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Civilization 6 Culture Victory explained - how to earn Foreign Tourists, Domestic Tourists, and Tourism in Civ 6

A deep dive into everything Culture and Tourism in Civ 6.

The Civilization 6 Culture Victory is not a simple one. At least not on the surface. There's been a great deal of confusion how exactly it works right from the get go with Civ 6 - in fact even with Civ 5 it was something developer Firaxis had to wrestle with.

Thanks to some good old fashioned mathematics from the community however, there is now, at last, enough information to put together a proper guide on how to win the Culture Victory , how to earn Foreign and Domestic Tourists , plus explaining how Tourism works , and how Culture affects it .

We've assembled this guide based on a combination of in-game info, our own testing, and conversations we've held with Firaxis confirming some of the details. It's also worth noting the work done by the community, particularly CivFanatics forum user Victoria, found here . You can also find any of the formula mentioned in the game's .exe files - although we recommend you don't go fiddling around in there unless you know what you're doing!

Cover image for YouTube video

If you're looking for more resource-focused Civ 6 guides, meanwhile, we also have pages on how to earn Gold , how to earn Faith , and how to earn Science in Civ 6 , too.

A quick note: we've refreshed out Civ 6 guides for the game's launch on Nintendo Switch, but just be aware that they contain information regarding the Rise and Fall DLC as well as the base game, which means some things only apply if you have that DLC! Otherwise... crack on!

what does tourism do civ 6

How does Culture Work and how do you earn a Culture Victory?

First things first, here's the exact definition of a Civ 6 Culture Victory:

  • To win a Culture Victory, you must have more visiting Foreign Tourists than any other Civ has Domestic Tourists of their own.

With that in mind, we need to know how to earn Foreign Tourists, but also how to earn Domestic Tourists - both so we can stop other Civs from earning them and make our lives easier, and so we can 'defend' against other Civs going for the Culture Victory with a large amount of Domestic Tourists of our own. How do we do that? We'll dive into the specifics further down, but for now all you need to know is you do it by earning Culture.

Culture, as you'll probably know, is the pink stuff. Indicated with a pink/purple musical symbol (a Treble clef, as it's known), Culture works much the same as Science: there's a gauge tracking how much you're earning per turn in the top left corner of the screen, a series of buildings, Great People, and modifiers which help you earn it; and there's now a new Civics tree, which works just like Science's Tech tree, that unlocks Civics as you earn Culture and progress through the game. We've summarised them below, but skip ahead past that big list if it's Tourism you're after!

List of ways to earn Culture:

Alright, so we know how to earn Culture, but how does that impact on Domestic and Foreign Tourism, seeing as it's those that we need to win?

what does tourism do civ 6

How Domestic Tourists and Culture work in Civilization 6

Now that we know what's needed to win a Culture Victory - more visiting Foreign Tourists than any other Civ's own Domestic Tourists - it's time to dive a little deeper, starting with Domestic Tourists and Tourism.

Domestic Tourists are your means of defending against another Civ winning the Culture Victory - the more you have, the more Foreign Tourists another Civ must earn to win - so it's important to know how Domestic Tourism works - not to mention the fact it also allows you to target other Civs' sources of Domestic Tourism to make your Culture Victory easier, too.

You can view the Domestic Tourists of a given Civ by looking at the Culture Victory panel from the Victory screen found in the top right. Domestic Tourists for a Civ are indicated by the number under their Civ's name, next to the colour-corresponding suitcase. Frustratingly hidden, until uncovered from the game's files by the community (which we've since checked with Firaxis), here's how to find it:

Domestic Tourism formula:

  • Domestic Tourists = (Total Culture + Total Civic Inspiration Culture) / 100

To clarify those terms a little, the Total Culture is the total amount you've accrued over the course of your game, whilst Total Civic Inspiration Culture is the total amount of Culture you've earned through the Inspiration boosts to your Civic Tree progress.

