Tourism Tourism is one of the main statistics in Civilization VI. It is closely related to Culture Culture and is key to one of the possible victory types - specifically, Cultural Victory.

Mechanics[edit | edit source]

Tourism Tourism represents the special cultural appeal of a civilization to foreign civilizations. Unlike regular Culture Culture, it can't be used for anything by the civilization that produces it - instead, it applies steady pressure to all other civilizations that the player has already met. This pressure accumulates over time, attracting tourists to the various sources of Tourism Tourism in your lands, and eventually it may lead your civilization to a Cultural Victory.

Note that for Cultural Victories, pressure from Tourism Tourism is applied to civilizations from the moment you meet them. So, exploration, meeting all civilizations, and having them in the game (i.e. liberating captured cities to prevent them from being eliminated) is very important for a Cultural Victory.

Tourism Tourism is divided into two types:

The two types behave differently in the game world. While Religious tourism is potentially much stronger in the first half of world history, it is nevertheless based on the antiquated ideas (and items) which are later negated and become less effective. General tourism sources, on the other hand, have a broad rational appeal which retains its strength through the ages.

Even so, certain actions like constructing the Cristo Redentor or picking the Reliquaries belief can help sustain your Relics' cultural importance through the ages.

Tourism lens[edit | edit source]

Main article: Lens (Civ6)

Domestic Tourists and Visiting (Foreign) Tourists[edit | edit source]

There are two different kinds of tourists which are important to understand when it comes to a Cultural Victory. You can track their numbers in the Cultural Victory tab of the Victory screen.

Each civilization is designated with numbers for domestic tourists and foreign tourists. To win a Cultural Victory your civilization must attract a higher number of total visiting tourists than the highest of any other civilization's domestic tourists.

  • Domestic Tourists are the "internal" tourists of a civilization. They visit the sights and enjoy the events in their homeland, as opposed to other lands. They are attracted over time by a civilization's total Culture Culture: the more it produces, the more domestic tourists it will generate. This is important because it directly influences other civilizations going for a Cultural Victory: as long as one has many domestic tourists, an opponent will have to struggle that much harder to win culturally!
  • Foreign Tourists are the "external" tourists, those from a civilization's total tourist contingent that choose to visit other lands rather than their own. They are attracted by other civilizations' Tourism Tourism output.

Note that each civilization's tourist contingent starts as one, but each turn they choose whether to visit their own lands or a foreign country. If you can attract foreign tourists from another civilization faster than they can generate tourists then the number of their domestic tourists will fall and the barrier to victory might also lower, if that civilization has the highest number of domestic tourists of all. You can visualize this dynamic if you track their domestic tourists growth in the moments other civilizations take their turns, and then compare the numbers after the process ends. You will notice that they reach a certain number, which goes down afterwards - this is because your civilization's Tourism Tourism effect is calculated last, and it has taken out some domestic tourists to turn them into your visiting tourists.

The total number of tourists a civilization attracts is calculated as follows:

Total Tourists = Domestic Tourists + Foreign Tourists = Lifetime Culture Accumulation / 100

Note that civic boosts count towards the lifetime Culture Culture accumulation.

The number of visiting (foreign) tourists your civilization can attract from another is calculated as follows:

Foreign Tourists = Lifetime Tourism Output to that Civilization / (# of civilizations * 200)

Note that in Rise and Fall the modifier was increased to 200 from 150, and that a bug seems to fix the number of civilizations at 8 regardless of how many there are and whether or not they've been eliminated, so the divisor is 1600. One cannot attract more foreign tourists than a civilization has total tourists. Also, these calculations are made from an individual civilization's perspective (i.e. in a multiplayer game there is no concept of "shared" foreign tourists distributed across multiple players).

The latter stages of the game typically have Tourism Tourism outputs per turn in the order of thousands after modifiers, and thus this renders early Tourism Tourism gains negligible - one late-game turn might accumulate the entire Tourism Tourism output of the first 150 turns. However the buildings, items or wonders that gave rise to early Tourism Tourism may prove to be valuable for a Cultural Victory in the latter stages.

Sources of Tourism[edit | edit source]

Base Tourism Tourism is produced by very specific sources.

