CaPtivE
Chieftain
- Joined
- Apr 5, 2019
- Messages
- 31
I) First things first:
* I’m still new to Civilization (barely played 3 games so far), so the environmental factors introduced in Gathering Storm would be too much for me to handle at this point. Hence, the calculations and reasoning provided in this thread are based on the Rise & Fall expansion, any changes in Gathering Storm? (Please let me know). Did I make a mistake somewhere? It would be nice if you could also test my formulas with your own data. At the end of this post I provide a real example from my own game, showing an exact match for the “tourism exported per turn” (aka tourism pressure) as displayed in the culture section of the in-game world rankings screen. In a separate thread, I’ll also share an Excel file (with description), in which I attempt to link everything together and automate the Maths involved.
* There are 2 types of tourism modifiers: 1) Internal modifiers, determine the amount of tourism that you locally produce in your empire (they have a broad/general influence that is independent from other civs), e.g. the computers tech. Some internal modifiers apply to overall (total) produced tourism, others apply only to a certain type of tourism (e.g. from great works of art). 2) External modifiers determine how much/what percentage of the tourism that you locally produce (including internal modifiers), is actually being sent/exported to each of the other civs in the game (they have civ-specific influence, depending on each civ), e.g. having a trade route with a civ.
1) Internal modifiers are compounded, i.e. if you have “n” relevant internal modifiers, you should multiply the raw number (of a certain type of tourism or overall tourism) by the product of (1+Mi) {i =1, 2, 3,…,n}. For example if you have one internal modifier of 100% to overall tourism and another internal modifier of 50% to overall tourism (e.g. i=2 here), then your total overall tourism (produced) = raw overall tourism*(1+M1)*(1+M2) = raw overall tourism*(1+100%)*(1+50%).
2) On the other hand, external modifiers are summed, e.g. for simplicity assume there’s no penalty for religious tourism, then the exported tourism to a civ (aka tourism pressure) = total overall tourism produced locally (including internal modifiers) * (1+sum of external modifiers that apply to that civ). More formally, exported tourism = produced tourism (including internal modifiers) * [1+sum(Mi)] {i=1, 2, 3,…,n}. For example, suppose I have an international trade route with another civ (M1 = 25%) and I also have the online communities policy slotted (M2 = 50%), then the amount of tourism that I’ll be sending to this civ (aka tourism pressure) = produced tourism (including internal modifiers) * (1+M1+M2) = produced tourism (including internal modifiers) * (1+25%+50%).
* The value of the overall tourism that you locally produce is readily displayed in-game and already includes the effect of all internal modifiers. This number is shown on top, next to the other yields. This saves you the trouble of having to manually calculate the tourism from each source and apply any relevant internal modifiers. However, if there’s a penalty to exported religious tourism (e.g. -50% for “different religions” or/and -50% for “enlightenment”) then you’ll have to manually calculate the amount of religious tourism that you locally produce (including relevant internal modifiers, if any). Religious tourism (including internal modifiers) = tourism from holy city (including relevant internal modifiers) + tourism from relics (including relevant internal modifiers). The raw tourism (without modifiers) from having a holy city is 8 per turn, the raw tourism from each relic is also 8 per turn (unless the relic is placed in St. Basel’s Cathedral, in which case it will provide 16 per turn on a “raw” basis). Note that religious art is NOT considered as religious tourism, only the relics and the “holy city” should be accounted for (including relevant internal modifiers).
I have read somewhere that the "different religions" penalty only applies if you had founded your own religion. Is it true though? Or does this penalty apply just for having different religions, whether or not you founded your own religion? This I haven't tested. Remember that having the Cristo Redentor wonder would offset the 50% enlightenment penalty to religious tourism (if present).
* Total number of domestic tourists “DT” accumulated = Total accumulated culture/100 à DT per turn (this can be a fraction) = culture per turn/100. Total number of foreign tourists “FT” accumulated from this civ = Total accumulated tourism exported to this civ/[200*(number of opponents at game start + 1)] à FT per turn from this civ (this can be a fraction) = tourism per turn exported to this civ/[200*(number of opponents at game start + 1)].
* The “civ-specific” external modifiers I’ve noticed are (did I miss any?): Having a trade route (+25%), online communities policy (+50% if there’s a trade route), certain great merchants (each give +25% if there’s a trade route), open borders (+25%), different governments (-x% depending on the government types, see the Excel file for details). Note that the trade route boost to tourism will also apply even if it’s only the other civ that established a trade route to your empire.
When there’s a penalty to religious tourism, it should be accounted for (deducted from total produced tourism) BEFORE applying the external modifiers. This penalty could be due to different religions (-50% to religious tourism only) or/and enlightenment (-50% to religious tourism only, neglected if you have the Cristo Redentor Wonder).