You don't actually need to know the specific figures for either of those elements (you can work them out if you really need to, by totalling up all the Culture costs of boosted Civics, found in the Civic Tree - Inspirations unlock 50% (or 60% for China) of a Civic's required Culture - and then working backwards for your Total Culture). Basically, the two of them together make your 'real' total Culture as Inspirations are basically free Culture towards unlocking a specific Civic), and so Domestic Tourism is basically all the Culture you've earned, divided by 100.

What this helps you with though is knowing that, if you want to stop other Civs from accruing a large amount of Domestic Tourists themselves, you need to hit their Culture income and, if possible, prevent them from unlocking too many Civic Inspiration boosts. Likewise, if you want to guard against another Civ winning the Culture Victory, you need to generate large amounts of Culture and unlock large numbers of Civic Inspiration boosts yourself.

How Foreign Tourists, Tourism, and Culture work in Civilization 6

Here's where things get a little more complicated - but also much more interesting.

Winning the Culture Victory, as we know, is all about earning large numbers of visiting Foreign Tourists - but how do you earn Foreign Tourists, and how do the figures found in game for your Tourism and Culture factor into that?

what does tourism do civ 6

What we already know is that the number of Foreign Tourists visiting from a given Civ is shown as the number next to the brown suitcase in the Culture Victory panel, in the row of that Civ (image on the right makes this a little clearer). All the numbers in that column totalled up, then, makes your total Foreign Tourists, and you can see how close you are to your target in the number in the top right of that panel.

Your goal, then, is to increase your visiting Foreign Tourists to the point where you have that required amount for victory (in the image, I have 247 out of the required 350 Foreign Tourists). How do we do that? Well, Foreign Tourists are best explained with an analogy.

Foreign Tourists work a lot like Great People: each turn you earn a certain amount of Great People Points. When you hit a certain threshold, say 1,000 Great People Points, you'll earn a Great Person. You want to earn lots of Great People over the course of a game. Foreign Tourists work in the same way except the problem is that threshold, unlike the one for Great People, is hidden, so up until now it's been very hard to see how you can earn Foreign Tourists and gauge how well you're doing at earning them in your game.

Now however, we know that the further past the hidden Total Tourism Threshold our Tourism from a Civ is, the more Foreign Tourists that Civ sends. Again, following some checks with Firaxis and tests of our own, we also now know the exact formula for figuring out that the Threshold, which in fact depends on how many civilizations there are in the game.

Hidden Total Tourism Threshold formula:

  • Hidden Total Tourism Threshold = Number of Civilizations in the game x 150

Foreign Tourists formula:

  • Foreign Tourists sent from a given Civ = Total Lifetime Tourism from that Civ / Hidden Total Tourism Threshold

Let's define those terms again one more time for some clarity:

  • Total Lifetime Tourism - The total amount of Tourism (not Tourists, it's a separate measure altogether) earned from a Civilization. This can be found by hovering over a Civ's name in the Culture Victory panel. Tourism works in a similar way to Great Person Points.
  • Hidden Total Tourism Threshold - The amount of Tourism required to earn another Foreign Tourist from that Civ.

Time for an example! This should hopefully clarify any residual confusion here, as it definitely took us a little time to get our heads around:

what does tourism do civ 6

In this particular game, I'm playing as America. There are eight Civilizations in the game, including me, and one of the foreign Civs is Greece. Let's do the sums with the figures from that game:

  • Hidden Total Tourism Threshold: 8 x 150 = 1,200
  • Lifetime Tourism from Greece: 54,176
  • Foreign Tourists sent from Greece: 54,176 / 1,200 = 45

So in this game of 8 Civs, for every 1,200 Total Lifetime Tourism I get from Greece, I get one Tourist. I've earned 45 Tourists so far (note that the figures for Foreign Tourists are always rounded down to the nearest whole number), and can figure out that I'll need to hit 55,200 Liftime Tourism from Greece to earn another Foreign Tourism from that Civ.

