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Alchemist79

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Aug 14, 2021
15
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  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sword of Islam
  • Cities: Skylines
  • Crusader Kings II: Way of Life
  • Surviving Mars
  • Surviving Mars: Digital Deluxe Edition
  • Surviving Mars: First Colony Edition
  • Surviving Mars: First Colony Edition
After playing the game without ever bothering with tourists i now got to doing the challenges. The tourism one makes me run into some issues that make it seem like tourism was hastily added to the game afterwards and never got fixed.

Domes can't really seperate tourists from others. I try having one tourism dome and a seperate dome with personel because the tourism dome is limited in size. Since tourists also have another specialization besides tourist, you can't block non-tourists from a dome.

Olympus hotels are not counted as housing. This not only causes warnings when launching a rocket, it also seems to make them prefer my workers dome even though it has thumbs down on tourists and thumbs up for them in my tourist dome.

Safaris are dumb. I try to make them run at different times so there is always one waiting in front of the dome, but they seem intent on waiting and traveling at the same time

I have disallowed births in both domes. I'm still getting babies.

There's 3 options to set for a dome. Use passaged for work, for services and accept colonists. The latter should just allow or disallow migration, not overrule the former 2 rules. There's buttons seperate buttons for that, why make them useless in conjunction with that third button ?

I think the last ark rule should count only for working colonists but allow tourists to be used. (maybe let tourists not make babies). Its a part of the game that is needlessly disabled by this rule.
 
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The new tourism system is a step up from what the game used to have, but you've touched on the problem it has. Tourism used to be a personality trait and now it's a profession. Except not really. Abstraction have just changed the presentation layer rather than changing the object structure. That is, tourism is still a trait but it is presented as if it were a profession. This has lead to a raft of bugs, such as incorrect tallies when viewing colony stats and sending new people to mars - eg, 5/6 botonists selected and you can't find the missing one because it's excluded by blocking a tourist who is also a botonist, as well as the problem you describe where you can't have a dome dedicated to tourism.

I hope Abstraction actually revisit this code and properly make tourism a profession and remove it from being a personality trait.

However, in the meantime, the best workaround to make a tourism dome is to allow all professions but promote tourists, then forbid tourists in all other domes. By allowing all professions you're not excluding the underlying profession of each tourist. Then, so long as there is living space available, tourists will move to that dome. The hotel is a handy addition to this in that it is set by default to only allow tourists to live there, guaranteeing tourists living space. In the case where you have just regular housing, a tourist will displace an unemployed colonist, but not an employed one. So it's a good idea to prevent 'use passages for work' in your torusim dome.

Safaris are actually ok. You only need one truck. I ran a tourism dome with ~40 tourists constantly and had a lot of 5 star reviews with just one truck and a low-g amusement park. I never never saw more than 4 tourists in the truck, leading me to believe that it could support around ~250 tourists. This is a situation where you will never satisfy all of the people all of the time, so don't worry. You will probably occasionally have a tourist say no safari available just do to bad timing, but it's not worth setting up another truck. What you want to do is keep the route as short as possible so that it gets back to the starting point asap. Keep shortening your route as your game develops, as new buildings will make it possible to get the max score of 25 from fewer stops. Notably, spires count as a point, as do MDS lasers, and drone assemblers. Options available early game include MOXIES, each type of dome, vistas and geysers.

As for your last comment about dome filters, I almost always disallow passages for work (due to the performance penalty) but allow passages for services (best for load balancing) and always accept colonist migration. Having a nursery and schooling dome means you inevitably want new people to move to every dome as colonists live and die.