Great Works[edit | edit source]

Main article: Great Work

Great Works are items of exceptional cultural quality which are important enough to contribute to world culture in general. There are three types of Great Works:

Great Works of Art[edit | edit source]

They are produced by the Great Artists, Great Writers, and Great Musicians attracted to your civilization, and all of them create General Tourism.

  • Each Great Artist can create three Great Works of Art. Each artwork contributes +3 Tourism Tourism. Museum theming doubles these values.
  • Each Great Writer can create two Great Work of Writing Great Works of Writing. Each piece of literature contributes +4 Tourism Tourism. After the discovery of Printing, Great Work of Writing Great Works of Writing contribute +8 Tourism Tourism each. In Gathering Storm, each Great Work of Writing Great Work of Writing contributes +2 Tourism Tourism, doubling to +4 Tourism Tourism after researching Printing.
  • Each Great Musician can create two Great Work of Music Great Works of Music. Each musical score contributes +4 Tourism Tourism.

Artifacts[edit | edit source]

Artifact Artifacts are dug up by Archaeologists and also create General Tourism. Each Archaeologist produced by a city which has constructed an Archaeological Museum can acquire three Artifact Artifacts (six for England in the base game and in R&F). Each Artifact Artifact provides +3 Tourism Tourism, which can double to +6 Tourism Tourism if the Archaeological Museum is themed.

Relics[edit | edit source]

Relic Relics can be created when an Apostle with the Martyr promotion (or a Khmer Missionary purchased in a city with a Prasat) dies in theological combat. Relics generate Religious Tourism, specifically contributing +8 Tourism Tourism. The Reliquaries religious belief increases output of Relic Relics to +24 Tourism Tourism. Relics in the city with St. Basil's Cathedral receive an extra +8 Tourism Tourism, meaning if you have Reliquaries religious belief, each Relic in the city with St. Basil's Cathedral will grant +32 Tourism Tourism. The Wonder Mont St. Michel is helpful for collecting relics since it provides 2 Relic Relic slots and grants newly created Apostles the Martyr promotion automatically.

Great Works, Artifact Artifacts and Relic Relics can only be created or housed if your civilization has appropriate building types, and free slots, to hold the item - for example, an Art Museum for a Great Work of Art or an Amphitheater for a Great Work of Writing Great Work of Writing.

Buildings and Wonders[edit | edit source]

Tile Improvements[edit | edit source]

Rock Bands in Gathering Storm[edit | edit source]

Gathering Storm introduces a brand new civilian unit designed to apply concentrated bursts of Tourism Tourism to a single nation. Rock Bands may perform one or more concerts in foreign lands which resist your cultural appeal. While the other standard sources of Tourism Tourism continue applying their steady pressure, strategic use of Rock Bands in the late game can significantly speed up your progress towards a Cultural Victory!

Tourism Modifiers[edit | edit source]

Any Cultural Victory will require careful application of Tourism Tourism modifiers. Compounding of modifiers significantly increase the Tourism Tourism output above its base level. Here we will describe National Modifiers (which affect your Tourism Tourism output irrespective of international affairs) and International Modifiers (which are applied to national Tourism Tourism output to determine Tourism Tourism pressure on each individual foreign civilization).

National Modifiers[edit | edit source]

The modifiers below directly apply to the base level of Tourism Tourism output from specific types of items. National Modifiers are often multiplied (not added together). Your civilization's total national Tourism Tourism output is shown in the main interface bar beside the brown suitcase.

