I personally think the current situation is fine - every yield doesn't have to have an immediate effect, surely? I'm fine with tourism only having an effect later, it adds variety to the eras and makes sense thematically (as much as tourism victory makes sense at all... but we've discussed that and possible renaming in other threads). Just think of tourism sources as culture sources, up until your ideology choice.
I also dislike the idea of adding extra effects to tourism. I like to think of early tourism as a risky strategy - if you can survive with the less resources invested in other areas, you're gonna have a head start later, both in hos much you've built up and how high your income is (plus theeming will be easier). I think making tourism optional increases the number of possible strategies - if we add extra bonuses, then tourism will slowly become less optional (since we need to balance around those bonuses) and then possibly less interesting.
I'm not sure I see the issue here - why should this be a clear-cut success? This to me sounds like someone sat down and played the game without reading the rules for tourism - and became SHOCKED when seeing that their precious tourism wasn't doing anything, even though nothing in the game signaled that it would have an effect. The strategy simply wasn't as good as your friend suspected, and I don't see why we should reward high numbers if they're clearly marked as "not useful yet - increase at your own peril".
So the yield wouldn't gather up until someone got their first ideology or something? I'm not sure what the effects would be of that - what would be some of the pros and cons?
I also dislike the idea of adding extra effects to tourism. I like to think of early tourism as a risky strategy - if you can survive with the less resources invested in other areas, you're gonna have a head start later, both in hos much you've built up and how high your income is (plus theeming will be easier). I think making tourism optional increases the number of possible strategies - if we add extra bonuses, then tourism will slowly become less optional (since we need to balance around those bonuses) and then possibly less interesting.
Like any choice, this tourism comes at a sacrifice--in this case, he's producing obscene amounts of happiness, culture, faith, and tourism at the cost of science. The game allows him to do this, but does not reward him for what should be a clear-cut success.
I'm not sure I see the issue here - why should this be a clear-cut success? This to me sounds like someone sat down and played the game without reading the rules for tourism - and became SHOCKED when seeing that their precious tourism wasn't doing anything, even though nothing in the game signaled that it would have an effect. The strategy simply wasn't as good as your friend suspected, and I don't see why we should reward high numbers if they're clearly marked as "not useful yet - increase at your own peril".
That is certainly one way to go, just like spies don't show up until renaissance tourism could be delayed until industrial era.
So the yield wouldn't gather up until someone got their first ideology or something? I'm not sure what the effects would be of that - what would be some of the pros and cons?