thebutterfly thebutterfly

Tactics of tourism (too much of the good stuff)

Tactics of tourism (too much of the good stuff)

I've just played a beta game on suicidal - my first one for TA - and it was too easy: I had no financial problems at all: I played as the Arceans (influential version) and made a true RUSH for empty space. I followed the normal colony rush with an empty space space station rush. I also built the restaurant. I got so much money from tourism that I NEVER ever built an economic building (except the economic capital) or a single freighter.
I did pump up my influence resource for even more money.
After I had secured my position and built my first fleets to hold off the others - the game got boring because I could go around rush-buying things or upgrading all of my ships at once.

I would appreciate it, if you tuned down tourism from tenfold to maybe five-fold. Thank you!

17,952 views 58 replies
Reply #51 Top
and frankly, very few people actually want to play gigantic or immense maps on a regular basis, especially during beta testing when we need quick games.
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This is the biggest problem. How can you test a game properly on small maps. How can you tell how the game will handle 10's of thousands of ships. In beta you should try to put as much stress on the game as poossible 900 plantes 100k ships. Keep bringing up civilization manger,domestic stat screens and so on.

It's something that's out of whack right now, and needs addressed, unless your point is the devs should simply remove any maps smaller than Gigantic from the game so no one experiences this...in which case you're a very silly person.
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Medium maps and smaller are good for learning the game mechanics. Yes the medium maps are good to use to see small glitches and bugs, ie mining bases not showing up techs missing etc.

Or they should just get rid of the large maps cause the whole game is geared toward the smaller maps now people complain stuff is to strong, ie Man cap. Used to be 100% now 33%, Eco cap used to be 100% now 50% and so on...

yes I agree tourism is carzy on the smaller maps. As of now I am playing immense suicidal begining 3rd year got over 60 planets my eco is 990k tourism 600k and I got 3 influence starbases still ruinning a small deficit.
Reply #52 Top
BUMP!

Devs, please address this at least by saying "FRAK OFF! We're busy as hell dealing with real bugs!" I don't think this thread is going to stop building until there's some kind of resolution.
Reply #53 Top
I still think the best way to balance it will be to make tourism depend on other factors, not just influence.
Reply #54 Top
bump again - still hoping to hear a solution....
Reply #55 Top
Fixed in newest beta: Change Log
Reply #56 Top
From the change log:

+ TWEAKED:Tourism income is now equal to ones effective control of the galaxy as a percent (0 to 100) plus the a small .001% of the millions of people who live in the galaxy that live in your sphere of influence. Net result, tourism is very high at the beginning of the game but levels out quickly.
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I'm still not sure what "control of the galaxy" means. Is that still linked to influence, or number of planets you own, or what?

Also I'm still wondering why we need a buffer for the economy crash in the colony rush. Most players figure that out, and it slows the colony rush. Won't this just make it easier to rush-buy colony ships?

I guess we'll find out. Time to get into Yor mode... bzzzzap! Meat must die!


Reply #57 Top
I'm guessing tourism is still based primarily on influence (though it is clearly also based on the people who live in your sphere of influence as well). I'd love to see more interesting tourism mechanics, but my main concern is that it isn't game-breaking, and it sounds like it no longer will be. I'm a happy little nerd.

EDIT: I am confused what Cari meant by the 0.001% bit. I am reading it as you get a 0.001% boost for every one million people living in your influence, so 1% per billion. If so, having 100 billion people would be like controlling the whole galaxy plus whatever your influence % is? I guess that'd be fine if I knew exactly what each percent actually meant....
Reply #58 Top
It's improved a lot, at least I've stopped getting astronomical tourism income on medium (hasn't got much above 200 and I control about a third of the map).

When I tried an immense map however the results were still just as painful as before. 3000 starting cash and a negligible tourism income results in a pretty quick economy crash, though it's still survivable.

Maybe it could be calculated using relative influence (like the UP) rather than %of galaxy under your control? Not terribly realistic, but at least it would give more equal results over all the different map sizes.