My Rant On Tourism

JimboOmega

Chieftain
Joined
Sep 19, 2013
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When I got BNW tourism was one of the things I was most excited about. I really liked the idea of influencing other civilizations with my culture, and possibly even flipping cities again.

But the reality is that it's very hard to use it (at least at the Immortal level). I think there's two reasons for this:

1) It's Driven By Great People (except... it's not). Each great work generates a whopping two tourism, and for the vast majority of the game this is all you get. You can't really do much about it other than try to start generating great people early, building a garden and a national epic, and sitting on your hands. Sure you can pick a policy or two (like aesthetics). You can run around some archaeologists to plunder a few coins.

But in my games the real driver has always turned into airports + hotels generating tourism off of wonders and landmark tiles. The world congress initiative granting culture to all the Great Person tiles always passes, and this quickly eclipses what little the great works are producing. A city with a landmark can easily eclipse another city with several great works.

Still, my biggest problem is that there isn't that much you can do to increase it. You can build museums in all of your cities and watch them sit empty. Other than building Archaeologists and certain wonders, there isn't anything any city that doesn't have the guilds can really do.

Except assist in conquering other cultures and stealing their great works. I've seen other players complain that culture victory often turns into domination victory for this reason, and I definitely agree.

2)Even if you are doing really well at it, it doesn't matter

I think the point of the whole ideology system was to give culture a greater purpose. In practice, it seems, it does matter to me (not to get too much unhappiness) - but not to the AI.

In both of my BNW games I've run through to the end or almost the end, there have been AI empires in "Revolutionary Wave" for long periods of time. Looking at the tab in the view, I see that my biggest rival is sitting on a healthy reserve of 108 happiness. 108! He is content now, but could easily drop several levels without any concern.

Still, I once tried to use a great musician to suddenly up my culture and see if I could force some cities to flip. Instead, they changed their ideology to mine. It's a slight bonus (9%, if you're using your spies as diplomats) to future culture increases, but that's it?

And as far as getting the cultural victory goes, it's extremely difficult. All it takes is one opponent also going culturally, and it becomes very difficult to actually get the 100% influential that you need - without, of course, military intervention. The AI's ability to build wonders so fast in the mid-game, where (in my experience) the human player often lags at high difficulty, all but guarantees they will have a healthy reserve of culture.

Other than (possibly) forcing everyone to one ideology, you could be influential on all but one of the AI empires.... to what effect?

The thing with culture is that it really lets you do meaningful things even if it's not your path to victory - policy trees. But tourism? It's hard to manipulate, and even when you do, to what end?

I'd also argue that the various bonuses you can get should be radically changed. Getting an AI that hates you to give you open borders? Why? It's easy to understand but I'd much rather see a bonus to proximity that encourages (for instance) ideological blocks to form.

There's a lot more that could be done with this system than what ideology does with it. I hope it gets reworked in the future, because I was pretty excited about it.

Here's a few ideas:
1) Defections - If cities are too much to give up, either people could immigrate to high-tourism locations, or military units might occasionally defect. You could tie this to the ideology system, but keep it separate from happiness.

2) Combat Bonuses - a popular culture might be seen as liberators, rather than invaders, and would get a bonus to combat in the foreign lands. Or get a penalty from a hostile populace

3) Tourism suppressing buildings/etc - something besides great firewall and the theoretical "defense" of having a lot of culture. These things (indoctrination centers? I don't know) could go well with ideology - e.g., freedom loving empires could have ways to boost tourism but not defend it, while others could have ways to defend it but not as many options to boost it.

4) Switching Penalties - they really need to be greater; right now the AI does seem to split up among different ideologies, but they tend to collapse on to one... I should get more of a sense of a government trying to hold on even in the face of increasing unrest, rather than saying "Oh, hmm, the people want the new one, let's flip".
 
