sbach2o
Posts: 378
Joined: 3/26/2010 Status: offline
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quote:
ORIGINAL: letmein The only things I can think of are: I also have a mining base there but that shouldn't matter? Because I have no treaties and other nations are far away foreign tourists aren't coming it too early in the game - I have 8 colonies and maybe 7-9 billion citizens. [...] ideas? Resort bases should work alongside mining stations at the same planet without problem. However, I probably never tried his out myself because I usually do combine the mining equipment into the resort base itself. Such a base is then used just as any normal mining station as a source for resources (i.e. not much, but it'll do). You do not need any treaties with neighbors for your resorts to be effective. Treaties may help to get foreign customers or not, but it shouldn't matter because the most steady stream of tourists should come from your own empire, anyway (unless you are behind in power). You cannot count on a resort being used well. What may play a role in resort usage (from my observations): * Passenger transports prefer to ship around migrants. If you have few transports and a number of low population colonies, only a tiny fraction of your passenger transports will ship tourists instead of migrants. And a tiny fraction of few may come out as nothing for extended periods of time. (*) * Make sure to check your empire policy regarding tourism. I set tourism priority to very high. I do not know whether it actually does anything, but I hope it does. I do not know why the option exists, and seems to default to anything lower than very high, but I do not know many things about this game. * The higher the scenery bonus, the better. Below 30 (typical for ancient ruins sites which are sort of okay for resorts, except for their low value) is pretty bad. You should aim for bonuses above 50 (black holes, some asteroids), which are visited much better. * Sites with low scenery bonus are still used well, when your passenger transports have nothing better to do, i.e. there are no targets at all for migrants and no better sites for tourism. This is typical for a pre-warp game when you build a resort in your home system early. Or when you take your time expanding out and get up some resorts before. * If you have made contact with other empires, and they have better resorts than you, your tourists may go there. I do not know whether this is influenced by treaties at all. * Low value sites may even later occasionally receive a shipment of tourists, but this is rare. Still, it might be worthwhile to combine the resort role into a base which you'd build anyway for other reasons. So you build a mining station, but label it as a Resort Base and add some passenger compartments and the medical and recreational facilities for a modest increase in maintenance. * You can even build resort bases over inhabited planets with ancient ruins or scenery bonus. They receive tourists rarely, but it happens. It may happen more often when a planet combines ruins with a scenery bonus, but I am not sure (may be a statistical fluke in the case where I think it is the case). All things told, tourism seems to be nerfed into insignificance in the current version of the game. It may pay for itself plus some slight bonus, if you combine resorts with other functions like mining or defensive bases a lot. Otherwise pick only high scenery bonus sites to have the outlook on making a slight profit. (*) There is a bug or severe design flaw in the game that I noticed, and this bug can severely reduce the number of available passenger transports: If you have any planets with a population policy of 'resettle', this may tie up lots of your transports. It gets ridiculous when the population of the race to resettle drops below one million colonists on the planet. In such an instance, there will still come lots of passenger transports which do not pick up any colonists (until the population grows up back above one million), then go empty to the target planet of the resettle. In a situation where I had just a bit more than one hundred transports, one single planet where I missed a standing 'resettle' policy managed to tie up one or two dozen transports in transporting nothing!
< Message edited by sbach2o -- 11/22/2013 10:50:30 AM >
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