Tourism / Luxury/ Entertainment Property

Hmm... I can see that too high tourism isn't good either. At a certain point high tourism should decrease itself. And it oculd also make the locals :mad: or cause a loss of culture as the city adapts to the strangers. High tourism can raise crime, it can be a bad thing for :hammers: and :science: when tourists block the public transport etc etc...

This is crucial. How about buidiings which bring in tourists having a population increase. But these extra pops would be useless (i.e. just taking up space but spending a few gold each). A class of specialist I guess..

At the moment the cruise dock adds 4 happiness, why? 99% percent of the time it is foreigners arriving by cruise and while they are there they are using your food and amenities. So the extra pop should be useless nad just take up space; in effect a happiness and health penaltyweighed against a gold bonus.

I see there being tourist "potential" determined by the tourist property and a tourist cap determined by a range of tourist buildings with varying effects above and beyond the pop "bonus". For example a 5 star hotel would add extra gold and a maybe great person points while a Hostel might add unhealthiness and crime.
 
I just added 10 Tourism auto-build buildings similar to Education and Crime properties. They are triggered at ...

+10 = Tourism (Level 1)
+25 = Tourism (Level 2)
+50 = Tourism (Level 3)
+100 = Tourism (Level 4)
+250 = Tourism (Level 5)
+500 = Tourism (Level 6)
+1000 = Tourism (Level 7)
+2500 = Tourism (Level 8)
+5000 = Tourism (Level 9)
+10000 = Tourism (Level 10)

Each give +10:gold:, +10:culture:, +1:), +10 Crime, +5 Disease, +5 Air Pollution and +5 Water Pollution. Except for level 10 which gives +20:gold:, +20:culture:

These will need feedback on how they balance in the game. Such as if they need to be stronger, weaker or even a combo such as more gold and less water pollution.

I am still deciding if we want negative Tourism, but for now its asymmetrical like Crime or Pollution.
 
Many Crimes now lower Tourism. Its based on the amount of :mad: they already give.

I also plan to do the same for disease, air pollution and water pollution.

Thus if you have a Smoggy town with Pickpockets and Bird Flu, tourists will not want to come to your city.

:goodjob:
 
I don't think that a flat linear progression is the right thing here. Basically all cities would have 10 tourism. That's not hard to achieve I guess. And a city with TONS of wonders that really struggled to build them etc would only have 11times the amount? Imagine a typical city with low but somewhat tourism. and then there are cities like Dubai which makes BILLIONS from that. I'd rather have effects on other buildings as well, like Hotels give more gold with high tourism etc. Some wonders, like the Burj Khalifa for example could be purely touristic wonders with no other benefits. So stats could be -100 :gold: but + 100 tourism each turn (since it runs on a net loss).
 
@Faustmouse

Its not too linear. Its more like a loop. Tourism gives +:gold:, +:culture:, +:), +Crime, +Disease, +Air Pollution and +Water Pollution. In turn Crime, Disease and Pollution reduce Tourism. To counter these you need Anti-Crime, Anti-Disease and Anti-Pollution buildings and/or units. Which in turn cost :gold: to maintain.

So if you get your crime, disease and pollution all the way down you will get +:culture: and +:) and possibly if your lucky some +:gold:.
 
But nevertheless the point is the same: Investing a lot in tourism doesn't return as much as it should.
It is a big difference if 5 people come to your town or 5.000.000. You are right with your effects on pollution etc, but the scale is somoewhat wrong.
 
@Faustmouse

Do you think the effects should be % or just more per level? Such as level 1 is +10 :gold:, level 2 is +20 :gold: and so on.

Note that the + tourism buildings don't just have to be wonders. I wanted to give the Pub/Tavern/Bar line some tourism to make them worth building and of course all the travel related buildings such as Hotels, Motels, Travel Agency, etc.
 
Maybe %. I don't know how much it would affect gold (which I think is already too much), but

a) tourists also pay on markets, jewelleries, museeum, hotels....... basically all those buildings that generates :gold: would provide more :gold: with more people (=tourists). And tourists are often wealthier than locals and probably more willing to spend more money.

b) Tourism at higher levels generate lots of income, but your city has to work for it. As you said, it would probably raise pollution and crime. Disease as well. And actually I think tourists would decrease :culture: a bit since they are foreigners. And the locals adopt to a lot of tourists. They could also reduce :food: and have other drawbacks to cancel out the huge :gold: they generate.


So the tourism is not the "tendency of which tourists visit this city"? Hotels etc are needed for tourists, but not the reason people come there in the first place (well, maybe except from luxury hotels like in dubai). They could require a certain tourist level to be build maybe? Or have benefits with higher tourism? I'm pretty sure Mr Azure "dicovered" that tags like "+10 :gold: with 20 tourism" are possible with our current setup. This would be very handy here I think.
 
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