Tourism

Thalassicus

Bytes and Nibblers
Joined
Nov 9, 2005
Messages
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Location
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I discovered why my tourism beliefs don't work! I hadn't bothered to check until now if tourism is in the yields table because I thought they'd learned in G&K after laboriously fixing the mistake with culture from the original game. It's so obvious to put yields in the yields table! They have to waste their own time re-creating the wheel for each and every yield that isn't in the yields table, and handling every single one of those yields with a completely different and mostly-duplicated set of code. This kind of code duplication wastes time writing it all, and dramatically increases the chance of bugs... that waste even more time! It doesn't make sense!

Instead of putting 5 tourism for Hermitage in Religious Art's BuildingClassYield table, they had to create a second BuildingClassTourism table and the code to handle it. Even worse are buildings like the Eiffel Tower which have tourism as part of the main building entry! It's like we're back in 2010 with culture entries scattered all over the place, wasting time and energy when simply putting culture in the Yields table could have avoided all that extra work.

It wastes thousands of dollars of Firaxis' time and money to design code this way, and hugely limits the things mods can do with data edits alone. To accomplish anything with tourism, I'm going to have to fix their whole yield-generating tree of functions like I had to do in vanilla and G&K.

This explains why there's so few tourism effects in obvious places like the Pilgrimage belief! It's impossible to add tourism per foreign city without totally rebuilding the entire yield library to include tourism where it should have been in the first place.

I don't understand why they do these things. It wastes so much of Firaxis' money to have such disorganized code, and forces programmers to spend hours on tedious tasks that would be made easier by centralizing all the yields.

It's like how building tooltips are still written, by hand, in 9 different languages! Why? WHY! Make tooltips create themselves and save tens of thousands of dollars on translations! I wrote the code to do that years ago. Why do they still keep spending so much money on excessive translations when the whole process can be vastly simpler? Long-term contracts? I don't know...

I'll still manage to get things done, but it's going to take a heck of a lot more effort.

/sigh
/disableventing

:sad:
 
:(

It really seems like Firaxis has paid absolutely no attention to the modding community in the development of Civ V and its expansions, despite paying so much during Civ IV. Even the farm bug is still around.
 
Oh no, it's not like that! Civ 5 has the best mod support of any game I've ever seen, even when compared to games like Skyrim. Then there's console games where mods are completely banned. The mod support is great. :)

It's just the code for Civ 5 itself that's written poorly in some places. Most of the code is written well, but the yields part... bleh. Most of the difficulty with Civup comes from me rebuilding this part from scratch. It's like giving the game a heart transplant.

This is why I'm dreading and avoiding changing the game interface or any other serious features in the short term. Everything depends on the yield-handling code, which is designed in a way that wastes hundreds of hours of work.

:hammer2:
 
I guess it's good for us that we have someone with a razor sharp mind watching out for that sort of thing.;)

Seriously though. Don't bust a valve over Firaxis' inadequacies. What would you sooner have: fun or an ulcer?
 
Damn. A tourism benefit for religions in foreign lands would have been a cool effect.
Frustrating that tourism is going to be so hard to work with.
 
Google sent me here when trying to figure out how to mod tourism output. I already saw in XMLs how Pedro generates tourism during Golden Ages and how the International Games increase it (it's hardcoded in the DLL, right?). Is there any simple way how to add something like +50% tourism output? Or if there is not, is there any simple way how to create a trait where other civs would more willingly sign open borders or get boost to relations with the player?

I am currently playing with a mod and I would like to create another civ that has a tourism focus and good traits for culture victory.
 
You should start a thread in the general creation forum here: http://forums.civfanatics.com/forumdisplay.php?f=393

To get you started though, your best bet would be to create invisible buildings with the 50% tourism modifier. People in the general creation forum will be able to direct you on how to do so.

Thanks. Started the thread: http://forums.civfanatics.com/showthread.php?p=12905025#post12905025

The invisible buildings idea sounds interesting! Thanks!
 
Remember that the tourism modifier used in Hotels, Airports, etc. only relates to tourism from Great Works. If you want a raw tourism yield, check the Eiffel Tower code.
 
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