Alright, since people can't help themselves (and the poll is pretty one sided at the moment), here is your thread to discuss tourism. What is "Going Tourism" So one of the desires for buffing tourism is to make it more enticing for people to optimize it. But what does "getting more Tourism" actually look like in game? Spoiler : Ancient - Medieval Great Works and Writer/Artist Guilds (already high priority) Building of Caravansaries/Harbors, focus of Trade Routes on quick completing ETRs rather than raw yields Ensure 1 TR to all civs as much as possible. Religious Policies: Stupas, WoP, WoT, Sacred Sites Creation of Holy Sites (already pretty useful) Building Arenas (already high priority) Fealty -> Shared Religion Push Statecraft -> Focus on CS Trade Routes (already incentivized through influence) Artistry -> Wonders (already incentivized) High Culture -> Tourism through historic events (high culture already incentivized) So honestly, even if Tourism was stronger in the early game...there aren't a lot of ways to actually "go for it" that I am not already doing. It really comes down to faster Caravansaries and certain Religious beliefs. G has made the statement in several Tourism threads over the years (often to shoot down my ideas that Tourism doesn't need boosting, as its simply a rider to the things you should already do anyway. For this phase of the game....he is right for the most part. So should we actually boost tourism in ways that effect the early game, or maybe just do a simple balance pass on a few beliefs and maybe a building? Renaissance - Industrial Musician Guilds and Great Works (already incentivized) Theming Bonuses (already incentivized) Use of Diplomats instead of Spies/Thieves/CS Influencers Focus on Open Borders (incentivized at this phase of the game due to exploration needs) World Religion WC policy (already incentivized) More Zoo building (instead of just forested areas) Much more hotel building Archeologist Rush (already incentivized) So again here, there aren't a lot of levers we have that we aren't already pulling. We could make some adjustments to diplomats, hotels, and maybe zoos, not touch tourism, and you would see the same overall impact. Modern - Atomic Ideology Choices and Policies Musician Bombs over more Great Works of Music WC Tourism Proposals (International Games, Passports, Travel Ban) Maintaining Open Borders, ETRs, and Franchises in the face of growing diplomatic hostility Building Cristo Redentor Franchises (already incentivized) Prioritize Techs (Radio, Computers) Stadiums (might already be incentivized with the recent WLTKD change, too early to know if that change has made stadiums good without more tourism incentive) Airports (already decently incentivized, though not necessarily in every city) I would argue Modern is where the "choice for Tourism" truly manifests. At this point I am considering sacrifices for tourism, and the yield is no longer just "for the ride". I may change my tenants to tourism focused ones, adjust my tech path, may sacrifice the culture of great works for bombs, build Cristo over another wonder, build buildings that have no real value to me outside of tourism, or give up desired WC policies to shift the tourism balance. I think this is the point where Tourism incentives could actually manifest into truly new gameplay decisions. Information Prioritize Telecommunications and Internet Techs Build CN Tower Realistically, at this point in the game you are either trying to ride the T train to a CV, or you are finishing up your WC. Tourism incentives aren't really going to affect your decision making, either you have gotten what you are going to get out of tourism and have moved on, or you are already vacuuming up every bit of it you can get. Summary: Overall, the only real tourism "incentives" that would realistically shape game play decisions are ones that effect the Modern/Atomic Era. Before that, even with greater incentives, I am already incentivized to do the things that get tourism. Weak spots could be addressed with other small changes instead of systemic tourism changes. Popular is the Key: So I used a lot of words, but what am I getting at? Historically we have focused on scaling benefits for Tourism, but I don't think we need to do that. Exotic is easy to get, and doesn't involve tourism decisions, it just "often happens". Influential takes a lot of work and providing enough incentives for a non-CV player to go influential maybe too good for CV focused players. I think its Popular where we should focus our attention. Popular is achievable in the mid game with a strong religious push early (aka stupas or Sacred Sites), and late mid game with some tourism focus but its not necessarily automatic until the massive Tourism modifiers in late atomic/information. So instead of bonus that are "X per level of influence", I would rather see a "Big bonus A upon receiving Popular". Similar to that Autocracy policy, I think popular is the key to better Tourism incentives.