I like #2 and wouldn't mind #3 if other changes made tourism harder to resist in other ways. One thing civ does well usually is make ever. #1 would just be weird because it would be different from other mechanics in the game (losing population is kind of interesting, and I'm not sure I want that unless I can get a way to defend against that specific effect), but otherwise I like the idea behind it. It's certainly better than the way they handle city flipping right now, just because a city flips late game, but then you don't want the resistance from it, and the city is willing to flip only to be burned to the ground? Don't like the flipping mechanic the way it is currently implimented, maybe they could just create a computer controlled order civ which makes tourism of its own, but is locked in to order as its ideology for the game. I feel like #4 is fine the way it is, because I feel like you're supposed to switch eventually, and someone is supposed to win the ideology wars. It's supposed to simulate the USSR and the cold war, and I think it does a decent job on this front. The soviet union was huge and definitely would benefit from Order more than Freedom, but it had to switch because of ideological tourism generated unhappiness.
 
Tourism should be a unit like science, gold, culture, faith, food, and hammers. You should acquire it and have you should have options for spending it.

Culture accrues until you "purchase" a social policy. Food accrues until you "purchase" a population increase. Hammers accrue until you "purchase" a unit or building. Faith accrues until you "purchase" a religion. Science is similar to all of the above, but you must select your tech then accrue bulbs until you can "purchase" your selection. With the exception of food, all "purchases" require an active choice by the player. Gold is the most flexible. You can buy almost everything else with it.

Tourism stands alone. You don't "purchase" anything with Tourism. It accrues like food but doesn't result in anything ever being "purchased" except when you have "enough" you win the game. With food, you can at least manage when you "purchase" population by controlling the flow of food. You can't do the same with Tourism.

Tourism takes the least fun aspect of food production and adds the obscurity of not ever knowing the total number of units needed to make the game winning "purchase". Every other Victory Condition tells you exactly how many you need to win. You need 7 enemy capitals. You need 32 delegates. You need 7 spaceship parts.
 
...You don't "purchase" anything with Tourism. It accrues like food...

well, If you compare tourism accumulation with food, then yes, you do "autopurchase" something with tourism : the exotic, influential, and all the way to dominant status with a civ. of course, other than the slight chance of getting a city, it's useless for non-culture victory :(
 
well, If you compare tourism accumulation with food, then yes, you do "autopurchase" something with tourism : the exotic, influential, and all the way to dominant status with a civ. of course, other than the slight chance of getting a city, it's useless for non-culture victory :(

Tourism (great works) adds culture, which adds more social polices, which help with all victory conditions. Hardly worthless just because you're not going for a tourism vic.
 
Tourism should be a unit like science, gold, culture, faith, food, and hammers. You should acquire it and have you should have options for spending it.

Culture accrues until you "purchase" a social policy. Food accrues until you "purchase" a population increase. Hammers accrue until you "purchase" a unit or building. Faith accrues until you "purchase" a religion. Science is similar to all of the above, but you must select your tech then accrue bulbs until you can "purchase" your selection. With the exception of food, all "purchases" require an active choice by the player. Gold is the most flexible. You can buy almost everything else with it.

Tourism stands alone. You don't "purchase" anything with Tourism. It accrues like food but doesn't result in anything ever being "purchased" except when you have "enough" you win the game. With food, you can at least manage when you "purchase" population by controlling the flow of food. You can't do the same with Tourism.

Tourism takes the least fun aspect of food production and adds the obscurity of not ever knowing the total number of units needed to make the game winning "purchase". Every other Victory Condition tells you exactly how many you need to win. You need 7 enemy capitals. You need 32 delegates. You need 7 spaceship parts.

Umm...

"You need to become influential with 7 civs"

There is your number. I don't quite understand the complaint. Tourism is similar to science in that it isn't used up as well. Science accumulates, but you don't really purchase anything with it since I can't switch what it is used for. Just like you get techs as your accumulate science, you get tourism levels as you accumulate tourism. This is also directly linked to victory, even moreso than science.
 
The one thing I don't understand is why doesn't you allowing open borders give you tourism? If people come to your lands and see your great works wouldn't that boost tourism. I guess them seeing your people in their land could do a little too, but both open borders should give a modifier with you giving open borders being higher for you.
 
Tourism (great works) adds culture, which adds more social polices, which help with all victory conditions. Hardly worthless just because you're not going for a tourism vic.

While tourism and culture are linked (mostly indirectly through the mechanic you mentioned), they are best treated as separate.

Does building hotels and airports all across your land help you at all if you're not going for a culture victory? Okay, I realize airlifts are useful, but generally speaking.

