a concept but it feels out of scale. I offered one easy mechanism to adjust that. If you disagree with the original assumption, then the mechanism is obviously not needed.
I consider it an issue of balance which is out of balance at this stage. I expect adjustments. However, the devs may decide that tourism should be even easier and bigger. I don't know.
Well maybe you are right, or partially right... I only wanted to point out that even if Tourism is working like that now, you can't really "feel" it, you can't really feel a significant difference. Most of us agree that Tourism income is too high overall. Right now it feels that Wealth and Tourism are both based on mixed factors what they also share.
For example Trading is easy to recognize, because it is mostly distance related and you need Freighters in space to establish them. So it is a third type of income where you make an active effort to include it into your economy boost. Tourism is just floating around and is free. So I meant to actively build many many improvements to increase Tourism values, while overall it should be weaker. I was talking about peaks, about more of the extremes. Very very low and very very high Tourism rates for a given planet - that you coordinate.
Lets say for example a level 4 planet, boring, deserted, located in no mans land, has not much population, good for almost like only mining operations. - So a planet like this should have almost zero Tourism. (except if it is an Influence wonder)
While a planet that is thriving, has all bunch of nice stuff should have higher tourism rates. I mean very very high here. And a lot more if you up its Influence.
So overall, tourism should offer 80% less than it offers now, but you could make it so that you improve upon Tourism strongly by increasing Influence, Approval etc. So at a given planet your income may almost entirely be Tourism based. On other planets only market based. So Tourism should be a more playable area, more of an option, a choice you make to strengthen it or leave it out of sight. I would really like to see it more as a distinguishable factor. I hope you get it what I meant to say.
Different races are able to leverage tourism to different degrees... B
If people are comparing $NonSyntheticRaceA Tourism to $NonSyntheticRaceB's on the small galaxy sizes 0.61 allows, it might seem a bit odd, especially with governments to be implimented & taxation a bit wonky, but fix the 0.61 yor factory upgrade bug & play them, the impact of tourism without the need to build the biological farming tile using structures, & different population cap mechanic, the impact of tourism becomes instantly apparent. Having seen that, I'm really having a hard time seeing the complaints in this thread as much of anything other than a thinly veiled case of sour grapes from it not fitting well with some strategies or allowing a possible counter to them to thrive if not checked by techs that could check it (planetary assault, espionage, influence flip, etc).
First at least in the real world tourism goes us and down depending on seasons.
2.Natural sources affect sites.
3. Entertainment affects tourism.
Economics affect tourism.
5. Religion can affect tourism
6. Galactic civilizations already rates planets.
7. Planets along trade routes affect tourism.
I to think that tourism is a little overpowered, OK REALLY overpowered. It is far too easy to research your way into tourism then spam a couple colonies into influence and watch the money roll in. I think there definately should be a balance in place for tourism. As in my current game I have literally had the slider at 0%wealth for the whole entire game and now, at turn 266, I have 27977bc and earning 683bc per turn. To put that in terms of actual income from tourism - I earn 16bc from savings, 172bc from 3 trade routes and 1717bc from tourism, I control 41% of an Immense map in influence.
To me this does seem like easy money, and makes it far to easy to start spamming the "buy" button later on if you ever felt like it.
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