Tourism represents the special cultural appeal of a civilization to foreign civilizations. Unlike regular Culture, it can't be used for anything by the civilization that produces it - instead, it applies steady pressure to all other civilizations that the player has already met. This pressure accumulates over time, attracting tourists to the various sources of Tourism in your lands, and eventually it may lead your civilization to a Cultural Victory.
Note that you start applying pressure to nations from the moment you meet them. So, exploration is very important for a Cultural Victory.
- General Tourism, provided by Great Works (all but Relics), Wonders, improvements and certain buildings.
- Religious Tourism, provided by the Holy City of the religion you've established, and by Relics.
The two types are affected by different gameplay elements. For example, it is possible (in fact quite easy) that the effect of Religious Tourism is completely negated for a certain nation, while General Tourism is much more resilient, and may be boosted in various ways.
You can always see the tourists currently visiting by using a special Lens - it will display all places on the map attracting tourists, and how many are currently visiting there. Mousing over will show you what exactly is providing Tourism there, and how much. Alternatively, you can check the Culture screen under World Rankings, from which you can see what progress each nation has made towards a Cultural Victory, and how many tourists from each nation you are attracting. Also, when mousing over this number, you will see a breakdown of bonuses and penalties affecting your total output to this nation.
Output Bonuses and Penalties Edit
Tourism output is measured on a nation-by-nation basis. Besides the raw Tourism you produce, there are various other factors that affect your output - some positively, others negatively. The formula used to calculate the final result is rather complex:
- Religious Tourism penalties (there are never bonuses here) are calculated. They involve only that part of Tourism which is generated by religion (see below). The percentage penalties mentioned are applied cumulatively - for example, if you have a base Religious Tourism of 20 and are suffering both penalties, your total Religious Tourism output will be 5 (20 * 0.5 * 0.5).
- General Tourism bonuses and penalties are then calculated from the obtained Tourism. All percentage modifiers are added together and applied as a sum - for example, if you have a base General Tourism of 100 with +25% and -15% modifiers, your total Tourism output will be 110 (100 * (1 + 0.25 - 0.15)) rather than 106.25 (100 * 1.25 * 0.85). Final results are always rounded down.
Output of Religious Tourism and General Tourism are affected by the following factors:
- Different Religions: -50% Religious Tourism. Note that this penalty doesn't apply if you haven't founded a religion.
- The other nation having developed The Enlightenment: -50% Religious Tourism.
- Trade Route: +25% General Tourism.
- Open Borders: +25% General Tourism.
- Different Governments: Variable penalty to General Tourism. The penalty becomes greater as you adopt more advanced forms of government.
There are also a number of Policy Cards that can increase particular Tourism generators.
Great Works, Relics, and Artifacts Edit
The most important source of Tourism, as in Civilization V: Brave New World, are the amazing works created by your artistic geniuses, as well as the remnants of the past uncovered by eager Archaeologists digging around Antiquity Sites and Shipwrecks. Civilization VI also supplements these with a new type of item: Relics, left by your bravest religious warriors.
Note that physically the Tourism produced by Great Works appears through the buildings where they are housed - that means that Theater Squares could appear as major sources of Tourism, just because of the Great Works housed in their buildings.
Buildings and Improvements Edit
All Wonders in the game generate a small amount of Tourism from the moment they are constructed. Of course, if they have Great Works in them, this amount will increase greatly.
Seaside Resorts Edit
National Parks Edit
Designating National Parks can greatly enhance Tourism and Amenities. A National Park's Tourism output is equal to the total Appeal of all the tiles included in the park. This potentially turns it into the greatest Tourism contributor in the game...provided you can find suitable spots in your lands.
Religious Tourism Edit
Religious Tourism is Tourism generated by Relics, as well as the bonus Tourism from your Holy City. It depends not on the general curiosity of people, but on the pious fervor of pilgrims eager to explore the holy sites and touch the relics of your particular religion. The appeal of these factors diminishes by 50% if the pilgrims' religion is different from your own, and after their nation develops culturally and discovers The Enlightenment civic, a further 50% penalty is applied. However, the first penalty doesn't apply to nations which have no official religion (including those that have partially converted), and the second can be circumvented by building Cristo Redentor.
Just as high Culture output gives domestic tourists plenty of interesting places to visit within a nation's borders, high Tourism output attracts visiting tourists from other parts of the world. A player can win a Culture Victory by attracting more visiting tourists to his or her civilization than any other civilization has domestic tourists, so culturally oriented players will also want to focus on generating as much Tourism as possible.
In addition to the sources of Tourism detailed above, a number of Great People have special abilities which will help increase Tourism output:
- Sarah Breedlove, Modern Era Great Merchant, provides +25% Tourism from Trade Routes to other civilizations.
- Melitta Bentz, Atomic Era Great Merchant, provides +25% Tourism from Trade Routes to other civilizations.
- Mary Leakey, Atomic Era Great Scientist, provides +200% Tourism from Artifacts.
- Jamsetji Tata, Information Era Great Merchant, provides +10 Tourism from Campus districts.
- Masaru Ibuka, Information Era Great Merchant, provides +10 Tourism from Industrial Zone districts.
Players who are seeking a Culture Victory should save up Gold and/or Faith to patronize these Great People in the later eras of the game. Three of the Economic Policy Cards that become available late in the game are also extremely helpful:
- Heritage Tourism provides +100% Tourism from Great Works and Artifacts.
- Satellite Broadcasts provides +200% Tourism from Great Works of Music.
- Online Communities provides +50% Tourism from Trade Routes to other civilizations.
Aside from these, players who want to maximize their Tourism gain should try to sign Open Borders treaties with friendly neighbors, make sure that their Art Museums and Archaeological Museums are properly themed, and create National Parks and Seaside Resorts whenever possible.
|Civilization VI |
|Rise and Fall|
Added in the Rise and Fall expansion pack.