JosEPh_II
TBS WarLord
There are many "Problems" with the Property system Tourism and the usage of Tourism in the Mod.
According to the XML files Tourism does not start to work until the Tech Classical Lifestyle has been researched.
Exhibit 1.
All Tourism (Level 1 thru level 10) start this way, PrereqTech>TECH_CLASSICAL_LIFESTYLE<.
But yet we have Prehistoric (and possibly Ancient) Wonders and iirc some Prehistoric and Ancient buildings that give Tourism values that are displayed under the city screen tab Properties (right side). Yet every Level of Tourism has the prereq that Classical Life must be researched 1st.
Question: Is this a Modding oversight by the Wonder and Building makers? Or does the property Tourism actually accrue and hold Tourism "points" from the very 1st turn?
From the xml files the Property itself has No PrereqTech restriction:
This in turn brings up more questions over this system.
Also the Levels of Tourism start at very low levels, here are the 1st 6 levels:
The last 4 levels are more point level intense as Level 10 requires 10,000 "points" to achieve.
Next Problem with Tourism, Malus and Bonuses given:
I have just recently reduced the Malus given in the 4 other Properties associated with Tourism.
Example Level 1:
Prior to my recent adjustment all 4 gave a value of +5 "bad" AmountPerTurn. And Increased with each subsequent Level achieved by steps of 5. This was adding greatly to the Crime, Disease, Air, and Water Pollution values we are seeing in the later game. Compounding the difficulty to control , by player somewhat, but massively so for the AI.
Now the Bonus side.
is increased at Level 1 by 10%
is increased at Level 1 by again 10%.
Levels 1-9 all have these same "10" commerce values.
Question: Do these Comerce values Stack? Or do all these levels only give the same results?
Level 10 jumps the value to "20".
Question: The Malus were/are increasing with each level attained (not so as much now after my partial changes) and in reality giving higher Malus while only giving the "same" Bonuses until level 10 was achieved?
I have more Questions about this system and it's workings. But these Questions will provide a basis to start working from to correct and redefine this Property.
JosEPh
According to the XML files Tourism does not start to work until the Tech Classical Lifestyle has been researched.
Exhibit 1.
Code:
<!-- Tourism (Level 1) -->
<BuildingClass>BUILDINGCLASS_TOURISM_PLUS1</BuildingClass>
<Type>BUILDING_TOURISM_PLUS1</Type>
<Description>TXT_KEY_BUILDING_TOURISM_PLUS1</Description>
<Civilopedia>TXT_KEY_BUILDING_TOURISM_PEDIA</Civilopedia>
<Strategy>TXT_KEY_BUILDING_TOURISM_STRATEGY</Strategy>
<Advisor>ADVISOR_ECONOMY</Advisor>
<!-- Graphical and interface -->
<ArtDefineTag>ART_DEF_BUILDING_TOURISM</ArtDefineTag>
<iMinAreaSize>-1</iMinAreaSize>
<fVisibilityPriority>1</fVisibilityPriority>
<!-- Prerequisites -->
[color=red] <PrereqTech>TECH_CLASSICAL_LIFESTYLE</PrereqTech>[/color]
But yet we have Prehistoric (and possibly Ancient) Wonders and iirc some Prehistoric and Ancient buildings that give Tourism values that are displayed under the city screen tab Properties (right side). Yet every Level of Tourism has the prereq that Classical Life must be researched 1st.
Question: Is this a Modding oversight by the Wonder and Building makers? Or does the property Tourism actually accrue and hold Tourism "points" from the very 1st turn?
