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Questions about Tourism

Discussion in 'Civ5 - General Discussions' started by Marshall Thomas, Nov 11, 2013.

  1. Marshall Thomas

    Marshall Thomas King

    Dec 11, 2005
    Hi. I'm new to BNW.

    If you're not going for a cultural victory, is there any reason to increase your tourism?

    If you're not going for a cultural victory, is there any reason not to write a political treatise? instead of a great work?

    Thanks in advance

    also: I don't quite understand why trading great works with others civs is advantagous. What strategy do you use for trading great works?
  2. Fanny Brice

    Fanny Brice Prince

    Feb 3, 2002
    Washington, DC

    Trading great works with other civs allows you to get the theming bonus for your culture building and cultural great wonders. Very helpful for increasing your culture generation.
  3. Mr. Do

    Mr. Do Emperor

    Oct 9, 2003
    It's one of the many things in the game that you won't know until you stumble across how it works, or someone just tells you outright. Video games stopped having useful manuals sometime this century, apparently. Go to the Tourism screen and click the left culture tab, then there will be a list of all your possible great work slots, and the combinations that will benefit you. Then you can use that to work out which works to swap with your frenemies.
  4. Jon the Bastard

    Jon the Bastard Warlord

    Apr 8, 2009
    San Francisco, CA
    From my review of the game (http://www.thegamescouts.com/2013/07/civilization-v-brave-new-world-review.html):

    Culture is significantly more difficult to accumulate in Brave New World. Before, most of the culture a civilization gained came from buildings and then coupling the right social policies and wonders to maximize the culture output of your empire. While knowing which social policies to pick and wonders to build is still a very important part of the culture and tourism game, the culture given to players from culturally oriented buildings—culture that formed the foundation of your empire’s cultural output—has been significantly reduced. Whereas an opera house used add +4 culture to your empire, it now only adds +1 culture to your empire but contains a slot for a Great Work of Music that, when filled, provides additional culture and tourism. The culture that now forms the foundation of your empire’s cultural output is tied to a system that forces players to rely on the production of Great Musicians, Great Artists, and Great Writers to fill the requisite slots provided by buildings such as the opera house and museum.

    But, tourism is what really makes managing these systems important. In order to have a good shot at winning a cultural victory, your tourism output will need to be maximized. Tourism can be gained in the same manner culture can; however, the tourism that forms the foundation of your tourism output doesn’t come from buildings, social policies, and wonders, as those simply enhance the tourism output of a civilization. Tourism is gained by filling Great Work slots in various buildings and wonders. Certain wonders provide “theming bonuses” but the requirements for these bonuses differ. Some require you fill the slots with works of Great Writing that come from different eras and different civilizations, while others require works of Great Art from the same period of time and the same civilization. But, if you’re able to meet the requirements, you’ll get a very helpful theme bonus that is worth an increase in the amount of tourism your civilization is generating. Getting the tourism yields that will form the basis of your tourism output is difficult. And therein lay an important point.

    Now, more than ever, it is important for players to engage Civilization V’s city management system. The addition of the three new Great People mentioned above, come with the addition of three new buildings called guilds. The writer’s guild, artist’s guild, and musician’s guild all contain slots for city specialists that, when filled, will produce yields that earn the player points toward a great person. If the two slots in a writer’s guild are filled, then the city will eventually produce a Great Writer, and so on. Cities have never had an unlimited number of specialists, but the new culture/tourism system requires players to manually manage their cities’ citizen allotment in order to maximize the yield of whatever victory type they happen to be going for. It is now doubly important for culture players.
  5. Jaybe

    Jaybe civus fanaticus Supporter

    Sep 24, 2001
    Las Vegas, Nevada
    If you don't create healthy amounts of tourism, and you & an AI adopt opposing ideologies, you could end up in a world of hurt.

    As in substantial unhappiness and potential loss of cities. In addition to changing your ideology.

