Tourism Pressure Calculation | Excel Workbook

CaPtivE

Chieftain
Joined
Apr 5, 2019
Messages
31
* Content:

This workbook allows you to easily calculate how much tourism per turn your empire is currently sending/exporting to each & every civilization/opponent in a given game. It should provide a clear & comprehensive view and application/simulation of the underlying mechanics, which effectively govern the culture victory condition. I also calculate/show how many foreign tourists "FT" we're currently generating/attracting per turn from each civ (this can be a fraction) and put differently, how many turns we'll have to wait to gain one more FT from this or that civ.

The results are computed for each civ separately and then summarized altogether in one sheet (graphs included). Moreover, I attempt to numerically analyze/estimate how many additional turns it will take to grab the culture victory, given the current situation (and implicitly assuming no related changes). When you change one or more of the required inputs (only those cells in blue), everything will be updated accordingly. Only the pivot tables and graphs need to be refreshed (go to Data --> Refresh All, or press Ctrl+Alt+F5).


* Implementation:

I tried my best to make the spreadsheets as simple and "easy-to-use" as possible. The player should only fill in the required inputs (in blue), everything else is programmed and linked together. If in one sheet there's info extracted from another one, such info is no longer considered as input in this sheet because you only have to fill it once, and so it will not be in blue (so don't change it in this sheet, apply the change only in the other sheet where it is considered as input). I highly recommend not to delete anything, and ONLY fill in those cells in blue, though of course you can make any changes you wish to personalize it. Most of the inputs either take "Y" or "N" as values (representing a yes or a no). Inputs are not case sensitive ("y" or "n" also works). If there's a bad input, an error message will be displayed so you can tell where the mistake is and correct it. Be careful if you want to remove/turn off a tourism factor, don't delete its input, instead switch it to N (as in "no").


All the required inputs are readily available and displayed in the game, the only exception is religious tourism. The latter has to be calculated manually as follows: Religious tourism = tourism from relics + tourism from holy city (both parts should include all internal modifiers like the computers multiplier and the boosted tourism output of the relics placed in St. Basel's Cathedral, if any). The produced tourism (overall, locally) is displayed on top, next to the other yields, and it already includes the effect of internal modifiers (so no need to do anything here, just plug it in as it is). Below is a description of each sheet in this workbook:

- Gov Penalty: Contains the external tourism penalty multiplier for each government type. No actions needed here (there's nothing to fill in or replace). This sheet only serves as a fixed input, based on which the tourism penalty is calculated in the other relevant sheets. Note that if you and the other civ have the same government, there is no penalty (in Rise & Fall). If you have different governments, the penalty = -3%*(Gov_Multiplier1 + Gov_Multiplier2).

- Global Inputs: Contains the general tourism factors, that are likely to impact the exported tourism output from multiple civs. Pay attention when you want to remove/turn off a tourism factor, don't delete its input, instead switch it to N (as in "no"). In this sheet you need to fill in the following inputs: Number of opponents at game start, value of locally produced overall tourism (including the compounded effect of internal modifiers), value of locally produced religious tourism (including the compounded effect of internal modifiers to religious tourism), your government type, do you have the online communities policy slotted? Have you activated any great people (merchants) that boost tourism (from trade routes)? Have you built the Cristo Redentor wonder?

- Civ#: There's a sheet of this kind for every opponent civilization (I made 19 sheets to make it broad). For the civs that are not playing or got eliminated, there's no need to fill in any info/inputs, EXCEPT their playing status (Y or N). Remember not to delete the sheet or any inputs, just set the playing status to N if the civ got eliminated or didn't even start the game (you can hide some sheets, just don't delete). For each opponent civ, you need to fill in the following civ-specific inputs: Name of the civ/leader, its playing status (Y if currently playing or N if not playing/eliminated), its government type, do you have a trade route with this civ (regardless whether you sent a trader to the other civ or the other way around)? Open borders? Has this civ researched enlightenment? Is there a penalty for having different religions?

