Tourism Spading

EYGuy

Chieftain
Joined
Mar 26, 2013
Messages
33
Fooling around with the database files, looking for any relevant tourism information. I will post here.

Note: in the context of the database, buildings = non-wonders, national wonders, world wonders, unbuildable buildings (e.g. Cathedral).

There are only 2 buildings that give tourism. (Number in brackets next to building name.) Interestingly enough, the Eiffel Tower gives tourism through an inefficient method, namely by adding it as "enhanced yield" which triggers upon researching the tech that gives the ability to build the Eiffel Tower. In other words, the devs used the method they use for giving the Mughal Fort tourism later on to give the Eiffel Tower tourism immediately.
Mughal Fort (2)
Eiffel Tower (12)

There are 3 buildings that modify tourism in a city via percentage. Those are Hotel (50%), Airport (50%), Visitors Centre (100%)

The following buildings can hold either Art or an Artifact (number in brackets mean how many).
Museum (2)
Palace (1)
Hermitage (3)
Sistine Chapel (2)
Louvre (4)
Cathedral (1)
Uffizi (3)
Parthenon (1)

The following buildings can hold Writing (# in brackets indicates how many).
Heroic Epic (1)
National Epic (1)
Oxford University (2)
Great Library (2)
Amphitheater (1)
Royal Library (1)
Globe Theatre (2)

The following buildings can hold Music (# in brackets = how many).
Opera House (1)
Broadcast Tower (1)
Sydney Opera House (2)
Ceilidh Hall (1)
Broadway (3)

30 different types of Artifacts have been defined in the database, six in each era from Ancient to Renaissance and six in an unspecified era. Each group of six are split into different categories, namely:
ANCIENT_RUIN
BARBARIAN_CAMP
BATTLE_MELEE_1
BATTLE_MELEE_2
BATTLE_RANGED
RAZED_CITY
They also appear to be defined thusly:
Spoiler :

Code:
    <Row Tag="TXT_KEY_ARTIFACT_ANCIENT_RUIN">
      <Text>Beads</Text>
    </Row>
    <Row Tag="TXT_KEY_ARTIFACT_ANCIENT_CAMP">
      <Text>Pottery Sherd</Text>
    </Row>
    <Row Tag="TXT_KEY_ARTIFACT_ANCIENT_MELEE_1">
      <Text>Axe Head</Text>
    </Row>
    <Row Tag="TXT_KEY_ARTIFACT_ANCIENT_MELEE_2">
      <Text>Shield</Text>
    </Row>
    <Row Tag="TXT_KEY_ARTIFACT_ANCIENT_RANGED">
      <Text>Arrowheads</Text>
    </Row>
    <Row Tag="TXT_KEY_ARTIFACT_ANCIENT_CITY">
      <Text>Mask</Text>
    </Row>
    <Row Tag="TXT_KEY_ARTIFACT_CLASSICAL_RUIN">
      <Text>Amulet</Text>
    </Row>
    <Row Tag="TXT_KEY_ARTIFACT_CLASSICAL_CAMP">
      <Text>Coin</Text>
    </Row>
    <Row Tag="TXT_KEY_ARTIFACT_CLASSICAL_MELEE_1">
      <Text>Spear Tips</Text>
    </Row>
    <Row Tag="TXT_KEY_ARTIFACT_CLASSICAL_MELEE_2">
      <Text>Greaves</Text>
    </Row>
    <Row Tag="TXT_KEY_ARTIFACT_CLASSICAL_RANGED">
      <Text>Javelin Tips</Text>
    </Row>
    <Row Tag="TXT_KEY_ARTIFACT_CLASSICAL_CITY">
      <Text>Necklace</Text>
    </Row>
    <Row Tag="TXT_KEY_ARTIFACT_MEDIEVAL_RUIN">
      <Text>Pendant</Text>
    </Row>
    <Row Tag="TXT_KEY_ARTIFACT_MEDIEVAL_CAMP">
      <Text>Longship</Text>
    </Row>
    <Row Tag="TXT_KEY_ARTIFACT_MEDIEVAL_MELEE_1">
      <Text>Short Sword</Text>
    </Row>
    <Row Tag="TXT_KEY_ARTIFACT_MEDIEVAL_MELEE_2">
      <Text>Breastplate</Text>
    </Row>
    <Row Tag="TXT_KEY_ARTIFACT_MEDIEVAL_RANGED">
      <Text>Crossbow Bolts</Text>
    </Row>
    <Row Tag="TXT_KEY_ARTIFACT_MEDIEVAL_CITY">
      <Text>Chalice</Text>
    </Row>
    <Row Tag="TXT_KEY_ARTIFACT_RENAISSANCE_RUIN">
      <Text>Statue</Text>
    </Row>
    <Row Tag="TXT_KEY_ARTIFACT_RENAISSANCE_CAMP">
      <Text>Doubloon</Text>
    </Row>
    <Row Tag="TXT_KEY_ARTIFACT_RENAISSANCE_MELEE_1">
      <Text>Two-Handed Sword</Text>
    </Row>
    <Row Tag="TXT_KEY_ARTIFACT_RENAISSANCE_MELEE_2">
      <Text>Plate Armor</Text>
    </Row>
    <Row Tag="TXT_KEY_ARTIFACT_RENAISSANCE_RANGED">
      <Text>Cannonball</Text>
    </Row>
    <Row Tag="TXT_KEY_ARTIFACT_RENAISSANCE_CITY">
      <Text>Crown</Text>
    </Row>
    <Row Tag="TXT_KEY_ARTIFACT_OTHER_ERA_RUIN">
      <Text>Figurine</Text>
    </Row>
    <Row Tag="TXT_KEY_ARTIFACT_OTHER_ERA_CAMP">
      <Text>Belt Buckle</Text>
    </Row>
    <Row Tag="TXT_KEY_ARTIFACT_OTHER_ERA_MELEE_1">
      <Text>Bullets</Text>
    </Row>
    <Row Tag="TXT_KEY_ARTIFACT_OTHER_ERA_MELEE_2">
      <Text>Saber</Text>
    </Row>
    <Row Tag="TXT_KEY_ARTIFACT_OTHER_ERA_RANGED">
      <Text>Artillery Shell</Text>
    </Row>
    <Row Tag="TXT_KEY_ARTIFACT_OTHER_ERA_CITY">
      <Text>Earrings</Text>
    </Row>


