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- Apr 11, 2011
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This thread is intended to show current findings and I am happy for any criticism, help, validation. Its just about time it was all clarified as best as possible and I guess if no-one else does I will write up the entire thing with all modifiers as a guide eventually
So we have tourism that accumulated in our cities that we can see via the tourism lens and we can hover over each to see how much tourism it generates each turn and its accumulative value. The cumulative value here if totaled and compared against the culture victory screen will not match as it lacks the modifiers I will show later. It seems to mainly be used to decide where the tourists are placed.
If we hover over the tourism indicator at the top this shows us the raw tourism generated by all cities each turn (just one in this case for simplicity but it would show a breakdown by city.
If we now look at the culture victory screen we show some great values at a glance. On the left is the domestic tourism generated by each Civ and this is the cost of all the civics discovered / 100 + a tiny bit of culture for the current civic and any civic eureka's outstanding.
The light blue oval circles my victory progress. I have 2 tourism points (gained from the civs with the yellow ovals) and I currently need 27 tourism points (one higher that the highest other domestic tourism value circles in red) Once these 2 figures meet I have won.
I can also see everyone's progress toward this goal and as I have the highest domestic tourism they have a higher hill to climb. It therefore helps to have high civics (via culture) and good civic eureka's.
I do not have to beat every country, I just need to get those tourism points from anywhere so I can arguably concentrate on easier more friendly civs but the more civs with better modifiers there better off you are.
Additional insight into competitor
I can also hover over a civ and see the base tourism and culture they are creating each turn. This is of some value to identify competitors and watch their speed of growth over turns in more detail than the summary screen. It is the only other competitor information easily seen I know of.
Trade Detail Tool-tip Information
I can also click on each countries tourist suitcase to see how much tourism I am getting from them each turn and more importantly over the lifetime of the game.
I can see how many tourism I am applying to each civ for the turn as current tourism. This is my total city tourism modified by the route modifiers. (I have a base of 18 tourism and for Rome the +25%, +25% and -12% make it 24 tourism.
The key number is next to the suitcase is how many tourism points this civ is sending you. The formula for this is
round down(civ lifetime tourism / (# of civs in the game x 150))
As this game has 8 civs the value on the right is 1200
Scythia currently has 1430 lifetime tourism sent to me which when divided by 1200 and rounded down = 1
We can see Rome has 1029 lifetime tourism so is not providing any tourism points to me. Currently Rome accumulates 24 tourism a turn so in 8 turns with no changes I will get 1 tourism from Rome. I already have open borders and a trade route so I can only increase this by creating more tourism myself or changing to his government which is not a good idea as I will show later.
A key thing to remember is each point of tourism taken from a civ reduces their domestic tourism by a point so if I can meet the unmet player and get tourism off them it will speed up my victory
One small point, the unmet player has a -12% government difference so I can roughly guess at their government. Also while the unmet player domestic tourism is high Rome is producing more foreign tourism so is my main competitor. (the figure is not shown here although it seems to match, that is my tourism to them.
Tourism Modifiers
All modifiers modify the current tourism applied to that country, not the lifetime. So it is a slow burn but vital increase to add modifiers.
Open Borders
provides a hard coded 25%. This can be a one way modification that really helps expecially when competing against a greedy opponent like Kongo. get them to open their border for a high price in gold (not relics or art etc)
Trade Route
A trade route provides a hard coded 25%. This can be a trade route by either civ.
Sara Breedlove (Modern Era great merchant): +25% Tourism towards other civilizations you have a Trade Route to. 1 charge.
Civic Online Communities provides +50% tourism to civs you have a trade route with
Different Religion
This was the hardest thing to work out by far and so strange that I am not 100% convinced but it is the only way the figures work.
Different religion is a modifier only if you are the founder of a religion and the other civ is naturally a different religion.
The modifier only modifies the values for holy city and relics.
This is calculated before other modifiers and the overall result is the figure other modifiers use including enlightenment,
Enlightenment
Enlightenment only applies to relics and not to the holy city.
Different Governments
The formula is
(Gov1_factor + Gov2_factor) x Base Government tourist factor = Diff Gov trade factor
The Base tourism government factor is hard coded currently at 3
You then have to compare the 2 governments taking their individual factors into account
Chieftan = 0
Autocracy = -2
Oligarchy = -2
Classic republic = -1
Monarchy = -3
Theocracy = -4
Merchant Republic = -2
Facism = -5
Communism = -6
Democracy = -3
Therefore if I am a merchant republic (good idea to be with culture) and want to trade with a Theocracy I will get a government tourism modifier of (-2 + -4) x 3 = -18
I suspect there is some degradation involved too which still needs testing.
If I really need to hammer this one country for some reason it may be better to switch governments as there is no modifier then. This would significantly impact my other tourism though and normally not a good idea unless you have got their borders open but not yours which would also significantly damage other trade. Either country having a trade route allows both to gain the tourism (tested as I still get the bonus if they have a trade route with me).
In reality there is absolutely no reason for a culture victory you would not take the following route unless religious
Cheftain
Classic Republic
Merchant Republic
Democracy
Finer Points
If you loose a city the lifetime tourism points are not lost but naturally your tourism per turn will go down through lost tourism producers
Finally
This post is long enough. I guess the idea is a full guide with all the things that help domestic and foreign tourism but I need to work out lots. Information on anything, any help... someone maybe providing the religious modifiers is just one example.
If a Civ is removed from the game does the base modifier for victory change and do I loose their lifetime tourism?