- Summary & Turns_to_Win: This sheet summarizes all the essential info in one place. Here you can see the exported tourism per turn and FT generated per turn from all the other civs. It also shows each civ's % contribution and the new value of total FT per turn that would remain after eliminating this or that civ. Moreover, here you can analyze the number of additional turns needed to win by culture (at this rate, given current conditions). For this latter part, you'll need the following inputs: Total number of FT you currently have, name of the civ with the highest DT, total number of DT in that civ (this is the threshold) and how much culture per turn does this civ generate. To reflect any changes, only the pivot tables and graphs need to be refreshed (go to Data --> Refresh All, or press Ctrl+Alt+F5).
 

Attachments

* Usage/Benefits/Advantages:

Besides automating all the Mathematics and listing+linking the input factors involved in calculating tourism pressure towards other civs (i.e. Tourism exported per turn), this piece of work allows you to broadly analyze/compare alternative tactics/decisions regarding external modifiers to tourism, and draw a bigger picture of which choices are more efficient and would help you the most to move faster towards a culture victory.

It can offer a detailed (and less confused) analytical view, as it allows measuring the combined effect of multiple simultaneous changes on the current game situation, and helps addressing many questions, examples of which would be:
A) What's the value added (in exported tourism) of slotting the online communities policy?
B) Is it worth going for the Cristo Redentor wonder?
C) If I change government types, precisely how much will it hinder or benefit my tourism? Is it worth switching governments just for the sake of reducing the tourism penalty?
D) Should I aggressively pursue the great merchants that add tourism bonus to trade routes?
E) Should I seek/trade for open borders and/or establish an international trade route? Which civ will benefit me the most in doing so?
F) Is it wise to eliminate a certain civ and lose the tourism output that I'm currently generating from this civ?
G) What if I apply some internal tourism modifiers (gain a compounded bonus to produced tourism in my empire), how closer to a culture victory would that push me? how exactly will it boost the rate at which I generate FT from other civs? which modifier(s) of such kind would benefit me the most so that I focus on with higher priority?
H) What If I go to war with a civ, how much tourism would I lose? To answer the last question, you can check this by updating the inputs for trade routes and open borders (you'll lose both benefits).

These questions can be analyzed by changing one or a combination of inputs, which allows you to measure the numerical impact of such changes/decisions on your exported tourism per turn (aka tourism pressure) and other implied statistics for your empire (FT added per turn, number of turns needed to gain 1 FT from other civs, number of turns needed to win by culture). For example, you can quickly see how those numbers change, if you simulate here in Excel (simply change inputs) that you, say, simultaneously send a trade route to a civ and open borders with it (which civ? you can also use my spreadsheets to check & see which civ is best for you to target/focus on), as well as slot in the online communities card and even change governments, e.g. all at once on the same turn or so.

Question F) can be answered by seeing whether the consequent damage (the forgone tourism as a result of eliminating this civ) is numerically significant. Of course, you can intuitively get an idea of how important the presence of this civ is to your tourism/culture-victory strategy just by visiting the world rankings screen in-game (culture-victory section) and looking at the tourism per turn you're generating from it. However, with this Excel simulation you can measure this importance in more depth, e.g. you can directly and quickly see the effect of eliminating this civ, on your TOTAL FT generation ability (from all civs combined), and what percentage of overall FT (total FT) are in fact coming from the civ that you're considering to take out of the game (just check the Summary sheet). If this civ makes up x% of your total tourism output, it also means that if you eliminate it, you will lose x% of your exported tourism per turn (and hence your FT generated per turn will go down by x%). As well, you can see the impact of eliminating this civ on the "current number of turns needed to get the culture victory", by going to that civ's sheet and switching its playing status to N (as in not playing) .