From the xml files the Property itself has No PrereqTech restriction:
Code:
<PropertyInfo>
<Type>PROPERTY_TOURISM</Type>
<Description>TXT_KEY_PROPERTY_TOURISM</Description>
<Strategy>TXT_KEY_PROPERTY_TOURISM_STRATEGY</Strategy>
<ValueDisplayText>TXT_KEY_PROPERTY_TOURISM_DISPLAY</ValueDisplayText>
<ChangeDisplayText>TXT_KEY_PROPERTY_TOURISM_CHANGE</ChangeDisplayText>
<ChangeAllCitiesDisplayText>TXT_KEY_PROPERTY_TOURISM_CHANGE_ALL_CITIES</ChangeAllCitiesDisplayText>
<PrereqMinDisplayText>TXT_KEY_PROPERTY_TOURISM_PREREQ_MIN</PrereqMinDisplayText>
<PrereqMaxDisplayText>TXT_KEY_PROPERTY_TOURISM_PREREQ_MAX</PrereqMaxDisplayText>
<bSourceDrain>1</bSourceDrain>
<iAIWeight>86</iAIWeight>
<AIScaleType>AISCALE_CITY</AIScaleType>
<iOperationalRangeMin>0</iOperationalRangeMin>
<iOperationalRangeMax>10000</iOperationalRangeMax>
<FontButtonIndex>14</FontButtonIndex>
<PropertyManipulators>
<PropertySource>
<PropertySourceType>PROPERTYSOURCE_DECAY</PropertySourceType>
<PropertyType>PROPERTY_TOURISM</PropertyType>
<GameObjectType>GAMEOBJECT_CITY</GameObjectType>
<iPercent>4</iPercent>
</PropertySource>
This in turn brings up more questions over this system.
Also the Levels of Tourism start at very low levels, here are the 1st 6 levels:
Code:
<PropertyBuildings>
<PropertyBuilding>
<BuildingType>BUILDING_TOURISM_PLUS1</BuildingType>
<iMinValue>10</iMinValue>
<iMaxValue>100000</iMaxValue>
</PropertyBuilding>
<PropertyBuilding>
<BuildingType>BUILDING_TOURISM_PLUS2</BuildingType>
<iMinValue>25</iMinValue>
<iMaxValue>100000</iMaxValue>
</PropertyBuilding>
<PropertyBuilding>
<BuildingType>BUILDING_TOURISM_PLUS3</BuildingType>
<iMinValue>50</iMinValue>
<iMaxValue>100000</iMaxValue>
</PropertyBuilding>
<PropertyBuilding>
<BuildingType>BUILDING_TOURISM_PLUS4</BuildingType>
<iMinValue>100</iMinValue>
<iMaxValue>100000</iMaxValue>
</PropertyBuilding>
<PropertyBuilding>
<BuildingType>BUILDING_TOURISM_PLUS5</BuildingType>
<iMinValue>250</iMinValue>
<iMaxValue>100000</iMaxValue>
</PropertyBuilding>
<PropertyBuilding>
<BuildingType>BUILDING_TOURISM_PLUS6</BuildingType>
<iMinValue>500</iMinValue>
<iMaxValue>100000</iMaxValue>
The last 4 levels are more point level intense as Level 10 requires 10,000 "points" to achieve.
Next Problem with Tourism, Malus and Bonuses given:
I have just recently reduced the Malus given in the 4 other Properties associated with Tourism.
Example Level 1:
Code:
<PropertyManipulators>
<PropertySource>
<PropertySourceType>PROPERTYSOURCE_CONSTANT</PropertySourceType>
<PropertyType>PROPERTY_CRIME</PropertyType>
<iAmountPerTurn>2</iAmountPerTurn>
</PropertySource>
<PropertySource>
<PropertySourceType>PROPERTYSOURCE_CONSTANT</PropertySourceType>
<PropertyType>PROPERTY_DISEASE</PropertyType>
<iAmountPerTurn>2</iAmountPerTurn>
</PropertySource>
<PropertySource>
<PropertySourceType>PROPERTYSOURCE_CONSTANT</PropertySourceType>
<PropertyType>PROPERTY_AIR_POLLUTION</PropertyType>
<iAmountPerTurn>2</iAmountPerTurn>
</PropertySource>
<PropertySource>
<PropertySourceType>PROPERTYSOURCE_CONSTANT</PropertySourceType>
<PropertyType>PROPERTY_WATER_POLLUTION</PropertyType>
<iAmountPerTurn>2</iAmountPerTurn>
Now the Bonus side.
Code:
<!-- Main effects -->
<iHappiness>1</iHappiness>
<CommerceChanges>
<iCommerce>10</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>10</iCommerce>
</CommerceChanges>


Levels 1-9 all have these same "10" commerce values.
Question: Do these Comerce values Stack? Or do all these levels only give the same results?
Level 10 jumps the value to "20".
Question: The Malus were/are increasing with each level attained (not so as much now after my partial changes) and in reality giving higher Malus while only giving the "same" Bonuses until level 10 was achieved?
I have more Questions about this system and it's workings. But these Questions will provide a basis to start working from to correct and redefine this Property.
JosEPh