iOnlySignIn
Prince$s
In light of the introduction of more modern-spawn civs, the addition of more modern techs, buildings, and units is in order. This thread is about one such addition, namely the effect of archaeology and tourism in the modern world.
== New Tech: Archaeology ==
- Requires Nationalism, Patronage, Corporations
- Research cost comparable to Scientific Method
- Effects:
-- +2 for every World Wonder in your cities;
-- Cities of Influential or Legendary Culture receive +1 Trade Route.
== New Building: Tourism Bureau ==
- Requires Archaeology
- Build cost comparable to Customs House
- Effects:
-- +1 Free Citizen* (represents tourists);
-- +50% Foreign Trade Route yield**;
-- +25% War ;
-- +2 with Environmentalism;
-- Increased spread chance of Luxury Industry.
== New Unit: Tourist ==
- Requires Tourism Bureau
- Build cost comparable to Spy
- Effects:
-- +1 for 5 turns in the city it is built. This effect can stack up to +3 .
-- Can conduct tourism missions (like Great Merchant missions, these consume the Tourist) in foreign cities. There are several types of tourist missions:
-- (1) Be obnoxious:
-- (2) Reckless spending:
-- (3) R & R:
* Note: this is 1 Citizen Specialist, it cannot be turned into other Specialists such as Merchants or Scientists, and does not contribute to GP rates. For similar effects (and where I got this idea from), see the Bagnio UB of Tunisia in RFCE++.
** Customs House's Foreign Trade Route yield can be reduced to 75% with its build cost lowered to compensate.
Comments:
- Moving some of the Foreign Trade Route yield bonus from Customs House to Tourism Bureau can reduce the current monopoly of coastal cities on foreign trade (which is less than realistic).
== New Tech: Archaeology ==
- Requires Nationalism, Patronage, Corporations
- Research cost comparable to Scientific Method
- Effects:
-- +2 for every World Wonder in your cities;
-- Cities of Influential or Legendary Culture receive +1 Trade Route.
== New Building: Tourism Bureau ==
- Requires Archaeology
- Build cost comparable to Customs House
- Effects:
-- +1 Free Citizen* (represents tourists);
-- +50% Foreign Trade Route yield**;
-- +25% War ;
-- +2 with Environmentalism;
-- Increased spread chance of Luxury Industry.
== New Unit: Tourist ==
- Requires Tourism Bureau
- Build cost comparable to Spy
- Effects:
-- +1 for 5 turns in the city it is built. This effect can stack up to +3 .
-- Can conduct tourism missions (like Great Merchant missions, these consume the Tourist) in foreign cities. There are several types of tourist missions:
-- (1) Be obnoxious:
Spoiler :
This causes +1 the foreign city for 5 turns. This effect can stack up to +3 Small chance of causing a diplomatic penalty with the foreign civ.
-- (2) Reckless spending:
Spoiler :
This gives a small (+20) amount of to the foreign civ. Small chance of causing a diplomatic bonus with the foreign civ.
-- (3) R & R:
Spoiler :
This causes +1 in the foreign city for 10 turns. This effect cannot stack.
* Note: this is 1 Citizen Specialist, it cannot be turned into other Specialists such as Merchants or Scientists, and does not contribute to GP rates. For similar effects (and where I got this idea from), see the Bagnio UB of Tunisia in RFCE++.
** Customs House's Foreign Trade Route yield can be reduced to 75% with its build cost lowered to compensate.
Comments:
- Moving some of the Foreign Trade Route yield bonus from Customs House to Tourism Bureau can reduce the current monopoly of coastal cities on foreign trade (which is less than realistic).