* Other Notes/Remarks:

- Note that the scope and focus here is on the effect of external modifiers, i.e. those that determine how much/what percentage of the tourism that you locally produce is actually being sent/exported to each of the other civs. If you also want to check (here in Excel) the effect of internal modifiers (those that determine how much tourism you locally produce in the first place), you'll have to manually calculate the new input for "Produced Tourism per turn" and/or "Religious Tourism per turn". This can be done quickly since internal modifiers are compounded. For instance if you get some internal boost to overall tourism, you can simply multiply the old figure by (1+M) and plug it in as updated input in the "Global Inputs" sheet; for more than 1 internal boost/modifier, multiply by (1+M1)*(1+M2)*(1+M3)*...*(1+Mn). If the internal modifier relates to a specific type/source of tourism, then you'll also have to do some counting, e.g. how many great works of some kind do you have. This kind of manual calculation (due to internal modifiers) would allow you to answer questions G), for example.
Otherwise if you do apply the internal modifier(s) in-game, simply input the new figure you get for overall tourism produced (displayed next to the other yields and already includes all internal modifiers) and/or input the new figure you get for religious tourism (in any case you'll always have to calculate religious tourism manually and include any related internal modifiers).

- I have read somewhere that the "different religions" penalty only applies if you had founded your own religion, this is why I called this factor/variable "different religions & I founded one". Is it true though? Or does this penalty apply just for having different religions, regardless whether or not you founded your own religion? This I haven't tested.

- Are there any other factors (i.e. external modifiers) that influence tourism pressure that I have missed here? If that's the case please let me know so I can update this workbook.

- Are there any flaws or mistakes in this Excel file? If you find any, let me know so I could correct it.

- All the reasoning and calculations done here are based on the Rise & Fall expansion. Any changes in Gathering Storm?
 
Snapshot of some of the results/output that the Excel file generates
 

Attachments

  • Excel Graphs.png
    Excel Graphs.png
    51.7 KB · Views: 177
How can your spreadsheet calculate the impact of Eiffel?
Will such a spreadsheet be used in anger or are people really after something simple.

For example.
You need to have roughly twice as much tourism in your tourism bar as the main enemy is generating culture or you will not be nearing victory fast. That’s it... open borders, send trade routes to all, keep same governments, send your rock band to your main opponent.

The rest just is a bit too complicated for most and misses some key things.

Speed/ victory concentration is key.
Enemy inspirations and moon landing are bad news.
What happens when a civ has 0 domestic tourism?
Have you considered the lack of commercial slots in changing to Feudalism?

The graphs you showed, you get the same information by hovering over an enemy suitcase.

Your work is fine, you just need to ready yourself for ‘enlightenment’, to realise the formulas are a step too far. Having their understanding as a base is key, I am not dissing what you have done, you just need to take one more step.

how many additional turns it will take to grab the culture victory
... good luck with assessing enemy inspirations.
 
Last edited:
How can your spreadsheet calculate the impact of Eiffel?
Will such a spreadsheet be used in anger or are people really after something simple.

For example.
You need to have roughly twice as much tourism in your tourism bar as the main enemy is generating culture or you will not be nearing victory fast. That’s it... open borders, send trade routes to all, keep same governments, send your rock band to your main opponent.

The rest just is a bit too complicated for most and misses some key things.

Speed/ victory concentration is key.
Enemy inspirations and moon landing are bad news.
What happens when a civ has 0 domestic tourism?
Have you considered the lack of commercial slots in changing to Feudalism?

The graphs you showed, you get the same information by hovering over an enemy suitcase.

Your work is fine, you just need to ready yourself for ‘enlightenment’, to realise the formulas are a step too far. Having their understanding as a base is key, I am not dissing what you have done, you just need to take one more step.

... good luck with assessing enemy inspirations.

The Eiffel tower would influence the amount of tourism being locally produced (e.g. seaside resorts) but as mentioned in my thread, my focus is on external modifiers. My spreadsheet would have to take a new input for "produced tourism", reflecting the influence of the Eiffel tower or any other internal modifier.

