Tourism Rework Patch
General Tourism Changes:
- Tourism with other civs now modified based on the difference in # of cities. If another player has more cities than you, you gain %x tourism with them for every city's worth of difference
x value is same as policy cost modifier for map size. So if you have 8 cities, and they have 10 cities on a standard map, that's a +22% bonus for you!
- Tourism now affected by boredom unhappiness. If another civ has bored citizens, you get a bonus with that civ for every bored citizen they have (1 citizen = 2%)
- Colosseum now (once again) generates +2 Tourism (Arena generates +2 Tourism as well). Retains old bonus.
- Caravansaries and Harbors produce Tourism with another major civilization when you complete a trade route to one of their Cities. Trade route must originate in a city with the building to get the bonus. Caravan = land, Harbor = sea.
Bonus = 25% of current Culture per turn (as with palace)
- Mint changed to Customs House
Loses resource bonuses (moved to Bank, reduced to +2 gold from Silver/Gold/Gems)
Hanse now replaces Customs House (small buff to Germany, as it comes a little earlier in tech tree and is cheaper)
Customs House bonus: same Tourism TR bonus as Harbor/Caravansary (25% of CPT), but counts for both land and sea (so is quite useful in trade hubs)
Also generates +2 Gold from TRs to/from City (removed from Bank)and some Culture per turn
East India Company requires a Customs House instead of a Market
- Two new World Congress resolutions added (appear at Flight)
Travel Ban - Restricts international travel between Civilizations. Reduces the Tourism modifier for all Civilizations by 50%.
Passport System - Increases international travel between Civilizations. Increases the Tourism modifier for all Civilizations by 50%.
- New 'Tourism Events' system (referred to as 'Historic Moments' in notifications (see below)
Every time you...
- ... build a World Wonder
- ... a GP is born
- ... you complete a CS quest
- ... you enter a new Era
- ... you win a war
50% of your current empire-wide culture output is converted into a Tourism boost with all known major Civs.
Bonus is attached to Palace (see palace description)
This allows Tourism to be somewhat more 'active' as a system, and allows for early-game tourism without saturating the world with Great Works too quickly.
Autocracy Futurism tenet now taps into this - boosts the value of this process by 20% (so 70% of CPT converts - how nice!)
- Writer/Artist/Musician Guilds now buildable in up to 3 Cities - have a higher base rate (3/4/5) of GPP points per turn. Should help get more GWs out early, and boost AI culture performance quite a bit.
- Base culture output of Great Works reduced to 1 (was 3). Should help increase value of GW tourism versus Culture)
- Spy-Diplomats now always generate tourism bonus (was formerly only available to opposite ideologies)
- Theming Yield bonuses added:
In theme bonus tooltip, you can see the yield your city will gain if any theme is active on the building
Yield is a flat bonus to City yields(+3 science, +3 cultue, etc.)
For example: if you theme the Great Library, you gain +3 science in the city.
This was the lightest possible method of adding value to theming (in terms of DLL use/abuse)
- Adjusted science from TRs to scale with era and influence - values are now:
+1 (Exotic) * Era
+2 (Familiar) * Era
+3 (Popular) * Era
+4 (Influential) * Era
+5 (Dominant) * Era
- Adjusted gold from TRs to scale with era and influence - values are now:
+2 (Exotic) * Era
+4 (Familiar) * Era
+6 (Popular) * Era
+8 (Influential) * Era
+10 (Dominant) * Era
- Added % bonus to Growth (i.e. immigration) bonus from Trade Routes, to other civ cities based on influence.
+3% (Exotic)
+6% (Familiar)
+9% (Popular)
+12% (Influential)
+15% (Dominant)
Tourism Interface:
- Added reverse tourism to tooltip of culture overview (shows you the cultural level of the civ you are looking at versus the civ you have selected)
- Added 'Tourism Update' notifications that tell you when your influence over a civ reaches a new level, and when another civ reaches one with you (also goes in reverse, if in decline)
Notifications limited to once per 50 turns for each type (positive or negative) to limit spam - interval reduces as game goes along
- Added Tourism worldmap popups when you get tourism in certain situations (Related to changes above)
[Added Notifications for these as well, with numeric values to give you an idea of how much tourism you are gaining from events
Bugfixes:
- Fixed random leaderscreen CTD issue
- Fixed a many bugs/quirks/optimization issues, tactical AI, and operation AI
- Carriers/Air units optimized greatly (danke, ilteroi!)
- AI operations, especially naval operations, working properly again
- Lots of plot logic and tactical map optimizations
- Fixed map generation/plot assignment bug that sometimes caused all units to spawn in the same spot (should fix map generation errors for earth map, for example)
- A few Deal AI bugs fixed (including a huge vanilla bug regarding broken AI deals to other AI passing anyways)
- Reworked AI recruitment for units to operations for speed and accuracy (should fix slowdowns in midgame)
- Shortened WC proposal names to fit in diplo screen viewer
- Fixed a few lua issues, esp. CS greeting issue in EUI
- Many, many other optimizations and improvements, including tweaks to specialist AI logic, builder AI logic, and more!
- CP currently very stable - haven't had a crash in over 20 AI playthroughs (more human testing needed, of course)
Balance:
Leaders
- Celts gain +5 faith in capital if their pantheon is present (UA element)
- Aztecs now gain Food (heh) and Faith from kills instead of Culture (UA)
- Fixed Morocco UA not showing scaling values properly
Religion
- God of the Sea- +2 faith from fishing boats/atolls
- Holy War (Reformation) - now Crusaders, grants Gold and Culture from City conquest in addition to +15% bonus.
- Defender of the Faith (Reformation) - grants Citadels +10 Faith
Improvements/UI
- Citadel logic modified - can now only be plopped in owned territory or unowned territory (not owned enemy territory)
- Removed 'recall trade unit' from trade overview (was exploitable)
General
- Increased tech costs a little bit (up to renaissance)
- Added Civil Servants (1) to all CSD national wonders.
- Adjusted faith cost of all units to bring them back in line a bit (halved later era units, equal to hammers for mid)
- Reduced upgrade cost of all units a little(.5 to .2 multiplier per era)
- Increased building costs slightly across the board
Policy
- Honor reveals barb camps again.
- Honor opener now grants Culture from all kills, not just Barb kills.
- Road costs halved in Authority (Martial Law)
- 25% reduced upgrade cost from Mercenaries policy (Imperialism) - removed unit maintenance reduction (was 15%) because of redundancy
- Tradition - Devotion - Specialists in Capital now consume half food (was 5 happiness free specialists)