IAMBeefcake
Chieftain
- Joined
- Jul 10, 2013
- Messages
- 3
After playing several games in BNW, I must say that of all the new additions, this makes the least impact on the overall game unless you're specifically going a certain playstyle (the best addition imo being the trade routes and congress). It feels like it's not very well integrated with the rest of the game's features.
For example, when G&K was released with religion, there were sweeping changes to everything to accommodate for it with religious bonuses acting as a tool for way to further customize your civilization from the very beginning of the game, making it important to all civilizations.
Tourism does nothing for you from the start of the game, and only becomes relevant for a non-culture victory in the late game.
I feel like they need to make it easier to get a tourism disparity between civilizations earlier on in the game, that makes a noticable impact earlier on in the game. And for all the developers' talk on it being the offensive equivalent of culture, it really doesn't feel like that. I feel like you should be able to "spend" it like all the other aspects gained per turn in the game for it to be worthwhile (e.g. gold, faith, culture, science all can be actively spent to do something).
Some ideas I thought would make tourism more useful and interesting:
-Using it to purchase enemy lands (akin to purchasing neutral spaces with gold).
-Allow spies to incite unhappiness in enemy lands or speed up technology stealing (spies steal pitifully slower later in the game)
For example, when G&K was released with religion, there were sweeping changes to everything to accommodate for it with religious bonuses acting as a tool for way to further customize your civilization from the very beginning of the game, making it important to all civilizations.
Tourism does nothing for you from the start of the game, and only becomes relevant for a non-culture victory in the late game.
I feel like they need to make it easier to get a tourism disparity between civilizations earlier on in the game, that makes a noticable impact earlier on in the game. And for all the developers' talk on it being the offensive equivalent of culture, it really doesn't feel like that. I feel like you should be able to "spend" it like all the other aspects gained per turn in the game for it to be worthwhile (e.g. gold, faith, culture, science all can be actively spent to do something).
Some ideas I thought would make tourism more useful and interesting:
-Using it to purchase enemy lands (akin to purchasing neutral spaces with gold).
-Allow spies to incite unhappiness in enemy lands or speed up technology stealing (spies steal pitifully slower later in the game)