Wow, that CV breakdown was thorough. What I'm hearing from these various threads is that (1) the influence curve should be adjusted so that tourism/influence is relevant before the modern era, (2) there should be some ancillary benefits to tourism that make tourism worthwhile, (3) artistry isn't lacking in yields per se, but could use some punching up to become more dynamic. I've brainstormed a bunch of ideas below. I haven't carefully thought through any of them for balance or feasibility, and many of these suggestions present more radical changes than are likely to be adopted at this point, but hopefully some of them will be useful. Some ideas for reworking Artistry policies: Gain WC votes based on cultural influence. PDan suggested this in the other thread - if it's tied to an Artistry policy it would incentive taking Artistry and prevent Statecraft from becoming OP. Scaling the number of votes with map size would keep things in balance. Maybe something like "gain votes proportional to the number of other civs for which your cultural influence level is at least familiar". Something like 1 vote per 20% of civs influenced feels fairly balanced. Double theming bonuses from great works Raise the cap on the number of allowed guilds on empire by +1 Trade route bonuses that benefit you and incentivize other civs to send trade routes to your cities. For example, foreign trade routes to any of your cities produce +2 culture for the trade route owner, and +5% great person rate in (your) target city (capped at 15% total). Diplomatic missions to CS generate additional yields (e.g. golden age points, culture, tourism - something thematically appropriate) Spies can be station in city states as thieves with a chance to "steal" (i.e. produce) great works. Some ideas for additional bonuses to tourism that everyone would get: Diplomatic modifier based on influence level. Balancing this bonus to be similar to the shared religion diplomatic bonus would be a decent place to start. Foreign units fighting in your territory have diminished combat effectiveness based on your cultural influence level. War weariness increases faster for enemy civs based on cultural influence level Tourism acts like religious pressure, or gain a tourism bonus modifier based on proximity of your capitals. It makes sense to be culturally influential over your immediate neighbors - look how many east Asian cultures borrowed from China, or how Greek and Roman culture still influence European culture today. It seems reasonable that culturally similar civilizations would be more predisposed to be friendly and that their soldiers wouldn't want to fight yours if they consider you to be all from the same cultural tribe. So if you're generating a lot of early tourism, it will keep your neighbors happy and help keep you safe, incentivizing the "soft diplomacy" I mentioned in an earlier comment.