  • +200% Tourism Tourism from Relic Relics by having the Reliquaries religious belief.
  • R&F-Only.png +100% Tourism Religious Tourism after constructing the Wonder St. Basil's Cathedral from the city that constructed it.
  • +100% Tourism Tourism from Great Work of Writing Great Works of Writing after the discovery of the Printing technology.
  • +200% Tourism Tourism from Great Work of Music Great Works of Music by slotting the Satellite Broadcasts policy card.
  • +100% Tourism Tourism from Great Works of Art and Artifact Artifacts by slotting the Heritage Tourism policy card.
  • +100% Tourism Tourism from Great Works of Art and Artifact Artifacts through Theming of Archaeological and Art Museums.
  • R&F-Only.png +100% Tourism Tourism from all Great Works in a city governed by Reyna with the Curator title. In Gathering Storm, the title is transferred to Pingala.
  • +200% Tourism Tourism from Artifact Artifacts after activating Mary Leakey's, Atomic Era Great Scientist, special ability.
  • +100% Tourism Tourism from Seaside Resorts having constructed the Wonder: Cristo Redentor.
  • GS-Only.png Improvements and buildings generate Tourism Tourism based on their Power supply having constructed the Wonder: Biosphère.
  • +2 Tourism Tourism from Seaside Resorts and +8 Tourism Tourism from National Parks having constructed the Wonder: Eiffel Tower.
  • +100% Tourism Tourism from all forms after the discovery of the Computers technology (reduced to 25% in GS-Only.png).
  • GS-Only.png +25% Tourism Tourism from all forms after the discovery of Environmentalism.
  • R&F-Only.png +100% Tourism Tourism from National Parks with the Golden Age Dedication: "Wish You Were Here".
  • R&F-Only.png +50% Tourism Tourism from Wonders with the Golden Age Dedication: "Wish You Were Here".

International Modifiers[edit | edit source]

After national modifiers have been applied to generate the national Tourism Tourism output, further modifiers affect the output to each individual civilization. International Modifiers are summed (not compounded) and calculated per each foreign civilization. Tourism Tourism output to each civilization can be seen on the Cultural Victory summary page by hovering over each civilization.

  • +25% for Open Borders.
  • +25% for having an international Trade Routes Trade Route.
  • +25% from having an international Trade Routes Trade Route after activating Sarah Breedlove's, Modern Era Great Merchant, special ability.
  • +25% from having an international Trade Routes Trade Route after activating Melitta Bentz's, Atomic Era Great Merchant, special ability.
  • +50% from having an international Trade Routes Trade Route and slotting the Online Communities policy card.
  • -50% (Religious Tourism only) for Different Religions (note that this penalty doesn't apply if you haven't founded a religion).
  • -50% (Religious Tourism only) if the foreign civilization has the Enlightenment Civic. Note that constructing Cristo Redentor eliminates the negative impact of The Enlightenment.
  • c. -3% to -40% for Different Governments (a variable penalty dependent upon the combination of differing government types and also game version)

Different government penalty[edit | edit source]

Having a different government type applies a percentage penalty to tourism between civilizations.

There are two XML parameters involved in the formula for this penalty:

  • "OtherGovernmentIntolerance" (Governments.xml or Expansion2_Governments.xml)
  • "TOURISM_CONFLICTING_GOVERNMENT_MULTIPLIER" (GlobalParameters.xml)

These parameters have changed once between vanilla and GS expansion.

The formula for calculating tourism percentage penalty for having a different government type:

  • (Your OtherGovernmentIntolerance + Foreign OtherGovernmentIntolerance) x TOURISM_CONFLICTING_GOVERNMENT_MULTIPLIER

Base game penalty[edit | edit source]

Values for OtherGovernmentIntolerance (BASE GAME):

  • (0) Chiefdom
  • (2) Autocracy
  • (2) Oligarchy
  • (1) Classical Republic
  • (3) Monarchy
  • (4) Theocracy
  • (2) Merchant Republic
  • (5) Fascism
  • (6) Communism
  • (3) Democracy

Value for TOURISM_CONFLICTING_GOVERNMENT_MULTIPLIER = 3 (BASE GAME)

Base game examples:

  • Chiefdom vs Classical Republic = (0 + 1) * 3 = -3%
  • Autocracy vs Oligarchy = (2 + 2) * 3 = -12%
  • Oligarchy vs Theocracy = (2 + 4) * 3 = -18%
  • Merchant Republic vs Democracy = (2 + 3) * 3 = -15%
  • Fascism vs Communism = (5 + 6) * 3 = -33%
  • Communism vs Communism = no penalty, same government

Gathering Storm penalty[edit | edit source]

Values for OtherGovernmentIntolerance (GATHERING STORM):

  • (0) Chiefdom
  • (0) Autocracy
  • (0) Oligarchy
  • (0) Classical Republic
  • (0) Monarchy
  • (0) Theocracy
  • (0) Merchant Republic
  • (20) Fascism
  • (20) Communism
  • (20) Democracy
  • (20) Corporate Libertarianism
  • (20) Digital Democracy
  • (20) Synthetic Technocracy

