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Travel

Introduction[]

Tourism Tourism is a new gameplay stat in the Civilization V: Brave New World expansion pack, and the key to achieving the new Cultural Victory. It can be described as the second, offensive part of the new cultural system of the game - practically an offensive Culture Culture, which exclusively affects the other civilizations, spreading your influence by cultural means. Its sources are unique works of art produced by your civilization, which rise above building a wonderful building or making lots of theater plays and operas, as well as ancient artifacts dug up by your Archaeologists and then proudly displayed in your buildings and wonders. Their exceptional cultural value, stamped with the unique mark of your civ, impacts other civilizations, spreading the glory of your culture and impressing them.

At the same time, the previously known Culture Culture is used to "counter" other civilizations' Tourism Tourism, asserting your own cultural identity and protecting it from the spread and influence of other cultures.

Producing Tourism[]

Tourism Tourism is similar to Science Science in that it is only used on the empire level. Its production mechanics, however, are quite different. First of all, the Tourism Tourism you generate isn't spent on anything - no Social Policy adoption, no unit and building purchase, etc. Instead, Tourism Tourism just piles up slowly, turn after turn, spreading the fame of your civilization across the globe, or at least to every single civilization you've met. Sources of Tourism Tourism are few, and very scarce in the early and middle game; only in the late game do certain new technologies like Flight help your influence spread faster. The purpose for this is, of course, to eliminate any possibility of a premature Cultural Victory.

Great Works[]

Unlike Culture Culture, which has many sources (including external sources, such as Cultured City-States), the main source of Tourism Tourism is Great Works and Artifacts - a new class of game objects, or game items with great cultural significance. Both are produced by your civilization's efforts, won from other civilizations by conquest, or traded for the same type of item from another civilization. These new game items represent your civilization's unique cultural "offensive" power which directly affects the other civilizations' own Culture Culture.

Great Works and Artifacts are used by placing them into appropriate special slots in special buildings in your cities. In fact, you can't even produce a Great Work or dig out an Artifact unless there's a free slot of the appropriate type to put it in. Only then are the Tourism Tourism and Culture Culture benefits activated. Each Great Work/Artifact provides a base of +2 Tourism Tourism (as well as +2 Culture Culture), and under special conditions may add much more.

Finally, Museums and certain wonders have the ability to produce additional Tourism Tourism (and Culture Culture) as a bonus if you fill their slots with certain combinations of Great Works and/or Artifacts. These bonuses count as base stats, and are basically free points which have the potential to boost your overall Tourism Tourism output significantly. The Aesthetics policy tree finisher doubles these bonuses for an even greater impact.

Buildings[]

All cultural buildings (except the Monument) now have free slots for Great Works or Artifacts, and consequently, are able to produce Tourism Tourism when these slots are filled. Note that each slot is associated with a building, and by extension a city. If, for some reason, you lose the building or the city, you will also lose the Great Work and all the Tourism Tourism and Culture Culture it produced. At the same time, the enemy that acquires that city will gain the Great Work and all its bonuses. That's why it is recommended to move all Great Works/Artifacts from cities which are in danger of falling to enemy invaders.

In later eras, when travelling to other countries isn't done only for business or military reasons but also for leisure, new buildings become available which are specifically designed to boost Tourism Tourism based on existing Tourism Tourism and Culture Culture within the city and surrounding territory. The Hotel and the Airport are designed to facilitate the touristic trips of guests and help them experience much more of your culture. Thanks to them, you can now use the countryside as a source of your Tourism Tourism, as it isn't only scholars that visit your museums, but there are also common people that get impressed by nice Culture Culture-generating improvements, such as the Landmarks. Note that both of these buildings require an existing base (Tourism Tourism and Culture Culture sources), and don't produce Tourism Tourism on their own.

The National Visitor Center greatly increases your Tourism Tourism output. Also, your Tourism Tourism output is doubled upon the discovery of The Internet.

Theming Bonus[]

All buildings that contain more than one Great Work slot may activate a special theming bonus. This produces additional points of Tourism Tourism and Culture Culture for the city without actually having more Great Works or Artifacts. Needless to say, activating these bonuses is extremely important for maximizing your Tourism Tourism.

Spreading Tourism[]

Tourism Tourism spreads the fame of your civilization's culture to the other civilizations. This is done automatically to all civilizations you've already met. You have to try to meet all of them ASAP if you hope to achieve a Cultural Victory, so that you can start influencing them early on.

