Tourism

This article has been deemed to require a review of it's content.

*"Tourists will appear at the borders, and will be looking to find a way to get to the hotel. You will be able to transport them using mass transit and after reaching a hotel, they will have a limited time to stay in your republic before returning home. They will behave just like regular citizens of the republic, except their home will not be a residential building, but a hotel; they will also not be working. Tourists will also have the same needs as citizens (food, alcohol, culture, religion, sport, sometimes clothes too), and in the hotel they will be able to get food and alcohol (if these are available). Now this is where the attraction building type will come in. For example if: the tourist prefers today to drink alcohol, but instead he sees an attraction, this will override his demand for alcohol and satisfy him. However it will depend on the attraction, every attraction will have a different type defined, and how long it will take that tourist to "forget" about it. The attractiveness of the attraction will set that.*

*Tourists will forget about the attraction after a set amount of days, so it's possible the tourist will visit it only once. For example: one attraction may be set to 30 days (not very attractive), another attraction (very attractive) may be set for 5 days, so it's possible the tourist will visit it multiple times (if he is staying more than 10 days). Note: attraction buildings will also be used by regular citizens under the same conditions. Tourists will spend their money at attractions or hotels. All attractions will also have a point system that tourists will use to judge their vacation in your republic, making the amount of tourists on the borders increase... or not :-)"*

*developers - https://www.sovietrepublic.net/*

### **Main topics about tourism**

Informations from steam forum:

> *"How do citizens decide to go to them? Does visiting museums count towards culture? Beaches towards sport? Restaurants towards food and meat?"*
>
>

"*Yes, like you described but also.. the attraction building can override any other need.. so in case they want to go to the church..but you not have it.. they can visit for example swimming pool instead, same way than in tourist.. there every building have kind of hidden value.. how much days citizens forget about attraction.. so he going visit soonest swimming pool again for a X days.. or they can look sport and visit it then..*" (DEV)

Tourism has a 5-star score system that makes the number of tourists increase. May influence which attractions tourists go too. Can be used by regular citizens. Main factors that influence the attraction rating:

**Sight**: the higher the elevation the better
**Nature**: The more full grown trees around the better
**Pollution**: bad
**Water**: The more water around the better

The attractions have weights to these factors. E.g. the zoo has a *NATURE ATTRACTIVE\_FACTOR* of 1.0, while the small hotel only 0.25.
Another advantage of high star attractions is that you can raise the price of the ride while keeping a good star level.

They also have **specific scores**: the cinema and museus have a cultural score factor, the pub has a alcohol score factor, the pool/beaches have a sport factor. Don't know exactly how this number affects the citizens/tourists.

### HOTELS

**Small Hotel**
hotel\_hutnik\_small.ini
$ATTRACTIVE\_SCORE 2.0
SIGHT 0.25
SIGHT + 0.25
NATURE 0.25
NATURE + 0.25
POLLUTION 0.25
POLLUTION + 0.25

**City Hotel**
hotel\_hutnik\_big.ini
$ATTRACTIVE\_SCORE 4.0
SIGHT 0.25
SIGHT + 0.25
NATURE 0.25
NATURE + 0.25
POLLUTION 0.25
POLLUTION + 0.25

**Mountain Hotel**
hotel\_horsky.ini
$ATTRACTIVE\_SCORE 3.5
SIGHT 0.25
SIGHT + 0.75
NATURE 0.5
NATURE + 0.25
POLLUTION 0.75
POLLUTION + 0.25

### **CAROUSELS**

**Carousel - Camomile**
co\_chamomile.ini
$ATTRACTIVE\_TYPE\_CARUSEL 9
$ATTRACTIVE\_SCORE 2.8
NATURE + 0.5
WATER + 0.5
POLLUTION 0.7
$SEASONAL\_CLOSE\_IF\_TEMP\_BELLOW 7

**Carousel - Autodrome**
co\_swing\_cage.ini
$ATTRACTIVE\_SCORE 3.1
NATURE + 0.5
WATER + 0.5
POLLUTION 0.7
--$SEASONAL\_CLOSE\_IF\_TEMP\_BELLOW 7

**Carousel - Surprise**
co\_surprise.ini
$ATTRACTIVE\_TYPE\_CARUSEL 10
$ATTRACTIVE\_SCORE 3.0
NATURE + 0.5
WATER + 0.5
POLLUTION 0.7
$SEASONAL\_CLOSE\_IF\_TEMP\_BELLOW 7

**Carousel - Ferris Wheel**
$ATTRACTIVE\_TYPE\_CARUSEL 7
$ATTRACTIVE\_SCORE 3.6
SIGHT 0.45
WATER + 0.85
NATURE + 0.5
POLLUTION 0.7
$SEASONAL\_CLOSE\_IF\_TEMP\_BELLOW 7