Okay, so I've got to earn a lot of Tourism from Greece then if I want to hit my Total Foreign Tourists target of 350 (again, see top right of image). Fortunately, they're just one of the eight Civs in the game. But how do I find out how much Tourism-per-turn I'm earning from a Civ, and how can I earn more, faster, to get those precious Foreign Tourists?

Well, Tourism-per-turn from a given Civ comes from two things:

  • Tourist Attractions (our name) - Certain objects in game, from Wonders to Great Works, that provide you with raw Tourism-per-turn. These are listed further below.
  • Tourism Modifiers - Things which multiply your Tourism-per-turn by a certain amount, such as certain Civics, Policies, or Great People. Again, much more on these below.

Tourist Attractions are unfortunately not listed in full anywhere in-game. You can use the Tourism Map Lens and hover over each bubble to get a bit of an idea, but this is cumbersome. We list them in full below for you to try and clear this up.

what does tourism do civ 6

Tourism Modifiers, again, are hard to find in full in-game. You can see some of them in hover-over menus of the Tourism Map Lens, and others hovering over the browns suitcases in the Culture Victory panel. As with Attractions, we list these in full in the next section.

Tourism-per-turn, from an individual Civ, is available to view in-game but somewhat obscured. It's the number just above Lifetime Tourism, which is also shown from hovering over a Civ's brown suitcase in the Culture Victory panel. This is shown as "Tourism (current)" in-game, but represents how much you get each turn from that Civ.

Importantly, this is not the figure shown at the top of your screen, which is described as "Tourism per turn" in-game. That number is your raw, pre-modifier Tourism-per-turn calculated before any of the game's various Tourism Modifiers are applied, and so can be confusing - you could increase that number at the top of your screen, for instance, but have negative modifiers that actually mean you're still earning fewer Tourists-per-turn from each Civ.

Going back to the example game then, at 428 Tourism-per-turn then (see the same image above), I'll get another Foreign Tourist from Greece in three turns.

what does tourism do civ 6

Tourist Attractions, Tourism Modifiers, and how to earn Foreign Tourists in Civilization 6

Finally, we can get down to a bit of strategy!

We now know that to win the game we need lots of Foreign Tourists. To get Foreign Tourists, we need lots of Tourism-per-turn, and to get lots of Tourism-per-turn, we need Tourist Attractions and Tourism Modifiers. With that in mind, here's the important stuff:

List of ways to earn Tourism:

  • Wonders: 2 Tourism-per-turn, + 1 Tourism-per-turn per era after they were available.
  • Holy City (city where your Religion is founded): 8 Tourism-per-turn (Religious)
  • Religious Relics: 8 Tourism-per-turn (Religious)
  • Great Works of Writing: 4 Tourism-per-turn
  • Great Works of Music: 3 Tourism-per-turn
  • Great Works of Art: 2 Tourism-per-turn, doubled when themed
  • Archeological Artifact: 3 Tourism-per-turn, doubled when themed
  • Seaside Resorts: Tourism-per-turn = 1 x Tile Appeal
  • National Parks: Tourism-per-turn = 1 x each Tile's Appeal in the Park
  • Campuses: 10 Tourism-per-turn only if you use the Great Merchant Jamsetji Tata
  • Industrial Zones: 10 Tourism-per-turn only if you use the Great Merchant Masaru Ibuka
  • Flight: generates same amount of Tourism-per-turn as Culture-per-turn earned from tile improvements.

what does tourism do civ 6

On top of these there are Modifiers. Modifiers multiply the Tourism-per-turn earned from certain Tourism Attractions by a percentage. A quick note on Religious Tourism - anything marked "Tourism-per-turn (Religious)" below is a Modifier which only affects sources of Religious Tourism. These are Holy Cities and Relics, which are also marked in the list above with (Religious) so you know what's affected. Another note: not all Modifiers are shown in-game. There's no indication, for example, that a 75% boost to Tourism from Trade Routes is actually the 25% standard, plus the 50% from Online Communities; likewise, Leader or Civ-specific bonuses, like that of the Film Studio, are only shown in the Tourism Lens after hovering over a district. Basically, it's easier to use the list below if you want to get an idea of what's causing a boost to what:

List of Tourism Modifiers:

  • Civ Bonus - America: Film Studio provides +100% Tourism-per-turn from any Civ that reaches the Modern Era.
  • Civ Bonus - France: +100% Tourism-per-turn from Wonders.
  • Trade Routes: +25% Tourism-per-turn from Civs you have a Trade Route with.
  • Open Borders : +25% Tourism-per-turn from from Civs you have Open Borders with.
  • Policy - Online Communities: +50% Tourism-per-turn from Civs you have a Trade Route with.
  • Policy - Satellite Broadcasts: +100% Tourism-per-turn from Great Works of Music.
  • Tech - Printing: +100% Tourism-per-turn from Great Works of Writing.
  • Tech - Computers: +100% Tourism-per-turn.
  • Civic - Enlightenment: -50% Tourism-per-turn (Religious) from any Civ that has unlocked this Civic.
  • Religious Belief - Reliquaries: +200% Tourism-per-turn (Religious) from Relics.
  • Great Person - Sara Breedlove (Merchant): +25% Tourism-per-turn from other Civs you have a Trade Route to.
  • Great Person - Melitta Bentz (Merchant): +25% Tourism-per-turn from other Civs you have a Trade Route to.
  • Great Person - Mary Leakery (Scientist): +200% Tourism from Artifacts.
  • Differing Religion: Relics earn -50% Tourism-per-turn (Religious) from Civs with a different Religion to you.
  • Differing Governments: Explained below.

The Differing Governments modifier requires another list of its own, thanks to the fact that each Government type (Oligarchy, Fascism, etc.) has a hidden number of its own that factors in to how much of a negative modifier you'll get for a differing Government.

Here's how to work it out, followed by a list of Governments and their hidden numbers, for finding out how much of a negative impact having different Governments will give you:

Different Government Modifier Formula and stats:

  • Differing Government Modifier = (GovA + GovB) x 3
  • Chieftain: 0
  • Autocracy: -2
  • Oligarchy: -2
  • Classical Republic: -2
  • Monarchy: -3
  • Theocracy: -4
  • Merchant Republic: -2
  • Fascism: -5
  • Communism: -6
  • Democracy: -3

So for example, if I were a Democracy and another Civ was Fascist, that would be (-5 + -6) x 3 = -24% Tourism-per-turn. So I'm losing almost a quarter of my Tourism-per-turn from that Fascist Civ because of our Government types!

If your lust for Civilization 6 knowledge is still going strong, expansion owners should take a look at our Civ 6 Rise and Fall guide hub which takes you through the basics of everything new, whilst we have dedicated pages on Governors and Loyalty , along with how to earn Golden Ages, Era Points and Era Score through Historic Moments , and a full list of new Civs in Civ 6 Rise and Fall and other DLC. Otherwise, our Civilization 6 guide, tips and tricks covers the essentials before you master early game, mid-game and late-game strategies . We also have tips on the new Districts feature, a Leaders list with their Traits and Agendas , plus the best ways to get Gold , Science , and Faith , how to win by Religious Victory , and how to earn the elusive Science Victory and Military domination victory . Finally, here's the Culture Victory, Foreign Tourism, and Domestic Tourism explained in depth.

The best way to earn a Culture Victory in Civilization 6

To conclude all of this, then, here's a nice summary of our advice for earning yourself a Culture Victory:

  • Your main objective - Create Tourist Attractions, and manage Tourism Modifiers, to earn lots of Tourism-per-turn, which will earn you the Foreign Tourists that are needed for victory.
  • Build large amounts of Culture and earn as many Civic Tree Inspiration boosts as possible - to build up high Domestic Tourism and thus prevent other Civs from winning a Culture Victory.
  • Manage your progress - In the Culture Victory screen, hover over the brown suitcase by each Civ to see your Tourism-per-turn from them, your Total Tourism from them, and some of the Modifiers affecting it. Use the figure by the brown suitcase at the top of your screen, next to your Gold income, to check how much raw, pre-Modifier Tourism-per-turn you're earning for a more general idea.
  • Manage your pre-Modifier Tourism-per-turn by creating Tourist Attractions - to create a large amount of Tourism-per-turn, which in turn increases your Foreign Tourists.
  • Manage your Tourism-per-turn from each Civ by using Modifiers - think about opening your borders and getting out trade routes as soon as you can, to as many Civs as possible. You can also unlock The Enlightenment Civic to slow down another Civ's Tourism from you if they're focusing on Tourism from Religious Relics.
  • Think about your choice of Government - this could give you a pretty brutal negative modifier to your Tourism-per-turn (if you have Fascism, and another Civ has Communism, that's -33% Tourism-per-turn to both of you). The path of least resistance is Chieftain - Classical Republic - Merchant Republic - Democracy, but that's only if you don't know what other Governments there are. It might be beneficial to switch to another if it's the dominant Government-type in the game.
  • Consider a Religious Rush - a Religious Tourism strategy is one of the fastest ways to earn a Culture Victory, thanks to the massive boost to Tourism-per-turn from the Reliquaries Belief. If you can get lots of Relics early on, spread your Religion well to avoid Differing Religion Modifiers, and unlock that Belief quickly, this is a potentially brilliant way to rush a Culture Victory. To counter it spread a Religion of your own, beat rivals to the Reliquaries Belief, amass Culture quickly for Domestic Tourists, close borders and trade to that Civ, or unlock The Enlightenment Civic as soon as possible!
  • Attack other Civs' source of Culture - this will lower the speed at which they generate Domestic Tourists, and allow you to catch up in the race. Hit Theatre Districts and Archeological Museums with military attacks, buy, steal, or trade for their works of art to prevent theming bonuses, or reduce their Religion's influence if they're using it to acquire Culture!

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Civ VI Title Image

How to Generate Tourism in Civ VI

Image of Tara Clapper

When you gain influence over another civilization in Civ VI, their leader will say, their people are “buying your blue jeans and listening to your pop music!” Get all remaining civs to embrace your culture in this way and you’ve got yourself a cultural victory.

What is Tourism in Civ VI and Why Do You Need It?

While it is necessary to build cultural buildings for a cultural victory, tourism is needed, too. Tourism represents the amount of tourists from other cultures who come to your civilization. Tourism represents the pressure on other cultures to embrace yours.

There are several strategies for gaining tourism in Civ VI. Contrary to popular belief, they are not all mid and late game strategies, either.

How to Generate Tourism in Civ VI with Relics

Starting in early game, you can get relics which start to generate tourism early. Relics come from:

  • Apostles that die in theological combat (guaranteed with the Mont St. Michael wonder)
  • 3rd level Voidsingers, if cults are enabled
  • Heroes who die, if heroes are enabled
  • Goody huts (huts you discover, even in early game, with scouts or any other units)
  • Letting missionaries die as Khmer

Great Works Generate Tourism

In addition to relics, great works generate tourism. When you earn a Great Writer, Great Artist, or Great Musician, they’ll create great works as long as you have spots for them. You’ll naturally acquire them, but you can also spend faith and gold to buy them. I recommend this if you are falling behind on tourism and culture, or if you’re struggling to make your era score by a few points and the era is ending.

You can also earn points towards creators of great works using wild cards, depending on your government and the available slots.

Buy Other Civs’ Art and Relics

On Settler level, most AI civs will consider selling relics and art for 600 gold or less. If you have money and space for relics and art, you can buy it from another civ. Some will have a red X on the trade screen, which means the trade is non-negotiable. Others are notorious for selling their valuable artifacts to you!

It’s also important to trade with other civs to get sets in your museums. When you fill out the indicated theming, your tourism is greater. It’s advantageous to trade with other civs to get theming bonuses when possible.