I am sure such questions someone will know the answer to. I am just too busy to do too much at once, apologies and I hope you found something of use.
So we have tourism that accumulated in our cities that we can see via the tourism lens and we can hover over each to see how much tourism it generates each turn and its accumulative value. The cumulative value here if totaled and compared against the culture victory screen will not match as it lacks the modifiers I will show later. It seems to mainly be used to decide where the tourists are placed.
If we hover over the tourism indicator at the top this shows us the raw tourism generated by all cities each turn (just one in this case for simplicity but it would show a breakdown by city.
If we now look at the culture victory screen we show some great values at a glance. On the left is the domestic tourism generated by each Civ and this is the cost of all the civics discovered / 100 + a tiny bit of culture for the current civic and any civic eureka's outstanding.
The light blue oval circles my victory progress. I have 2 tourism points (gained from the civs with the yellow ovals) and I currently need 27 tourism points (one higher that the highest other domestic tourism value circles in red) Once these 2 figures meet I have won.
I can also see everyone's progress toward this goal and as I have the highest domestic tourism they have a higher hill to climb. It therefore helps to have high civics (via culture) and good civic eureka's.
I do not have to beat every country, I just need to get those tourism points from anywhere so I can arguably concentrate on easier more friendly civs but the more civs with better modifiers there better off you are.
Additional insight into competitor
I can also hover over a civ and see the base tourism and culture they are creating each turn. This is of some value to identify competitors and watch their speed of growth over turns in more detail than the summary screen. It is the only other competitor information easily seen I know of.
Trade Detail Tool-tip Information
I can also click on each countries tourist suitcase to see how much tourism I am getting from them each turn and more importantly over the lifetime of the game.
I can see how many tourism I am applying to each civ for the turn as current tourism. This is my total city tourism modified by the route modifiers. (I have a base of 18 tourism and for Rome the +25%, +25% and -12% make it 24 tourism.
The key number is next to the suitcase is how many tourism points this civ is sending you. The formula for this is
round down(civ lifetime tourism / (# of civs in the game x 150))
As this game has 8 civs the value on the right is 1200
Scythia currently has 1430 lifetime tourism sent to me which when divided by 1200 and rounded down = 1
We can see Rome has 1029 lifetime tourism so is not providing any tourism points to me. Currently Rome accumulates 24 tourism a turn so in 8 turns with no changes I will get 1 tourism from Rome. I already have open borders and a trade route so I can only increase this by creating more tourism myself or changing to his government which is not a good idea as I will show later.
A key thing to remember is each point of tourism taken from a civ reduces their domestic tourism by a point so if I can meet the unmet player and get tourism off them it will speed up my victory
One small point, the unmet player has a -12% government difference so I can roughly guess at their government. Also while the unmet player domestic tourism is high Rome is producing more foreign tourism so is my main competitor. (the figure is not shown here although it seems to match, that is my tourism to them.
Tourism Modifiers
All modifiers modify the current tourism applied to that country, not the lifetime. So it is a slow burn but vital increase to add modifiers.
Open Borders
provides a hard coded 25%. This can be a one way modification that really helps expecially when competing against a greedy opponent like Kongo. get them to open their border for a high price in gold (not relics or art etc)
Trade Route
A trade route provides a hard coded 25%. This can be a trade route by either civ.
Sara Breedlove (Modern Era great merchant): +25% Tourism towards other civilizations you have a Trade Route to. 1 charge.
Civic Online Communities provides +50% tourism to civs you have a trade route with
Different Religion
This was the hardest thing to work out by far and so strange that I am not 100% convinced but it is the only way the figures work.
Different religion is a modifier only if you are the founder of a religion and the other civ is naturally a different religion.
The modifier only modifies the values for holy city and relics.
This is calculated before other modifiers and the overall result is the figure other modifiers use including enlightenment,
Enlightenment
Enlightenment only applies to relics and not to the holy city.
Different Governments
The formula is
(Gov1_factor + Gov2_factor) x Base Government tourist factor = Diff Gov trade factor
The Base tourism government factor is hard coded currently at 3
You then have to compare the 2 governments taking their individual factors into account
Chieftan = 0
Autocracy = -2
Oligarchy = -2
Classic republic = -1
Monarchy = -3
Theocracy = -4
Merchant Republic = -2
Facism = -5
Communism = -6
Democracy = -3
Therefore if I am a merchant republic (good idea to be with culture) and want to trade with a Theocracy I will get a government tourism modifier of (-2 + -4) x 3 = -18
I suspect there is some degradation involved too which still needs testing.
If I really need to hammer this one country for some reason it may be better to switch governments as there is no modifier then. This would significantly impact my other tourism though and normally not a good idea unless you have got their borders open but not yours which would also significantly damage other trade. Either country having a trade route allows both to gain the tourism (tested as I still get the bonus if they have a trade route with me).
In reality there is absolutely no reason for a culture victory you would not take the following route unless religious
Cheftain
Classic Republic
Merchant Republic
Democracy
Finer Points
If you loose a city the lifetime tourism points are not lost but naturally your tourism per turn will go down through lost tourism producers
Finally
This post is long enough. I guess the idea is a full guide with all the things that help domestic and foreign tourism but I need to work out lots. Information on anything, any help... someone maybe providing the religious modifiers is just one example.
If a Civ is removed from the game does the base modifier for victory change and do I loose their lifetime tourism?
I am sure such questions someone will know the answer to. I am just too busy to do too much at once, apologies and I hope you found something of use.
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