That's the big problem in my mind, is that it's a resource that, UNlike culture, serves almost no purpose UNLESS you get enough to win.
 
While tourism and culture are linked (mostly indirectly through the mechanic you mentioned), they are best treated as separate.

Does building hotels and airports all across your land help you at all if you're not going for a culture victory? Okay, I realize airlifts are useful, but generally speaking.

That's the big problem in my mind, is that it's a resource that, UNlike culture, serves almost no purpose UNLESS you get enough to win.

You wouldn't build hotels and airports if you weren't going for a culture win directly. Well, you could, and it WOULD still help your overall cause, but if you just want to downplay tourism and not bother building those things, you'll still get a good bit of extra culture for social policies from all of the great works you can build up throughout the game. It adds enough extra culture to be worthwhile in any game, in my opinion.

Also, if you don't ignore tourism and spend a little extra effort to work it up as you go, it can help you greatly to not be as susceptible to the tourism influence against you from civs with opposing ideologies. If you've ever been overwhelmed by that sort of influence, you'll understand the importance of good 'defensive' tourism within your own civ.
 
I would love to see how the game plays if base tourism from great works is moved up to 3 or 4. Hopefully it'd make culture victory a lot more realistic as a threat both as the player and from other civs.

I guess this would be quite easy to mod and try out.
 
You wouldn't build hotels and airports if you weren't going for a culture win directly. Well, you could, and it WOULD still help your overall cause, but if you just want to downplay tourism and not bother building those things, you'll still get a good bit of extra culture for social policies from all of the great works you can build up throughout the game. It adds enough extra culture to be worthwhile in any game, in my opinion.

Also, if you don't ignore tourism and spend a little extra effort to work it up as you go, it can help you greatly to not be as susceptible to the tourism influence against you from civs with opposing ideologies. If you've ever been overwhelmed by that sort of influence, you'll understand the importance of good 'defensive' tourism within your own civ.

Tourism isn't defensive; only culture is. Tourism is sort of defensive for other civs of your same ideology if you are actually trying to work with them. But it doesn't protect you at all.

In my current game I'm influential on 5 of 7, with 6 soon to fall.

And what did I get for my efforts? I had two cities flip in the middle of a continent on which I had no presence - but did have enemies. Both were conquered before they got out of resistance, one by a CS. No civs changed ideologies.

#7 will never happen; once he got great firewall of china... I'll be lucky to get to popular with him. If I want a cultural win it will come from lots of nukes and lots of war to crush #7.

I'm producing around 1000 tourism a turn (although that is internet-multiplied) and it's rising fast, but it doesn't matter. I won't catch that last civ any time soon.
 
I agree with OP. The basic problem is tourism as it is is the only dead end stat in this game - it doesn't do anything other than causing unhappiness for others and preventing your own unhappiness. Both of those effects are quite easily countered with the right tenets. City flipping right now is generally a joke.

The way to make tourism more desirable is to link it back in a loop with other stats that matter for non CV games. It can be gold, culture bonuses, faith, science, anything really. If it isn't a dead end it can be useful

I like the idea of population defecting - instead of cities flipping have cities depopulate. Revolutionary wave should be devastating, but right now if you have enough happiness you can just ignore it. It's harder to ignore if it causes your cities population to drop
 
Yes that would make sense if you gave Open Borders and had strong tourism with the Civ, then gold would flow from them to you. Probably even the others since their people mingling with yours would affect culture/faith/science.
 
City flipping right now is generally a joke.

Really? getting a 20+ pop city to flip over to you is "not doing anything"? (happened to me a handful of times if I'm super dominant with my tourism) It takes 20 turns to come out of resistance, but you can sell it to another civ or to the first one (a city'll flip again soon enough) for ungodly amounts of gold/resources, which may easily equal all the trade deals you made in that game... something like 10k gold (as long as you hog all the mercantile CS to yourself the AI tends to overexpand)

You need to MAKE the rival civ unhappy (don't just hope for it) bribe them into wars with their friends (so lux trades cease) Steal their CS allies (or have a warmonger kill off that CS), send in GM and use GW when the stats are borderline. Get world ideology passed. etc.

Also causing rebels (infantry and machine guns even) to spawn in your rival territories when they are already embroiled in a war of their own without taking any diplo hit from DoW yourself? Priceless!