How to Build Archaeological Museums to Gain Tourism in Civ VI

Lastly, you can also build archaeological museums, then send out archaeologists to dig up sites and explore shipwrecks. To get this museum on your menu, you need a Theater Square district and an amphitheater. The artifacts archaeologists collect and put in the museum count towards your tourism.

Some tourism will come naturally as you’re going for a cultural victory, but it’s always a good idea to keep an eye on the cultural influence map accessed in the upper right hand corner of the interface. This can help you determine who your cultural victory competitors are early on, and help you determine when to more deliberately focus on tourism as you progress through the game.

_________________________________________________________________________________________

We hope you enjoyed our guide about learning how to generate tourism in Civ VI. Please check out Gamer Journalist on  Facebook  to join the discussion and keep up to date with our content. You may also want to check out our  Civ VI Abraham Lincoln Strategy Guide — Best Tips for Playing as Honest Abe .

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CivFanatics Forums

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  • CIVILIZATION VI
  • Civ6 - Strategy & Tips

How Tourism is Calculated and a Culture Victory Made.

  • Thread starter Victoria
  • Start date Nov 15, 2016
  • Tags culture victory domestic tourism foreign tourism tourism

Victoria

  • Nov 15, 2016

what does tourism do civ 6

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Nice job I guess ultimately culture victory functions more or less the same as in Civ V in terms of what you have to do yourself in order to win, but the details are quite different. The biggest difference is probably that in Civ V your tourism had to actually overtake every single other civ in the game, whereas in Civ VI it merely decides how many tourists you need globally to win. Like you don't have to reach any specific number of visiting tourists from the most culturally advanced civ in the game (other than yourself), you can win just by leeching some extra from the weaker ones. This effectively means that you can't deny someone else a cultural victory just by accelerating your own culture as they can still win it just by praying on the weaker civs instead  

Onii-chan said: Nice job This effectively means that you can't deny someone else a cultural victory just by accelerating your own culture as they can still win it just by praying on the weaker civs instead Click to expand...
Victoria said: No but you can by Denouncing them and getting other friends to which bangs down those borders. Getting spies to steal things Get them to go to war with you. This is not too hard to do and makes everyone close borders and you can sue for peace for relics/items Click to expand...
Victoria said: Some things on the agenda. If I loose a tourism city (give it away) do the lifetime points get re-distributed? If a Civ is removed from the game does the base modifier for victory change and do I loose their lifetime tourism? I am sure such questions someone will know the answer to. I am just too busy to do too much at once, apologies and I hope you found something of use. Click to expand...
KrikkitTwo said: Fire up an 8 player game, let 6 of the civs die (delete the settler) and then see how much tourism one remaining puts on the other. Click to expand...

Very nice  

avl8

Very informative! Keep it up, its very useful! Can you summarize these mechanics into simple list of "what to do to win culture victory in Civ 6?"  

  • Nov 16, 2016
Victoria said: If a Civ is removed from the game does the base modifier for victory change and do I loose their lifetime tourism?. Click to expand...
avl8 said: Can you summarize these mechanics into simple list of "what to do to win culture victory in Civ 6?" Click to expand...

elitetroops

elitetroops

Oh, you can't have more than 10 seaside resorts? You forgot to mention Computers. Doubles all tourism yields. Do you know how modifiers interact? For example, Christo doubles output of seaside resorts, does Computers double it again to 4x, or are these modifiers additive for 3x? There is also an Atomic Era Great Merchant that gives +25% tourism towards other civilizations you have a Trade Route to (Melitta Bentz) and 2 Information Era Great Merchants (Jamsetji Tata and Masaru Ibuka) that give +10 tourism to all your Campuses and Industrial Zones. These are all very late though. Might be hard to reach them in time. Flight gives bonus tourism to all improvements that give culture. Does anyone know if this applies to pastures getting culture from God of the Open Sky?  

He-Who-Hunts

He-Who-Hunts

2nd legionary cohort.