Value for TOURISM_CONFLICTING_GOVERNMENT_MULTIPLIER = 1 (GATHERING STORM)

Base game examples:

  • Chiefdom vs Classical Republic = (0 + 0) * 1 = -0%
  • Autocracy vs Oligarchy = (0 + 0) * 1 = -0%
  • Oligarchy vs Theocracy = (0 + 0) * 1 = -0%
  • Merchant Republic vs Democracy = (0 + 20) * 1 = -20%
  • Fascism vs Communism = (20 + 20) * 1 = -40%
  • Democracy vs Digital Democracy = (20 + 20) * 1 = -40%

Example[edit | edit source]

Suppose our Mongolian city has a themed Archaeological Museum, with Heritage Tourism and Online Communities applied, after we have discovered Computers and activated Mary Leakey's special ability. We have activated Sarah Breedlove's special ability and have Open Borders and a Trade Routes Trade Route with America, but we have different governments.

The National Output is calculated from compounded modifiers:

  • 3 Artifact Artifacts has a base of +9 Tourism Tourism.
  • Theming doubles this +18 Tourism Tourism.
  • Mary Leakey triples this +54 Tourism Tourism.
  • Heritage Tourism doubles this to +108 Tourism Tourism.
  • Computers doubles this to +216 Tourism Tourism.

The International Output is calculated from summed modifiers:

  • +25% for having Open Borders.
  • +25% for having a Trade Routes Trade Route.
  • +50% for having a Trade Routes Trade Route with Online Communities.
  • +25% for having a Trade Routes Trade Route with Sarah Breedlove's ability.
  • -17% for having different governments.

The total international modifier is +108%, giving a total output of +449.28, and since it always rounds down, +449 Tourism Tourism to America.

This demonstrates how the latter stage game Cultural Victory is dominated by compounding multipliers and favourable international relations, making this simple themed Archaeological Museum generate +449 Tourism Tourism per turn.

Strategy[edit | edit source]

Just as high Culture Culture output gives Domestic Tourists plenty of interesting places to visit within a nation's borders, high Tourism Tourism output attracts Visiting Tourists from other parts of the world. A player can win a Culture Victory by attracting more Visiting Tourists to his or her civilization than any other civilization has Domestic Tourists, so culturally oriented players will also want to focus on generating as much Tourism Tourism as possible.

Focusing early on Culture Culture and Tourism Tourism are not necessarily good strategies since the Tourism Tourism impacts are exponentially larger in the latter stages of the game. A focus on expansion, with wonder production if possible, and then producing a large number of Theater Squares mid-game to generate Great Person points and produce Archaeologists is sensible.

After exhausting cultural options, building Seaside Resorts, National Parks, unique cultural tile improvements, and having any other buildings that generate Tourism Tourism such as Walls, Ferris Wheels, Arenas, Stadiums, and Shopping Malls, will significantly add up.

Try to patronize Great People specifically useful for maximizing your Tourism Tourism output, and be sure to optimize international relations to capitalize on the compounding effect of all of your total multipliers.

Targeting the most culturally advanced civilization, combat wise, may be necessary to reduce the required number of visiting tourists or stop it from becoming unassailable.

Maximizing Tourism from Great Works of Art[edit | edit source]

Much of the information here comes from a CivFanatics info page by Victoria.[1]

There are a total of 4 types of Great Works of Art:

  • ReligiousArt6.png Religious: The first available type of Art, and the only type that is immediately themeable in the Renaissance Era. Religious Art is not counted as Religious Tourism and thus will not be negatively affected by The Enlightenment.
  • Portrait Portrait: First themeable in the Modern Era.
  • Landscape Landscape: First themeable in the Modern Era.
  • Sculpture Sculpture: First themeable in the Atomic Era.

