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Suggestion on fixing Unpopular race trait (tourism)

Posted on Sunday, April 28, 2019

Setting the Popular race trait to -1 or -2 currently sets the effect to 0 rather than actually reducing income. This has been changed to fix the issue with negative income from tourism. As a result, Popular has now turned into a dump stat. I know 3.7 is supposed to address this, but I thought I might post my finding anyway - if nothing else it can help people who for whatever reason can not or will not upgrade to 3.7:

I have a suggestion which will negatively affect tourism income while stilll avoiding negative income: change the effect of this race trait from FLAT to MULTIPLIER, using negative multiplier for the settings unpopular (-1 or -2).

As an example, here is what my current definition of Unpopular(-1) looks like:

  <RaceTrait>
    <InternalName>Popular3</InternalName>
    <DisplayName>Popular3_Name</DisplayName>
    <DisplayNameShort>Popular3_ShortName</DisplayNameShort>
    <Description>Popular3_Dec</Description>
    <Mod>
      <EffectType>Tourism</EffectType>
      <Scope>Global</Scope>
      <Target>
        <TargetType>Colony</TargetType>
      </Target>
      <BonusType>Flat</BonusType>
      <Value>0</Value>
    </Mod>
    <Mod>
      <EffectType>Tourism</EffectType>
      <Scope>Global</Scope>
      <Target>
        <TargetType>Colony</TargetType>
      </Target>
      <BonusType>Multiplier</BonusType>
      <Value>-0.15</Value>
    </Mod>
  </RaceTrait>

And here is the effect in game, on a planet with +2% Tourism from buildings:

As you can see, the -0.15 negative multiplier reduces the effective tourism income from 2% to 1.7%.

For the positive modifiers, I suggest to use both a flat and multiplier modifier, say 0.01 flat, and about 0.1 to 0.2 multiplier. The flat part ensures there's at least a modest amount of tourism to apply the multiplier on. Here's a screenshot of the tooltip you will see in Civ Builder:

The two percentile numbers can be a little confusing: the first number adds to the percentage of income you get from your controlled parsecs, the second is a multiplier applied to the total percentage.