I've recently been developing a non-religious cultural victory with England, and I must say this write up is fantastic. Thank you for putting the time in on this. So difficulty setting and map size have no modifiers?  

TomKQT

Why does the lifetime tourism differs so much for individual civs? Is it counting only from the moment you first meet the civ? And then the only difference is caused by the modifiers from open borders, governments etc? Or does it also matter how close the civ is to you on the map?  

Only from the moment you contact them And Modifiers  

Very nice guide! I often shoot for cultural victory as well because it seems the fastest one for me on deity (large/huge maps) - domination probably is faster, but I dislike it. Usually it is possible on 160-200 turn. My plan is quite different. There is no much sense in having tourism until you have a few +% modifications, plus you need some defence and ability to switch on plan B if something goes wrong, so I start from building solid infrastructure first, and push culture/tourism in the end. Step 1 - kill the nearest neighbor with couple warriors, 5-6 archers. Should be done by turn 60, otherwise you need stronger army. I usually take his capital the last, so it often has holy district. If not - well, most probably I don't have religion, no big deal. This step gives you 3 free more or less developed cities (or 2 city and settler) and enough space to settle. Step 2 - build infrastructure, meaning 8 -12 cities with commercial (first) and industrial (second) districts, harbors where it is possible. Monument and encampment where it is needed. Don't over push culture or science on this step, if your infrastructure is not ready the price of districts can become an issue. Prioritize feudalism and improve all you can. Choose your best city (usually it is either your initial capital or the one you conquered) and build all possible districts there to maximize benefits for trade routes, each town has to have trade route to it, all other trades are internal routes from your best city. Ideally it should be almost done roughly by turn 90-100. As Victoria pointed out, it is crucial to setup good relationships with all civs. You might need to build encampment/keep some units ready just in case. Step 3 - Prepare cultural push - add theaters and all buildings everywhere and campus where you can (city grow can be limiting factor on this stage). You want roughly 50/50 art and archeology museums, might depend on map. Beeline Merchant republic, then Urbanism. Radio is your priority in science. Explore (scouts/missioners) as much as possible. Ideally you should be able to setup trade routes with all nations at the end of the stage and have plans where you will place you second wave of towns on step 4. As soon as you build everything you want in the city - start running theater projects. Ideally should be done by turn 120-140. Step 4 - Final sprint. Grab Computers. Beeline Eiffel tower and Cristo, build both (that's why you need one very powerful city, aim to have at least 120, better 150+ production). Run as much theater projects as you can - you are getting both GPP and culture you need to quickly get all policies with +tourism modifications. Buy open borders with all nations, send out trade routes (1 per nation is enough). You might need to send couple routes earlier to build trade posts and be able to reach everyone, or you can drop somewhere size 1 city only to setup trade route. Send out second wave of settlement. You want a few new cities to build resorts - thanks to Eiffel, most of seaside cells are breathtaking in your cities. Add couple forests if needed. You can settle wherever, you don't need them to grow - just buy builder. If you have enough faith - setup natural parks in new cities as well. You should aim to tourism 1500+, I usually have it at turn 150-170, after that survive about 10-15 turns to your victory.  

interesting approach for a large map and killing is important on Deity start. I just personally do not like that approach so play around emperor. 8-12 cities by turn 90 seems a bit of a short. I guess the early kill helps that growth?  

Early deity kill gives you 3 cities, so it for sure helps towards a goal of 8-12 cities. I'm still wondering, in theory, wouldn't it be better to instead of completely killing one neighbor, you partially kill two? Ideally leave them both with one city, their worst city, and all tiles pillaged. If you severely cripple the AI early, it won't become a threat again, nor will it become the culture leader to raise the required amount of tourists, but it will supply you with tourists. Since your full tourism output is targeting all living AI, you should earn more tourists the more AI there is alive. Of course, if you attack 2 different AI, you might have to deal with the standing army of 2 different AI, which can make this much more expensive. Probably situational... Edit: On a large/huge map it probably doesn't make much of a difference. On a small map it would be much more noticeable if one civ is missing.  

