zgrssd -> Tourism Detail question/suggestion (1/22/2022 8:23:45 PM)
|
I originally asked this in a Dev Diary, but I think this might be better asked seperately. I had some questions regarding Tourism, Migration, Refugees regarding to Private Economy. Which is also kinda a suggestion how things should work? The big questions Is Tourism money generated from "nowhere"? Or is it taken out of the Private Economy of the side whose Tourists are visiting you? Do migrating people bring a share of the private economy money with them. As few migrants would come to you without means (that would propably fall under refugee). Is there any accounting of this loss to your Private Economy money in Diplomacy, Empire overview or Treasury/Income screens? Might be important information if you want to discourage/encourage travel between you and another empire I had some ideas on how to implement such a system, which I would submit as a suggestion: As systems can have multiple assets, a bit of data collection is nessesary: * each system is given a "tourism attractiveness score", propably the sum attractiveness of all assets; but maybe a heavy preference to the "hub" * one asset in the system should also be used as a "hub". This is where interstellar tourists come and go to Transport of tourists would be split into Interstellar and System Transport: * The hub is the only place interstellar tourist transports frequent. They are the luxury liners and airplanes transporting people between systems. They are not there for ferrying people around within the system * Transporting tourists around within the system (if there are several place to visit), would be a seperate ships job. A tourist Shuttle? Maybe each tourist asset should keep at least one in reserve, just to be on teh save side Actuall process: * A unit of Tourists is generated on a planet * The unit takes a bit of money out of the Private Economy. This could be both them literally withdrawing money to have it availible during travel, or them just earmarking those funds in their accounts for the use during tourism (thus taking it out of circulation for a while). * Maybe there should be several "price bands" for tourists. There is the cheap mass tourists, the high end tourists and maybe at least one step in between. Each one takes a different amount of money out of the private economy * tourists should always pay for a two way ticket ahead of time, transfering the full funds in the targets private economy, tourism sector. It is the safest way to make sure they do not get stuck because they run out of money mid-travel. Let's asume they are actually okay at managing their money for the return trip [;)] * they go from asset to asset in a system - never visiting a asset twice - then ending up at the hub (wheter they started there or not). * if they still got a unvisited system and the money to pay for transit, they should then pick a new system to go to. they repeat travellign around in that system as well, ending up back at the hub * eventually they run out of money and/or reachable places. At which point they use their (already booked) return tickets. They should take the most direct route (not actually inverting their route) * if they are stuck too long in a asset or hub, they should also start the return trip right away - regadless of budget. If there is no transports to go around, they only want to go back home. * any leftover budget is returned to the private economy * if they die mid transit, any leftover budget should go back to the private economy they came from. And naturally the (relative?) tourism rating of their target system should take a serious hit. * the return trip should be as direct as possible. There is no need to trace back the exact route through a system. Is anybody able to answer my questions? And opinion on how well that system would work?
|
|
|
|