Motivation:
Hotels and Airports are some of the most ubiquitous things in our lives and central to the economy. Yet, in the game, they are very niche buildings that serve basically a culture victory and military purpose respectively.
In my opinion these two should get some love.
For the Hotel, I didn't want to make them "must have", so I used more niche or terrain/specialization dependent effects, rather than just slapping flat yields on them.
Sometimes you won't want to prioritize a Hotel. But sometimes you get that pair of mountains next to the 3 tile lake with the Atoll off the coast... when the sun hits that ridge just right, those hills sing.
Airports come very late and the yield balance can be a bit more... exciting.
Proposal
Implementation Notes:
This is all database code.
You can play with something very similar here.
Hotels and Airports are some of the most ubiquitous things in our lives and central to the economy. Yet, in the game, they are very niche buildings that serve basically a culture victory and military purpose respectively.
In my opinion these two should get some love.
For the Hotel, I didn't want to make them "must have", so I used more niche or terrain/specialization dependent effects, rather than just slapping flat yields on them.
Sometimes you won't want to prioritize a Hotel. But sometimes you get that pair of mountains next to the 3 tile lake with the Atoll off the coast... when the sun hits that ridge just right, those hills sing.
Airports come very late and the yield balance can be a bit more... exciting.
Proposal
- Building requirements added such that Caravansary->Customs House->Hotel->Airport
n.b. Customs House currently requires Market
The Hotel and Airport are pulled into the "trade line" - Hotel
- (5 Maintenance)
- (25% of
Culture from Terrain and World Wonders is added to
Tourism output) - (+25%
Tourism from Great Works) - +1 Gold and Tourism for every Mountain in 3 tiles
- +1 Gold and Tourism from Snow tiles
- +2 Gold and Tourism from Lake tiles
In Enlightenment Era, this is on the Manor - Gains +2 Gold and Tourism to nearby Atolls
- +5 Tourism from Oasis tiles
- On the Moroccan Riad, also +5 Gold to Oasis tiles
- Gains "Complete a Trade Route from this City targeting another Civilization (Relative Strength: 10)"
- Zoo
- (5 Maintenance)
- (
Culture: +2) - (-1 Unhappiness from
Boredom) - (+1
+1
to Jungle) - (+1
+1
to Forest) - (On Completion: +500
) - Loses the "Complete a Trade Route from this City targeting another Civilization (Relative Strength: 10)"
- Gains +1 Culture on Camps
Camps get quite weak at this point, this compensates while staying on-brand for the Zoo- On the Spanish Bullring, +1 Culture and +1 Tourism on Camps
because Bullring already does +2/+2 to Forest/Jungle, it doesn't need another +2 I think, just a small bump with Tourism
- On the Spanish Bullring, +1 Culture and +1 Tourism on Camps
- Airport
- (8 maintenance)
- (City Air Strike Defense: +10)
- (+4 Air Unit Slots)
- (Allows Airlift)
- Gains +1 Tourism per 4 Citizens
- Gains +3 Gold and Tourism to nearby Atolls
- +5% Yields from City Connections *in all Cities*
- It would be cool for them to also make City Connections, but I don't think the code exists

Implementation Notes:
This is all database code.
You can play with something very similar here.
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