The availability of each type of Great Work of Art is as follows (noting that the order of Great Artist Great Artists appearing within an era is randomized every game):

Great Artist Era Religious Sculpture Landscape Portrait
Andrei Rublev Renaissance 3
Michelangelo 1 2
Hieronymus Bosch 3
Donatello 3
Rembrandt van Rijn Industrial 1 2
El Greco 2 1
Qiu Ying 3
Titian 2 1
Jang Seung-eop Modern 3
Sofonisba Anguissola 3
Angelica Kauffman 3
Katsushika Hokusai 3
Edmonia Lewis Atomic 3
Claude Monet 3
Marie-Anne Collot 3
Vincent van Gogh 3
Amrita Sher-Gil Information 3
Boris Orlovsky 3
Gustav Klimt 2 1
Mary Cassatt 3
Total of type 12 14 18 16
Max number of themed buildings 4 4 6 5
Number of leftover (unthemeable) works 0 2 0 1

Throughout the first two eras (Renaissance and Industrial), only ReligiousArt6.png Religious Art is themeable. If you manage to earn all Great Artist Great Artists that can create ReligiousArt6.png Religious Art (by buying or running projects), you are guaranteed to have one themed Museum in the Renaissance Era and three more in the Industrial Era. However, since this perfect scenario is unlikely unless you are playing as Kongo or Russia, it is recommended to trade away any leftover ReligiousArt6.png Religious Art for other types of Art after the Industrial Era ends, since you will not be able to earn any more of that type after that point. If Russia is in the game, it may be better not to go for them as Russia often gains so many Great Artist Great Artists in such a short span of time that they can't use the ones they get, so their works will not be available to trade. Afterward, you can theme Portrait Portraits and Landscape Landscapes starting from the Modern Era and Sculpture Sculptures starting from the Atomic Era.

Yields[edit | edit source]

Two Art Museums. The one on the left has three works by the same Artist; the one on the right has works by three different Artists.

Two Art Museums with Heritage Tourism. The one on the right has Pingala with the Curator title assigned to its city.

A single Great Work of Art produces a base yield of 3 Culture Culture and 2 Tourism Tourism, which doubles when it is themed. However, a second Great Work of Art from the same Artist in the same Museum produces only 1 Culture Culture and 1 Tourism Tourism, so try to avoid this by moving your Great Artist Great Artist around to create Great Works in different Museums - otherwise, you'll have to wait 10 turns to move their Great Works of Art. This restriction does not apply to other buildings (the Queen's Bibliotheque, the Bank created by Giovanni de' Medici, the National History Museum) and wonders, so you can use these to store duplicates while keeping the base yield of those Great Works.

The base yields of Great Works of Art can be further modified by the following:

Arts versus archaeology[edit | edit source]

Great Artist Great Artists can be gained in advance, so when Humanism is unlocked you can already slot ReligiousArt6.png Religious Art and possibly patronize additional Great Artist Great Artists. This will allow for early and fast theming, which is the real benefit of arts over archaeology. You do not have to wait until Natural History for Archaeologists and then pay 1600 Gold Gold or expend 400 Production Production to get one to then travel to dig up Artifact Artifacts. However, it is better to balance the number of Art Museums and Archaeological Museums after the Industrial Era ends (i.e. all ReligiousArt6.png Religious Art is gone), since you are no longer threatened by the prospect that some of your Great Works might be rendered un-themeable. Simply put, if you have leftover ReligiousArt6.png Religious Art at this point, there is nothing you can do about that besides trading with your neighbors, which does not solely rely on you and your decisions anymore.

If you are far ahead in the Great Artist Great Artist race and can see yourself getting the first 3-4, it is worth buying some Art Museums if you can. These can normally be filled a lot faster than an Archaeological Museum, and you can theme all 3-4 of these early if you aim specifically for ReligiousArt6.png Religious Art. Overall, you have much more control over what types of Art you can create than what Artifact Artifacts of what civilizations and what eras. A Museum costs 1160 Gold Gold compared to 1600 Gold Gold for an Archaeologist, and you still have to build an Archaeological Museum for that. Museums give Great Artist Great Artist points regardless of type; however, having one Archaeological Museum before the Industrial Era ends is important since it boosts Natural History.

Regardless of your victory type, getting 3 Art Museums and 1 Archaeological Museum is worth it for Inspiration Inspirations and for Culture Culture. Remember, once you have gained Inspiration Inspirations, you can always sell Great Works if need be.

