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Tourism


Simmons
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Tourism can have its own category on the improvements tab and projects base on tourism can be another way to gain income. Improvements like airports, national parks and hotels can increase your tourism. Tourism could be base off your nations culture and history, etc. A nations ideology could also effect tourism. Something like Civ 5 tourism mechanic. Like food production, certain seasons and months could give an increase, normal, or decrease in tourism base on region.

 

Anyone who is interested in the idea of tourism overall can add or improve upon the idea. I just wanted to bring this suggestion up as I found it interesting.

 

New Ideas-

war and embargo's can harm tourism?

 

Post #2 and 3

pollution/diseases effects tourism and vice versa

 

Post #4 and 7

Nation age and cities can attract more tourist

 

Post #11

Treasures help boost tourism

 

Different types of tourist classes with bonuses

 

Ancient ruins, museums and archaeologists.

Edited by Simmons
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What about nation age as well, i mean if a nation is older irl its going to have more older sites that will attract tourism, so unless there are improvements that are made just for tourism, i think age and polution should be a big factor.

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What about nation age as well, i mean if a nation is older irl its going to have more older sites that will attract tourism, so unless there are improvements that are made just for tourism, i think age and polution should be a big factor.

 

The only problem I can see with this is the whole "I can't ever catch up to the big nations because they started playing before me". Of course that's how these games work but I don't think it should be anything massive

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The only problem I can see with this is the whole "I can't ever catch up to the big nations because they started playing before me". Of course that's how these games work but I don't think it should be anything massive

 

v

 

With the right funding you can catch up. We have caught several nations up to the rest of us in guardian. To catch up you have to buy cities close to every 10 days. 90 days you have 9 cities and will be caught up with 90% of us.

 

^ With the financial programs you could make, those upper nations could boost the lower ones. Heck this thing is something i guess to reward longterm membership. That may be useful to keep members and to have guys look forward to being an older and larger nation.

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What about nation age as well, i mean if a nation is older irl its going to have more older sites that will attract tourism, so unless there are improvements that are made just for tourism, i think age and polution should be a big factor.

 

Not necessarily. Some of the feats of architecture are relatively new and still attract a lot of tourists. For instance, Bird's nest in Beijing and Chinawood in China. (that goes in favor of newer nations)

 

The more industrialized and urbanized a nation is, the more polluted its environment (generally), thus more the damage to buildings made out of marble and materials that get affected by pollutants (say, acid rain). Therefore, more the cost of maintaining such monuments. (again goes against the bigger nations)

Blood of a king. Heart of a lion.

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Not necessarily. Some of the feats of architecture are relatively new and still attract a lot of tourists. For instance, Bird's nest in Beijing and Chinawood in China. (that goes in favor of newer nations)

 

The more industrialized and urbanized a nation is, the more polluted its environment (generally), thus more the damage to buildings made out of marble and materials that get affected by pollutants (say, acid rain). Therefore, more the cost of maintaining such monuments. (again goes against the bigger nations)

 

So could we offer one for a newer nation with less benefits, and one for an older nation with more benefits but expensive? I get what you are saying though.

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  • 3 weeks later...

So with the new treasure mechanic added in, we could use treasures to have a bonus on tourism as well.

 

Also have a new idea about how there should be different kinds of tourist classes and nations can choose on what they want to focus on base on certain improvements.

Having more Eco tourist- give bonuses to decrease pollution. Mostly go for nations with low pollution and improvements such as national parks.

Having more Normal tourist- No bonuses

Having more Wealthy tourist- increases income gain by tourist, they go for luxury attractions.

 

Got some of these ideas while playing Tropico.

 

My last idea is about ancient ruins, museums and archaeologists.

Nations can build a tourist improvement called museums and with it also unlocks archaeologists. Lets say that there are a max of 5 museums, and having more museums help increase the chance of finding an ancient ruin. Nations can use their archaeologists once a day to discover ancient ruins base on their continent. Ancient ruins can be really rare, but gives a big increase in tourism. Once a nation discovers an ancient ruin, they will have to go to projects and pay resources to restore it and open it up for tourist. <- optional implementation

 

All of this can be tweak by the community or Sheepy.

Edited by Simmons
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I like this, maybe we could also have a super expensive "Monument" which gives more bonuses as it ages, and gets destroyed over time? More pollution, faster destruction. So maybe You start with a small bonus, which gets higher, then you reach the peak, then it starts to deteriorate slowly, and in the end goes to zero.  

Edit: This could be a national project?

Edited by El Commander

 

 

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What about nation age as well, i mean if a nation is older irl its going to have more older sites that will attract tourism, so unless there are improvements that are made just for tourism, i think age and polution should be a big factor.

 Hey, you may want to be careful mate

If we help older nations too much, the newer ones may be trapped in the grates

And it could create too large a system of hate,

where the newer countries get discourages and leave

But the idea of pollution affecting this tourism is one in which I believe

And I think that Sheepy should put this idea up his sleeve.

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MR BOOTY IN DA HOUSE

 

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an idea in my mind would be like this.

 

- tourism work in %age like commerce, but unlike commerce is reduced to 0 during a war.

- some improvement may raise the maximum limit for tourism. (like national parc (could be a project) , natural parc, beach resort, attraction parc, airport, ...)

- tourism gain 1% (or 0,5%)  every day at peace until it reach the max.

- as commerce work with population (so indirectly with infrastructure) , the tourism could work with the land area. (the greater the nation, the more touristic site you can have on your land.)

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Having more Eco tourist- give bonuses to decrease pollution. Mostly go for nations with low pollution and improvements such as national parks.

Having more Normal tourist- No bonuses

Having more Wealthy tourist- increases income gain by tourist, they go for luxury attractions.

If we have "normal" and "wealthy" tourists, then "eco" should be "poor" or something along those lines. Maybe replace wealthy with business, keep eco, and change the business/wealthy to give a bonus for commerce. 

 

Still, I don't like changing so many mechanics out of alpha and beta. 

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I think everyone is fooling themselves if they think this isn't really beta.

I'd like one of these games to actually not be in a "perma-beta" state. Rumsod came back to Bloc and will be adding in some new features and "rebalancing" continents. That sounds scary. 

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