new idea for tourism revenue

I was thinking to add a little more interest in the economic part of the game it might be a good idea to give a tourism income bonus for your civ if you control influence over areas of the map with pq0 planets that have intersting features on them(ie. rings more than one moon etc.)Simular to real life if a country has a natural wonder like the grand canyon, niagra falls or nice sandy beaches you'll have a lot of tourists visiting to see these sights.This would mean in terms of gameplay you may decide to set up an influence starbase near a cluster of otherwise meaningless pq0 planets just to draw extra tourism revenue.Let me know if you think this may be a good idea or maybe it will just complicate things.

6,973 views 9 replies
Reply #1 Top
How about this as tourism income:

You research 'Xeno Entertainment' to unlock the 'Cruise Module'. Using this module, you can create Cruise Ships and send them to foreign planets to establish tourism from the alien planet to your planet and vice versa. You get income just like the income you get from trade routes, but this is far less income then what you get from trade routes.

The length of the cruise ship's route doesn't affect it's income, but Influence Starbases belonging to the Cruise Ship's owner do increase income within their area of effect as long as they have Tourism Modules installed. Also, improvements like Restaurant of Eternity, Galactic Resort and Political Capital, among others, would also increase the base income of tourism routes that go to the planets on which they're built. Planets with rings and moons would also boost base tourism income. While tourism would have no effect on diplomacy, it would increase the influence and morale of both destination planets by 5%.

A new branch of tourism techs beginning from Xeno Entertainment would allow you to increase the number of tourism routes you can establish and how much income you get from tourism.

Of course, war would eliminate any tourism between the two warring civilizations and the destruction of a Cruise Ship would cancel the tourism route and cause the destination planets to lose it's morale and influence boosting effect. Unlike trade routes, no second cruise ship would be sent out, so destruction of cruise ships could soften up a planet for invasion by Information Warfare.

This thread should be in the Ideas section.
Reply #2 Top
Great idea! I really think that this could make influence bases and the galactic resort have more meaning in a game. As it stands now, playing a military conquest game, i never build influence bases and i don't think i have ever built the galactic resort....

Just expanding on the idea, perhaps this could be a good alignment only feature. It makes sense that tourism would be more of an appealing commodity in a good empire rather than an evil one. But more importantly it might make playing a good alignment more worthwhile.

Perhaps this could be an addition to 2.0...
Reply #3 Top
Good does need to be more worthwhile although I do play good alot...
Reply #4 Top
How about this as tourism income:

You research 'Xeno Entertainment' to unlock the 'Cruise Module'. Using this module, you can create Cruise Ships and send them to foreign planets to establish tourism from the alien planet to your planet and vice versa. You get income just like the income you get from trade routes, but this is far less income then what you get from trade routes.

The length of the cruise ship's route doesn't affect it's income, but Influence Starbases belonging to the Cruise Ship's owner do increase income within their area of effect as long as they have Tourism Modules installed. Also, improvements like Restaurant of Eternity, Galactic Resort and Political Capital, among others, would also increase the base income of tourism routes that go to the planets on which they're built. Planets with rings and moons would also boost base tourism income. While tourism would have no effect on diplomacy, it would increase the influence and morale of both destination planets by 5%.

A new branch of tourism techs beginning from Xeno Entertainment would allow you to increase the number of tourism routes you can establish and how much income you get from tourism.

Of course, war would eliminate any tourism between the two warring civilizations and the destruction of a Cruise Ship would cancel the tourism route and cause the destination planets to lose it's morale and influence boosting effect. Unlike trade routes, no second cruise ship would be sent out, so destruction of cruise ships could soften up a planet for invasion by Information Warfare.

This thread should be in the Ideas section.
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This idea is SIIIIIIIIIIIIIIIIIIIIIIIIIICK!!!!

I would love to see this fully implemented!

Reply #5 Top
excellent idea Peskyfly I think ideas like this would give you another way to play the game.
Reply #6 Top
Not to be the Dark horse   But that would be one more almost meaningless tech to waste time on for a few meesley pennies. The idea of it being only for Good alignment is however a good one as long as it pays generous enough to make it worth while.
Reply #7 Top
You get income just like the income you get from trade routes, but this is far less income then what you get from trade routes.
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Ah, but what if you have a trade and tourism module? (heck, tack on a spore module just to freak out the other civs.)
Reply #8 Top

Not to be the Dark horse   But that would be one more almost meaningless tech to waste time on for a few meesley pennies. The idea of it being only for Good alignment is however a good one as long as it pays generous enough to make it worth while.
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If you don't want extra techs, you can either hitch it on to the Xeno Business tech branch - just get more tourism stuff as you research the normal influence branch of the 'tree. Also, the 5% Morale boost would be more valuable than the 5% Influence boost or the measly cash. And useful. Some AI race might get a lot of morale boosts from tourism and increase it's tax rate considerably. Then you go to war with that civ and kill it's cruise ships. Morale suddenly drops and Info War becomes more effective.

Ah, but what if you have a trade and tourism module? (heck, tack on a spore module just to freak out the other civs.)
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Trade module + Cruise module + Spore module would have no affect when trying to move to a defended planet(as it does now when you put a Spore module on a Freighter). Trade module + Cruise module would just set up a Trade Route and trash the other module.
Reply #9 Top
I think this is an interesting idea, and I also like the idea of it only being for good-aligned civs. As long as it wouldnt lead to a significant increase in micormanagement, I like it. I think adding the requisite effects to already existing techs might be the best way, or just adding one new tech. Good does need a boost.

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