The only complaint I have is that when a city flips, it should be as if you used a MoV or Austria's UA on it, so no resistance, and the city can go to work immediately (after all, the citizens willingly joined you)
 
I would love to see how the game plays if base tourism from great works is moved up to 3 or 4. Hopefully it'd make culture victory a lot more realistic as a threat both as the player and from other civs.

I guess this would be quite easy to mod and try out.

This would be my guess:

It makes midgame hell for human players who do not wish to take the dominant ideology on higher difficulties. Usually despite having more tourism than the AI, the AI will have a lot more culture than you, so it's usually the case they are exotic to you but you are unknown to them. You need a small window, a few dozen turns or so, to delve into the happiness policies to get your empire back to a level where it can actually get golden ages on a regular basis again, then once hotels and airports come online, you should be able to get "content" or "dissidents", and you can go on to win CV from there. It won't help if you are forced to dip below -10 for 20-30 turns though as sometimes you have no military and your tech is so advanced you have a hard time with the rebels.

On the other hand, on easier difficulties where the human player can build all the wonders he wants... it ends the game rather quickly :lol:
 
Tourism isn't defensive; only culture is. Tourism is sort of defensive for other civs of your same ideology if you are actually trying to work with them. But it doesn't protect you at all.

This is entirely untrue. Ideological unhappiness is a function of the difference between influence levels. If two civs have different ideologies but the same level of influence over each other, neither will have any ideological unhappiness from the other.
 
I wonder how things would be if Revolutionary Wave increases unhappiness by 1 each turn. For the civ, either fix culture/tourism or happiness, otherwise the hole gets deeper.

Also, make the receiving penalties from ideological pressure not as sharp.
 
Tourism/culture victory is almost always going to require smashing the two or three that are rivaling you. Might even need to wipe them out.

Can that be helped? I don't see how.

Maybe if there was a measure you could pass in the Congress, to suppress them somehow? I know you can get world ideology. What if you could embargo someone's tourism? Make their country into a no-visit zone?
 
Really? getting a 20+ pop city to flip over to you is "not doing anything"? (happened to me a handful of times if I'm super dominant with my tourism) It takes 20 turns to come out of resistance, but you can sell it to another civ or to the first one (a city'll flip again soon enough) for ungodly amounts of gold/resources, which may easily equal all the trade deals you made in that game... something like 10k gold (as long as you hog all the mercantile CS to yourself the AI tends to overexpand)

You need to MAKE the rival civ unhappy (don't just hope for it) bribe them into wars with their friends (so lux trades cease) Steal their CS allies (or have a warmonger kill off that CS), send in GM and use GW when the stats are borderline. Get world ideology passed. etc.

Also causing rebels (infantry and machine guns even) to spawn in your rival territories when they are already embroiled in a war of their own without taking any diplo hit from DoW yourself? Priceless!

The only complaint I have is that when a city flips, it should be as if you used a MoV or Austria's UA on it, so no resistance, and the city can go to work immediately (after all, the citizens willingly joined you)

Well, you just listed the reasons why I think it's generally a joke - note I said generally. There might be a handful of times when it's actually useful, but I haven't encountered one myself.

1) It spends forever in resistance.

2) The city can land you yourself in a giant unhappy hole - or edge you closer to it anyway and you have no way to prevent it

3) When it happens the game is usually already over for the civ losing the city, and for the civ gaining it, it often is also quite meaningless - you have already won. In fact, if a city sized 20 city flips, you are quite likely less than 20 turns away from victory, or you are on your way to conquering that civ with the unassailable culture buffer that you can't beat with your tourism.

4) You are assuming that there's an AI with the gold/willingness to take it. Often that's not the case. Sure, you can just sell it for whatever, even peanuts, but then it sort of defeats the purpose of the city flipping in the first place, no?

As it is the city flipping is a mechanism that seems to only trigger when a civ is already a runaway winner - usually you. It does usually nothing for civs that are still vying for winning because it doesn't happen - which is where the effect will actually come in handy. If revolutionary wave is what it sounds like, then there ought to be more severe consequences that happens continually (and probably ramping up gradually if the situation is not resolved) instead of just being something that is easily suppressed with a lot of smiles.
 
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