    If the game is going to end before you adopt an ideology, then foregoing tourism shouldn't be a problem.
  6. Makavcio

    Makavcio Prince

    Oct 1, 2010
    Yes, there is. There are 2 things you need to consider:
    1) In early game, tourism = culture. Each great work gives you +2 culture, which helps you grow borders in cities with great works and lets you acquire new policies faster.
    2) In later game, when ideologies kick in, you want the ideology beneficial to you to be influential. All civilizations exert ideological pressure on all other civilizations. This influence is countered by culture. When your influence on an empire is stronger than theirs influence on you, it may cause unrest in their cities (i.e. additional unhappiness). You don't want to be the influenced one. Furthermore, you want other civs to follow your ideology, what comes easier when you have strong influence.

    Well, political treatise is not that powerful (~2/3 of your current policy cost) and you get no bonuses that come with growing culture in one of your cities, like faster growth of borders. You also forfeit ideological defense, prolonged effect of having +2 base culture (it can be multiplied by many factors) and you also should remember that political treatise does not award you with a free policy. The cost for your next policy will go up, so the bonus is not as sweet as it seams. I rarely use my writers in this way, though I kinda suck in BNW, so this may not be the best approach.

    3 answers submitted while I was writing this? Damn.
  7. Alziel

    Alziel Warlord

    Nov 20, 2010
    London, UK
    Also, in addition to the above mentioned perks the latest patch added the following:

    • Additional Science generated from trade routes with Civs that you have more Influence with
    • Quicker 'settling in time' and faster technology steals from Spies in cities of Civs that you have more Influence with
    • Less population loss and unrest time in cities that you capture from Civs that you have more Influence with

    So if you feel that any of the above might be useful, bumping up your Tourism and Culture will help you achieve these. The bonuses for each one also increases with each level of Influence (but the bonuses don't kick in until you reach 'Familiar' Influence).
  8. YourHarry

    YourHarry Chieftain

    Nov 5, 2013
    Ya, you are basically right. Tourism sucks in the beginning. Even if you are going for cultural victory, I don't think you should use up great writers to create great works before modern era. Great works only give you 2 culture...

    Amount of culture you receive from political treatise depends on amount of culture you generated last few turns (I think 6-7 turns). So if you anticipate an increase in culture soon, you may want to save the GW. Also, focus on allying/be-friending cultural city states to generate more culture 6-7 turns prior.

    I sometimes wait until world congress. For example, World Fair or Natural Heritage Site or Cultural Heritage Site. Once one or more of these proposals pass, you would generate much more culture. Then proceed to use political treatise. Last Spain game, I saved up like 4 GW until Natural Heritage Site and World Fair passed (both proposals on the first session, luckily). After completing World Fair and placing 1st in completing the project, I was generating like 900 culture per turn. Waited 6 turns, bombed all 4 GWs. I think I had enough culture to adopt like 5 social polices.

    Anyway, it is indeed important to generate tourism after ideologies come into play. But you don't need great works to generate culture. Hotel and airports IMO are more efficient way to generate tourism, without compromising the ability to advance faster in social policies early in the game by having to produce great works.
  9. arand86

    arand86 Warlord

    Jul 22, 2013
    A great work produces 2 tourism per turn and 2 culture per turn. Early game, the culture accumulated will outdo the burned treatise.

    Tourism can help you influence other cultures, which, even if you aren't going for a culture win, is very helpful. Influence in culture is determined by the ratio of Your tourism/Otherculture and Othertourism/Yourculture. If say another civ is exotic on you, then their ideology will influence you by a little, if you are unknown to them. However, if you have enough tourism to be exotic to them, you will stand your ground influence wise. If you can't, you either suffer unhappiness, or you have to change. In the late game, where Ideological pressure piles up and you want to hold your ideology, tourism can help counter pressure as well as culture can. It's all ratios.

    In addition, being exotic/whatever influence adds other benefits to whatever you're trying to win. If you're trying to win domination, it makes pop loss from city conquering less and makes the anarchy time less. If you're going science, you can gain more science from trade routes, and your spies have less 'establishing surveillance' time. In addition, influence in other civs also affect THEIR ideological pressure, creating unhappiness if they aren't with you ideology wise, which probably means they aren't your friends anyways.

    Racking up tourism in loads isn't necessary if you don't aim for a culture win, but producing a respectable amount will help with other aspects of the game.

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