Reaching Humanism[edit | edit source]

Getting the Humanism Inspiration Inspiration (earn a Great Artist Great Artist) and therefore getting to Art Museums earlier is a big help. Unless you are playing as Kongo or Russia, this is unlikely to happen without running a few rounds of projects or buying a Great Artist Great Artist. A Cultural Victory, contrary to popular belief, can actually be achieved very early on, and is quite time dependent (before your opponents get a chance to establish a massive Culture Culture defense against your Tourism Tourism). Great Writer Great Writers alone are not quite enough (especially with the Gathering Storm nerf); Great Artist Great Artists are crucial to tip the balance.

Yield maximization and the Hermitage[edit | edit source]

The Hermitage showing identical yields when filled with a Landscape and three Sculptures by different Artists (left), three pieces of Religious Art by one Artist and one piece of Religious Art by another (center), and four pieces of Religious Art by four different Artists (right).

ReligiousArt6.png Religious Art is your Tourism Tourism gold mine since it is the earliest themeable Tourism Tourism source. Never create ReligiousArt6.png Religious Art successively from the same Great Artist Great Artist in the same Art Museum, since 1 Culture Culture and 1 Tourism Tourism is nearly useless - you should have 3 Art Museums up as soon as possible. It is perfectly fine to just place all your religious works other places like the Apadana and the Hermitage, though they still cannot be moved until 10 turns have passed.

The Hermitage is useful to some degree, but not necessary unless you are playing for a lot of Great Works of Art. It costs 1450 Production Production and cannot theme your Works. If it can be auto-themed, then that would make it worth getting but it does not (so this Wonder is only strong under Kristina, and sometimes, Eleanor of Aquitaine for the Loyalty effect). If you can build it early and fast, it is relatively useful to hold duplicate works, but even that does not really justify the high cost for such low amount of resulting Tourism Tourism and Culture Culture, except for when you have a Governor with the Curator title in that city. Besides, by this stage of the game, you should be generating enough Culture Culture to get to the better Tourism Tourism sources like Ski Resorts relatively fast.

It is common to have other cultural civilizations (especially Russia and Kongo) in the game. You will need to run a lot of Theater Square projects to compete for Great Artist Great Artists against them, especially during the Renaissance and Industrial Eras when ReligiousArt6.png Religious Art is up for grabs.

References[edit | edit source]

R&F-Only.png Added in the Rise and Fall expansion pack.
GS-Only.png Added in the Gathering Storm expansion pack.

Civilization VI Statistics [edit]

Culture CultureDiplomatic Favor Diplomatic Favor GS-Only.pngFaith FaithFood FoodGold GoldPower Power GS-Only.pngProduction ProductionScience ScienceTourism Tourism

GS-Only.png Added in the Gathering Storm expansion pack.
Civilization VI [edit]
Rise and FallGathering StormNew Frontier Pass

Lists
AgendasBeliefsBuildings (Unique buildings) • City-statesCivicsCivilizationsCompetitions GS-Only.pngDistrictsImprovementsLeadersNatural wondersPantheonsPolicy cardsProjectsPromotionsReligionsResourcesTechnologiesTerrainsUnits (Unique units) • Wonders

Concepts
AgendaAge R&F-Only.png (Historic Moment R&F-Only.pngTimeline R&F-Only.png) • BarbariansBoostsBuildingCity (AmenitiesCapitalGovernor R&F-Only.pngHousingLoyalty R&F-Only.pngPopulation) • City-state (EnvoySuzerain) • CivicClimate GS-Only.png (Disaster) • Combat (Air combatCity combatFlanking and SupportZone of control) • Competition GS-Only.pngDifficulty levelDiplomacy (Emergency R&F-Only.pngEspionageGossipGrievances GS-Only.pngWarmongeringWorld Congress GS-Only.png) • DistrictEraGovernmentGreat PeopleGreat WorkImprovementMap (AppealBordersContinentTile) • Natural wonderPolicy cardProjectPromotionReligion (Pantheon) • ResourceSpeedTechnologyTerrainTrade RouteUnit (MovementRangeSightStrength) • VictoryWar wearinessWonder

Miscellaneous
DLCGame ModeModdingPersona PacksScenariosSoundtrackStarting a new gameSteam AchievementsSteam trading cardsUpdates

R&F-Only.png Added in the Rise and Fall expansion pack.
GS-Only.png Added in the Gathering Storm expansion pack.

Community content is available under CC-BY-SA unless otherwise noted.