Specific influence is tracked separately for each civilization still in the game from the moment you meet. The score is formed by your basic Tourism Tourism output, modified by certain special conditions which boost or diminish it:

  • Trade routes - While your merchants are making trades in foreign cities, they are also talking about your civilization's cultural glories.
  • Open Borders treaties - Free movement between civilizations has always been important for cultural influence.
  • Shared Religion - When you have the same majority Religion as another civilization, you surely have a greater common basis to build upon.
  • A Diplomat present in the target civilization's Capital Capital - Your diplomat engages in constant propaganda for your civ's interests. Note that this bonus can only activate after the other civ adopts an Ideology, and if their Ideology is different from yours! Think of it as an effort to defuse the -33% negative bonus differing Ideologies confer. If you have the same Ideology as the other civ, the Diplomat has no effect on Tourism Tourism.

The presence of each of the above conditions adds a +25% bonus to the Tourism Tourism added each turn to the total. All of these bonuses (except for the Diplomat) are increased to +40% once you adopt Cultural Exchange from the Aesthetics policy tree.

At the same time, differing Ideology enacts a -33% penalty on Tourism Tourism.

Tourism and the Cultural Victory[]

Depending on the relation between the total Tourism Tourism of one civilization and the total Culture Culture of another, the former's influence state may be represented as one of these six stances:

  • Unknown (Tourism Tourism < 10% Culture Culture)
  • Exotic (Tourism Tourism ≥ 10% Culture Culture)
  • Familiar (Tourism Tourism ≥ 30% Culture Culture)
  • Popular (Tourism Tourism ≥ 60% Culture Culture)
  • Influential (Tourism Tourism ≥ 100% Culture Culture)
  • Dominant (Tourism Tourism ≥ 200% Culture Culture)

When you reach "Influential" status with every civilization still in play, you immediately achieve a Cultural Victory.

Countering Tourism[]

The cultural influence of a specific civilization over the others' culture is determined by the relative strength of the first civ's Tourism Tourism and the second civ's Culture Culture. The stats accumulated over time are compared, and the result determines the level of influence of the former over the latter, as well as the trend (Rising Slowly, Rising, or Falling). Simply said, the best way to defend against another civ's influence is to develop your own Culture Culture. This will slow down their influence, stop it completely, or even reverse it.

The other things you can do to defend against a rival's cultural influence, is to prevent the conditions which boost it: don't establish Trade Routes with them, prevent their Religion from dominating your cities, and don't accept Open Borders treaties. To prevent them from establishing Trade Routes with you or placing a Diplomat in your Capital Capital, you can simply declare war. Also, you can build the Great Firewall to cancel the Tourism Tourism bonus other players will get from The Internet.

Tourism and Ideology[]

Tourism Tourism also plays an important part in the new Ideology system. As in the real world, cultural influence is important when determining public opinion of political matters. In the game, this is represented by the Public Opinion trend, which compares a civilization's influence level (exotic, familiar, etc.) over others with the influence level of others over them. When influenced by civilizations with differing Ideologies (i.e., their Tourism Tourism is "Familiar" with your Culture Culture and yours only "Exotic" with theirs), their influence on your population's Public Opinion is stronger than your own, creating Unhappiness (Civ5) Unhappiness until you change your Ideology to theirs, improve your Tourism Tourism dominance over them, or reduce their Tourism Tourism dominance over you. For more information, check the article on Ideology.

Other Gameplay Effects of Tourism[]

As of the Fall 2013 patch, Tourism Tourism also provides benefits when it comes to achieving the other victory conditions, based on the influence status with other civilizations.

Science from Trade Routes[]

Cultural influence with a certain civilization increases Science Science output from trade routes established with them. So, boost your research by opening Trade Routes with civs you're influencing culturally!

  • Familiar: +1 Science Science per Trade Route
  • Popular: +2 Science Science per Trade Route
  • Influential: +3 Science Science per Trade Route
  • Dominant: +4 Science Science per Trade Route

Espionage[]

Your spies become more effective in civilizations culturally influenced by you. They will take only one turn to establish surveillance in their cities. Higher influence status also makes them operate as if they had already been promoted.

  • Familiar: Spends only 1 turn to Establish Surveillance in their cities (also applies to the following stances)
  • Popular: Operates at an effective rank 1 level higher than actual rank in their City-State allies
  • Influential: Operates at an effective rank 1 level higher than actual rank in their cities and City-State allies
  • Dominant: Operates at an effective rank 2 levels higher than actual rank in their cities and City-State allies

Conquest[]

When you capture a city belonging to an enemy influenced by you, Resistance in that city will last for fewer turns. Also, the city will lose fewer citizens when captured.

  • Familiar: -25% reduction on Resistance period and 20xPopulation5 Population loss
  • Popular: -50% reduction on Resistance period and 20xPopulation5 Population loss
  • Influential: -75% reduction on Resistance period and 20xPopulation5 Population loss
  • Dominant: No Resistance and no 20xPopulation5 Population lost

See also[]

Civilization V [edit]
Gods & KingsBrave New World
Lists
Eras
Concepts
Miscellaneous
† Only in vanilla Civ5
‡ Only in Gods & Kings and Brave New World
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