(Note: Policy = Policy or Tenet)
Only one policy changes themeing bonus:
Aesthetics Finisher (100%)

One policy grants tourism when a unit is created. It triggers on the creation of any Great Artist subtype.
Futurism (100 tourism).

One policy changes tourism yield from a building. That building is the Broadcast Tower (or any hypothetical Broadcast Tower UB).
Media Culture (+34%)

Only trait that changes tourism is France's. (Thank you, captain obvious).

Two beliefs give tourism to buildings.
Sacred Sites (+2 tourism to each faith building).
Religious Art (+5 tourism to Hermitage).

List of all buildings that give theming bonuses and their explanation. I an not sure what exactly determines the value of the theming bonus:
Code:
<Row Tag="TXT_KEY_SISTINE_CHAPEL_THEMING_BONUS_HELP">
			<Text>To maximize your bonus, make sure the Great Work Slots are all filled with Art from the same Era and Civilization.</Text>
		</Row>
		<Row Tag="TXT_KEY_LOUVRE_THEMING_BONUS_HELP">
			<Text>To maximize your bonus, make sure the Great Work Slots are filled with 2 Great Works of Art and 2 Artifacts with all 4 being from different Eras and different Civilizations.</Text>
		</Row>
		<Row Tag="TXT_KEY_UFFIZI_THEMING_BONUS_HELP">
			<Text>To maximize your bonus, make sure the Great Work Slots are all filled with Art from the same Era and Civilization.</Text>
		</Row>
		<Row Tag="TXT_KEY_HERMITAGE_THEMING_BONUS_HELP">
			<Text>To maximize your bonus, make sure the Great Work Slots are all filled with Art from different Eras and different Civilizations.</Text>
		</Row>
    <Row Tag="TXT_KEY_OXFORD_UNIVERSITY_THEMING_BONUS_HELP">
      <Text>To maximize your bonus, make sure the Great Work Slots are all filled with Writings from different Eras and from Civilizations other than the city owner.</Text>
    </Row>
		<Row Tag="TXT_KEY_MUSEUM_THEMING_BONUS_HELP">
			<Text>To maximize your bonus, make sure both Great Works are of the same type (both Art or both Artifact), both from the same Era, and either both from the city's civilization, or both from civilizations other than the city owner.</Text>
		</Row>
		<Row Tag="TXT_KEY_GLOBE_THEATER_THEMING_BONUS_HELP">
			<Text>To maximize your bonus, make sure the Great Work Slots are all filled with Writings from the same Era and Civilization.</Text>
		</Row>
		<Row Tag="TXT_KEY_BROADWAY_THEMING_BONUS_HELP">
			<Text>To maximize your bonus, make sure the Great Work Slots are all filled with Music from the same Era and Civilization.</Text>
		</Row>
		<Row Tag="TXT_KEY_GREAT_LIBRARY_THEMING_BONUS_HELP">
			<Text>To maximize your bonus, make sure the Great Work Slots are all filled with Writings from different Eras and different Civilizations.</Text>
		</Row>
		<Row Tag="TXT_KEY_SYDNEY_OPERA_HOUSE_THEMING_BONUS_HELP">
			<Text>To maximize your bonus, make sure the Great Work Slots are all filled with Music from different Eras but the same Civilization.</Text>

Finally, the game does not treat tourism as a yield.

Hopefully people can expand on this.
 
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