### **PUBS**

**Beach cafe/bar**
co\_beach\_restaurant.ini
$TYPE\_PUB
$ATTRACTIVE\_SCORE 2.4
$ATTRACTIVE\_SCORE\_ALCOHOL 1.8
NATURE 0.4
NATURE + 0.3
POLLUTION 0.8
WATER + 1.8
$SEASONAL\_CLOSE\_IF\_TEMP\_BELLOW 10

**The View Cafe/bar**
co\_cafe\_pearl.ini
$TYPE\_PUB
$ATTRACTIVE\_SCORE 3.6
$ATTRACTIVE\_SCORE\_ALCOHOL 1.3
$ATTRACTIVE\_FACTOR\_NATURE 0.2
$ATTRACTIVE\_FACTOR\_NATURE\_ADD 0.5
$ATTRACTIVE\_FACTOR\_POLLUTION 0.85
$ATTRACTIVE\_FACTOR\_SIGHT 0.5
$ATTRACTIVE\_FACTOR\_SIGHT\_ADD 0.25
$ATTRACTIVE\_FACTOR\_WATER\_ADD 1.25

### **RESTAURANTS (SHOP)**

**Restaurant Panorama**
co\_look\_out\_cafe.ini
$TYPE\_SHOP
$SUBTYPE\_RESTAURANT
--$TYPE\_PUB
$ATTRACTIVE\_SCORE 4.8
NATURE 0.2
NATURE + 0.3
POLLUTION 0.75
SIGHT 0.8
SIGHT + 0.2
WATER + 1.7
$STORAGE\_SPECIAL RESOURCE\_TRANSPORT\_COVERED 20 alcohol  (pub function not working)

### **GALLERY**

**Gallery of Art**
co\_art\_gallery.ini
$ATTRACTIVE\_TYPE\_GALLERY 15
$ATTRACTIVE\_SCORE 0.75
$ATTRACTIVE\_SCORE\_CULTURE 3.35

### **CINEMA (kino)**

**Republic Theatre**
co\_theatre.ini
Cinema ($TYPE\_KINO)
$ATTRACTIVE\_SCORE 2.4
$ATTRACTIVE\_SCORE\_CULTURE 2.7

### **MUSEUMS**

**National Uprising Museum**
co\_museum\_snp.ini
$ATTRACTIVE\_SCORE 2.4
$ATTRACTIVE\_SCORE\_CULTURE 2.9
SIGHT 0.35
NATURE + 0.7
POLLUTION + 0.7

**Palace of Communism**
co\_palace\_of\_communism.ini
$ATTRACTIVE\_TYPE\_MUSEUM 12
$ATTRACTIVE\_SCORE 3.8
SIGHT 0.35
NATURE + 0.25
POLLUTION 0.7
$ATTRACTIVE\_SCORE\_CULTURE 1.8

**Pyramid museum**
co\_museum\_pyramid.ini
$TYPE\_MONUMENT
$TYPE\_ATTRACTION
$ATTRACTIVE\_TYPE\_MUSEUM 13
$ATTRACTIVE\_SCORE 2.8
$ATTRACTIVE\_SCORE\_CULTURE 2.1
SIGHT 0.35
NATURE + 0.25
POLLUTION 0.5

**Museum of the Republic**
co\_museum\_of\_republic.ini
$ATTRACTIVE\_SCORE 3.2
$ATTRACTIVE\_SCORE\_CULTURE 0.7
SIGHT 0.35
NATURE + 0.25

### **TOWERS**

**Sight Tower**
$ATTRACTIVE\_TYPE\_SIGHT 20
$ATTRACTIVE\_SCORE 4.1
SIGHT 0.88
NATURE + 0.75
WATER + 0.75
POLLUTION 0.8

**Sight Tower 2**
co\_sight\_tower\_2.ini
$ATTRACTIVE\_TYPE\_SIGHT 20
$ATTRACTIVE\_SCORE 3.8
SIGHT 0.85
NATURE + 0.75
WATER + 0.75
POLLUTION 0.8

### **POOLS/BEACHES**

**Indoor Pool**
co\_swimmingpool.ini
$ATTRACTIVE\_TYPE\_SWIM 4
$ATTRACTIVE\_SCORE 1.8
$ATTRACTIVE\_SCORE\_SPORT 3.7
NATURE + 0.75
WATER + 0.75
POLLUTION 0.6

**Beach**
co\_beach.ini
$ATTRACTIVE\_TYPE\_SWIM 4
$ATTRACTIVE\_SCORE 4.0
$ATTRACTIVE\_SCORE\_SPORT 2.8
NATURE + 1.5
WATER 0.75
POLLUTION 0.75
$SEASONAL\_CLOSE\_IF\_TEMP\_BELLOW 20

### **ZOOS**

**Zoo**
co\_zoo.ini
$ATTRACTIVE\_SCORE 2.7
NATURE + 1.0
POLLUTION 0.3