Fixing the Tourism Buildings
Part 1: The Problem with Tourism
Tourism is a weak yield, because GC rewards specialization over generalization.
The core yields + adjacency system + special building multipliers all work towards specialization in GC. It is far more effective to create a "money planet" and an "influence planet" than it is to create "2 half money/half influence" planets. Take the Galactic Bank as an example, that building with proper adjacency can generate the vast majority of your entire civs income, and as such I will throw every income bonus I can with it. Likewise the Beacon of Babylon with a strong ring of cultural districts will generate far more influence than a smattering of influence across planets.
This means that yields that are "hybrids" like tourism are innately weaker than buildings focused on a single yield and maxing it to the best possible. That doesn't mean tourism as a yield is worthless, I'm all for getting my minister of tourism or using control on the Galactic Festival. Getting tourism is fine. Its when you have to choose tourism OVER another yield, ie build a tourism building rather than XYZ. At that point, all things being equal, tourism will always lose.
Part 2: Redefining the Tourism Building Niche
Right now tourism tries to play in the same sandbox as everything else, and it fails. Tourism is more of a "jack of all trades" yield, it wants to be sprinkled in like seasoning amongst a world of specialized buildings, but there is no incentive to do that. Instead, Tourism buildings all seem like they want to be smashed together in one triangle....except even then its not that great a bonus.
My goals here:
- Make Tourism boosters very rare, but very strong. A player should jump for joy when they place a tourism building on that +3 tile, or use that special +1 to all building to boost their tourism building.
- Tourism buildings become strong adjacency boosters, but NOT for themselves. The idea here is that tourism buildings should be scattered into area of buildings, giving them major boosts. But tourism buildings do not give tourism boosts themselves, we want them spread out doing the Way's work, not all crunched together like every other building type. Tourism is "special", we want it to act that way.
- Tourism cannot generate a single yield as much as specialized buildings, but it provides a good number of different yields...so that the sum total is still attractive.
Part 3: Our new Tourism Buildings
Spice Market
- Cost: 75 Manu, 1 Arnor Spice
- Core Benefit: +5% Tourism, +1% Crime, +1 Individualism
- Level Benefit: +10% Tourism Per level
- Adjacency Boost: +2 to Population/Approval/Influence/Wealth
Commentary: Now at first glance, that level benefit seems really high right? But consider, cultural gives +5% per level (which is the same as this), income gives 3% (only slightly lower than this, and financial district adjacencies are common). Now that tourism boosters are much rarer, and these buildings are special, we want to make that leveling powerful and special. Our other big difference is the adjacency, we want buildings around our market (just like in real life), and this encourages people to make rings of various buildings around our tourism buildings. Also, considering growth is a bit weak at the moment, this is a way to further boost growth on hospitals and pop caps should you want to.
Grand Casino
- Cost: 75 Manu, 3 Thulium
- Core Benefit: +10% Tourism, +2% Crime, +1 Liberty
- Level Benefit: +10% Tourism per level
- Adjacency Boost: +2 to Population/Approval/Influence/Wealth
Commentary: The Grand Casino and the Spice Market are pretty similar, so we keep their benefits similar. We are swapping a special resource for 3 of a more common one, to give some variance in case someone can build one but not the other.
Galactic Zoo
- Cost: 250 Manu, 5 Thulium, 1 Snuggler Colony
- Core Benefit: +15% Tourism, +5% Approval, +1 Individualism
- Level Benefit: +10% Tourism/+5% Approval per level
- Adjacency Boost: +2 to Population/Approval/Influence/Wealth
Commentary: We will give the zoo some approval bonuses to highlight it, with a slight increase in base tourism. The price is also a good bit cheaper.
Utopian Resort
- Cost: 250 Manu, 5 Thulium, 1 Harmony Crystal
- Core Benefit: +15% Tourism, +5% Approval, +1 Individualism
- Level Benefit: +10% Tourism/+5% Approval per level
- Adjacency Boost: +2 to Population/Approval/Influence/Wealth
Commentary: Like the Spice Market/Casino, this and the zoo are already very similar in design. I gave it a different resource but otherwise its the same benefits.
Restaurant of Eternity
- Cost: 750 Manu, 5 Thulium, 1 A Viries
- Core Benefit: +15% Tourism, +25% Growth, +1 Individualism
- Level Benefit: +10% Tourism, +10% Growth per level
- Adjacency Boost: +3 to Population/Approval/Influence/Wealth
Commentary: There is room in the game for more growth bonuses, especially if the person is using the population bonuses on the tourism buildings to build really big worlds. Our ultimate tourism buildings provides a massive multipler to surrounding buildings.