* I’m still new to Civilization (barely played 3 games so far), so the environmental factors introduced in Gathering Storm would be too much for me to handle at this point. Hence, the calculations and reasoning provided in this thread are based on the Rise & Fall expansion, any changes in Gathering Storm? (Please let me know). Did I make a mistake somewhere? It would be nice if you could also test my formulas with your own data. At the end of this post I provide a real example from my own game, showing an exact match for the “tourism exported per turn” (aka tourism pressure) as displayed in the culture section of the in-game world rankings screen. In a separate thread, I’ll also share an Excel file (with description), in which I attempt to link everything together and automate the Maths involved.
* There are 2 types of tourism modifiers: 1) Internal modifiers, determine the amount of tourism that you locally produce in your empire (they have a broad/general influence that is independent from other civs), e.g. the computers tech. Some internal modifiers apply to overall (total) produced tourism, others apply only to a certain type of tourism (e.g. from great works of art). 2) External modifiers determine how much/what percentage of the tourism that you locally produce (including internal modifiers), is actually being sent/exported to each of the other civs in the game (they have civ-specific influence, depending on each civ), e.g. having a trade route with a civ.
1) Internal modifiers are compounded, i.e. if you have “n” relevant internal modifiers, you should multiply the raw number (of a certain type of tourism or overall tourism) by the product of (1+Mi) {i =1, 2, 3,…,n}. For example if you have one internal modifier of 100% to overall tourism and another internal modifier of 50% to overall tourism (e.g. i=2 here), then your total overall tourism (produced) = raw overall tourism*(1+M1)*(1+M2) = raw overall tourism*(1+100%)*(1+50%).
2) On the other hand, external modifiers are summed, e.g. for simplicity assume there’s no penalty for religious tourism, then the exported tourism to a civ (aka tourism pressure) = total overall tourism produced locally (including internal modifiers) * (1+sum of external modifiers that apply to that civ). More formally, exported tourism = produced tourism (including internal modifiers) * [1+sum(Mi)] {i=1, 2, 3,…,n}. For example, suppose I have an international trade route with another civ (M1 = 25%) and I also have the online communities policy slotted (M2 = 50%), then the amount of tourism that I’ll be sending to this civ (aka tourism pressure) = produced tourism (including internal modifiers) * (1+M1+M2) = produced tourism (including internal modifiers) * (1+25%+50%).
* The value of the overall tourism that you locally produce is readily displayed in-game and already includes the effect of all internal modifiers. This number is shown on top, next to the other yields. This saves you the trouble of having to manually calculate the tourism from each source and apply any relevant internal modifiers. However, if there’s a penalty to exported religious tourism (e.g. -50% for “different religions” or/and -50% for “enlightenment”) then you’ll have to manually calculate the amount of religious tourism that you locally produce (including relevant internal modifiers, if any). Religious tourism (including internal modifiers) = tourism from holy city (including relevant internal modifiers) + tourism from relics (including relevant internal modifiers). The raw tourism (without modifiers) from having a holy city is 8 per turn, the raw tourism from each relic is also 8 per turn (unless the relic is placed in St. Basel’s Cathedral, in which case it will provide 16 per turn on a “raw” basis). Note that religious art is NOT considered as religious tourism, only the relics and the “holy city” should be accounted for (including relevant internal modifiers).
I have read somewhere that the "different religions" penalty only applies if you had founded your own religion. Is it true though? Or does this penalty apply just for having different religions, whether or not you founded your own religion? This I haven't tested. Remember that having the Cristo Redentor wonder would offset the 50% enlightenment penalty to religious tourism (if present).
* Total number of domestic tourists “DT” accumulated = Total accumulated culture/100 à DT per turn (this can be a fraction) = culture per turn/100. Total number of foreign tourists “FT” accumulated from this civ = Total accumulated tourism exported to this civ/[200*(number of opponents at game start + 1)] à FT per turn from this civ (this can be a fraction) = tourism per turn exported to this civ/[200*(number of opponents at game start + 1)].
* The “civ-specific” external modifiers I’ve noticed are (did I miss any?): Having a trade route (+25%), online communities policy (+50% if there’s a trade route), certain great merchants (each give +25% if there’s a trade route), open borders (+25%), different governments (-x% depending on the government types, see the Excel file for details). Note that the trade route boost to tourism will also apply even if it’s only the other civ that established a trade route to your empire.
When there’s a penalty to religious tourism, it should be accounted for (deducted from total produced tourism) BEFORE applying the external modifiers. This penalty could be due to different religions (-50% to religious tourism only) or/and enlightenment (-50% to religious tourism only, neglected if you have the Cristo Redentor Wonder).