What happens when a civ has 0 domestic tourism? Interesting question, though you'd rarely see that in the mid-game stage right? since it only takes 100 accumulated culture to get a domestic tourist. Logically I'd say you wont be able to draw foreign tourists from that civ until they have domestic tourists to spare, probably with a cumulative effect.

Lack of commercial slots in changing to Feudalism? I'm not sure I follow. I'm still a noob at Civ 6 and haven't played any of the previous versions :$. I do like it and I'm trying to understand how everything really works.

My graphs showing the same info displayed in-game? True, but that's the point. I mean I wanted to show where these numbers are coming from and how everything is linked and calculated, so players can clearly understand the mechanics and perhaps do some analysis. For example I may want to see how those numbers would change if I, e.g. slot in the online communities policy. I can simulate/check this in Excel without having to implement the action in-game. My intention is also to provide a tool for quick comparison of alternative decisions/tactics regarding tourism.
 
How can your spreadsheet calculate the impact of Eiffel?

You need to have roughly twice as much tourism in your tourism bar as the main enemy is generating culture or you will not be nearing victory fast. That’s it... open borders, send trade routes to all, keep same governments, send your rock band to your main opponent.

Enemy inspirations and moon landing are bad news.

About Eiffel, when you build it you can see its impact on the tourism produced (i.e. before vs after), then the post-Eiffel figure of local tourism can be used as an updated input in the spreadsheet. If you want to "estimate" its impact on tourism pressure BEFORE you build it, you'll have to manually calculate the added tourism resulting from a +2 boost in appeal (no other way), then you can conclude the post-Eiffel figure for tourism produced and update the input in Excel.

Sending an international trade route entails an opportunity cost in yields for your cities (e.g. we can alternatively use the trader to boost production/food/etc in some cities who might need it). My point is there may be cases where one has to be selective in deciding the destination civ if he can't afford to cover all of them. If the number of opponents is high, there's more pressure to be selective with the trade routes you send. When you have to be selective, the spreadsheet can help focusing/narrowing/analyzing your selection.

It's almost impossible to keep the same government as everyone since there's a little-to-no chance that all the other civs have adopted the same one. To decide which one you should mimic and offset the negative external modifier, you might need some numbers. In the sheet "Global Inputs", you can try out a few choices for your new government type and see how the key results would change.

Another example, how can you quickly measure the impact of building Cristo on the current game situation? (assume some/all have reached enlightenment). In the spreadsheet, you can do that by simply switching the input from N to Y in the Global Inputs sheet. What about the possibility of simultaneous changes, how to measure the COMBINED impact fast? In Excel this can be done right away by switching a very small number of inputs.

Can you please tell me about enemy inspirations and moon landing? the latter would give a one-time boost to culture right? if that's it there's no issue. What about enemy inspirations though?
 
About Eiffel,
The real power of Eiffel is not +2 tourism to existing resorts but it hugely increases where you can build new resorts. That is what I meant. You are better off getting a Cristo if it was just increasing existing.
It's almost impossible to keep the same government as everyone since there's a little-to-no chance that all the other civs have adopted the same one.
Incorrect, go and look at the governments through each game. Monarchy is pretty popular.
Can you please tell me about enemy inspirations and moon landing? the latter would give a one-time boost to culture right? if that's it there's no issue. What about enemy inspirations though?
The moon landing is bugged ATM but it is a one off value of 10x your current science output as culture. ThIs is typically 50 domestic tourists for the AI and 100 for a real player.
Inspirations are the mistake most people misunderstand. If the enemy gets the inspiration for a civic worth 2000 culture they just got 8 domestic tourists. It is in fact quite common for the AI to get more than one inspiration in a turn. This can be found in the game_boosts.csv log file.
 
Back
Top Bottom