Tourism, How Does it Work?

I've tried asking this elsewhere but got no responses so creating a dedicated thread.

What do we know about the actual functioning of this system right now. What i know can be summed up as "earn a percentage of your total galaxy control as income" with no definition of what counts as galaxy control, (influence, Percentage of habitable planets controlled, percentage of galactic population, et.c.), or how that resultant figure is distributed amongst planet's, Or even how the base is calculated, (is it based on total number of hexes, or fixed or some other ratio).

 

So what does anyone know that they'd care to share?

18,455 views 4 replies
Reply #1 Top

Doesn't seem to show up in the XML files anywhere, so probably hardcoded (or I'm blind or something ;) ), my guess it's tied to hexes controlled by your influence most likely, then you get "raw" tourism much like raw production. Either way it kinda sucks at the moment. Most times Port of Call (first tourism building) early on increases 5 income by the whole of 5%.. that is the huge total amount of 0,25 more tourism income! For only 1-2 maintenance cost. Awesome right? ;)

Until they update it or someone releases a tourism mod, I wouldn't bother with it aside from maybe getting the tech to open up tourism. (it gives a flat 5'ish income to all planets at least)

Reply #2 Top

Cheers i was more interested in it for modding purposes, specifically i've got a race idea running round my head that will get a bigger than normal chunk of income from tourism, but figuring out what numbers area balanced is a major PITA when you have no idea how values are derived. 

Reply #3 Top

Tourism is that thing in the racial traits that I dump to get 2 extra points of racial traits... for every race.... lol

Reply #4 Top

There's precisely 1 reference to tourism in the global settings - <GalacticTourismSpendingMod>. This is the only adjustable setting in the calculation itself, prior to the bonuses from tech etc. It appears to act as a multiplier rather than a modifier - that is, tourism is (rest of the equation)*<GalacticTourismSpendingMod>, rather than (rest of the equation)*(100%+<GalacticTourismSpendingMod>).

 

It may be worth setting this to 1 just to eliminate a variable from the equation while trying to work out the other factors.

 

I *think* it's % of the galaxy covered by your influence, but that's based almost entirely on a gut feeling. The base number is likely to just be derived from Base in the map size defs, though again, this is just conjecture. One thing I would advise generally is to reduce tourism itself from 0.25 to somewhere around 0.10, then then increase the impact of tourism buildings by a factor of twenty.