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Tourism is a feature of Galactic Civilizations III's economic model, which passively provides empires wealth every turn based on their cultural accomplishments.

Basic Features[edit | edit source]

Tourism is a method of earning BCs (billions of credits) or wealth; it is an important source of income to keep one's economy afloat. The abstracted concept is that factions earn tourism money by being attractive places for visitors who spend their credits locally. There are three keys to understanding tourism:

Unlocking Tourism[edit | edit source]

You unlock tourism by getting the Tourism technology (you can research it or trade for it, for example). Once you have the technology you immediately begin earning credits; you do not have construct any special buildings. The Tourism technology, Interstellar Tourism, is found in the technology tree in the communications->commerce branch and can be reached during the Age of Expansion. Since income is at a premium early in the game, researching tourism should be a priority.

Tourism Amount[edit | edit source]

The amount a faction receives depends on the fraction of the galaxy that a faction controls. Thus, in a large galaxy with many opponents the initial return will be smaller than in a small galaxy with few opponents. As you expand to control more of the galaxy your tourism income will increase.

Another factor in the amount of income is what percentage of your influence has a direct connection to your capital, and what percentage is cut off by another faction's influence. With the cut off section generating less income than the touching portion.

Increasing Tourism[edit | edit source]

Tourism can be increased by constructing certain buildings. For example, once Tourism is researched, the Port of Call building is unlocked. Like all colony improvements, this building can be placed on planetary bonus tiles that increase tourism to achieve larger benefits, and can benefit from adjacency bonuses. Deeper into the research tree, more buildings that give additional tourism bonuses become available.

The following tiles have beneficial effects on Tourism

Tile Name Bonus % Uniqueness
Arbitration Center +2% Player
Aurous Arboretum +1%
Capital City +2% Player
Colony Capital +1% Planet
Krynniac Ministry +2%
Krynniac Sanctuary +3%
Port of Call +1% Planet
Precursor Souvenir Shop +2%
Restaurant of Eternity +5% Galaxy
Shrime of Mithrilar +2%
Shrine of Tandis +3%
Tourist Haven +2%
Tourist Destination +3%

Advantages of Tourism[edit | edit source]

Tourism has some advantages as compared to trade for earning credits. It does not require the building of freighters and the necessity of sailing long distances, and it is not subject to diplomatic issues. For example, if you do not have an open borders arrangement, sailing a freighter through another faction's territory -- which is necessary to connect a trade route -- will involve a diplomatic problem with that faction. Also, unescorted and defenseless freighters are subject to pirate attacks. It is true that once a route is connected you earn a diplomacy bonus that tourism does not provide, so there is a trade-off involved.

Summary[edit | edit source]

Tourism is an important source of income and should not be neglected. Gaining the tourism technology can often be a significant turning point at which your empire can more easily balance its budget, after a prolonged period of running "in the red" early in the game.