  • Nov 17, 2016

A civ can run out of domestic tourists for you to steal. Crippling a civ might not give you many more tourists than conquering it.  

Xenotitan said: A civ can run out of domestic tourists for you to steal. Crippling a civ might not give you many more tourists than conquering it. Click to expand...

Are you sure about the 10 sea side resort limitation? I played a game last night where I had more than 10, all within 3 tiles of cities. Online speed, immortal dif, small map, pangea, had both Eiffel Tower & Cristo Redentor.  

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Civilization 6: 23 Tips On How To Get A Cultural Victory

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  • Winning with a cultural victory in Civilization 6 requires strategy, diplomacy, and focus on boosting tourism.
  • Players pursuing a cultural victory must prioritize diplomacy, adjacency bonuses, and collecting Great Works.
  • Building essential structures like National Parks and Seaside Resorts is key to maximizing tourism and winning culturally.

Despite not being the most straightforward way to win in Civilization 6 , winning by a cultural victory in the game provides its own kind of satisfaction and challenge. Cultural Victories have a lot of stipulations to be made for them to work , and they rely a lot on a player's ability to do diplomacy well with the other nations in the game.

Civ 6: 26 Tips On How To Get A Diplomacy Victory

This way of victory takes a lot more strategy and cunning than the other, more straightforward ways that come with the base game. Here are some tips.

This is why it is important to know every little tip and trick that is out there so that any fan deciding to play the game with the goal of a cultural victory in mind is ready for anything!

Updated March 10, 2024 by Rhenn Taguiam: While a traditional conquest can seem a fun way to spend a new Civ 6 playthrough, players may want a challenge and aim for a Cultural Victory instead.

This tourism-slanted victory condition can seem easy to achieve at first until players realize it's just as easy to secure wins from other peaceful victory conditions, adding quite a bit of an unexpected challenge for Cultural Victory challenge runs. Thankfully, some advice when it comes to pursuing Cultural Victories that players can apply to their strategies include focusing on boosts to adjacent cities, collecting Great Works, and even becoming more diplomatic.

1 Avoid Warmongering

Be as peaceful as possible.

Considering how Tourism forms a crucial part of a Cultural Victory in the gameplay of this grand strategy title , players should avoid raising tensions between their civ and other factions to maximize the influx of tourists into their regions. Warmongering penalties can force setbacks on players that can get rivals ahead in the Cultural Victory race, making aggressive plays less than ideal.

Instead, consider building as many Wonders as possible and settling as many cities. After this, the focus is to prioritize Diplomatic Service for Spies and Resident Embassies. That way, players can establish embassies in other civs to slowly get them to open borders, further improving Tourism. It's important to keep diplomatic relations open to trade their Great Works and artifacts, which can further boost the player civ's tourist potential.

2 Pivot From Religion

Start focusing on religion and going for a cultural victory afterwards.

One of the most challenging things encountered when pursuing a victory condition in Civilization 6 is the tendency for players to win through a different method even before they meet their desired win-con. This is especially applicable to a Cultural Victory if players focus on their Religion first . Players should ideally find a Religion not only based on their location but also benefits that are geared towards Production and Culture. An example of this would be going for God of the Open Sky which gives +1 Culture from Pastures in an area with a lot of cattle, horses, and sheep.

From here, beliefs should focus on boosting Tourism outright (Reliquaries) or those that provide Culture based on structures (Choral Music, Jesuit Education). It's ideal to be able to secure Relics, as they can work towards Religious Tourism. In this regard, relevant structures to focus on include Mont St. Michel and Mahabodhi Temple, so Apostles could be sent to locations with religious combat units, left there to die for the free Relics, and potentially even convert that city.

3 Adjacency Bonuses Can Boost Overall Tourism Quickly

Build districts, wonders strategically.

Now that Civilization 6 introduced new mechanics such as City Districts and Policy Cards into the mix, players of the grand strategy title may experience more complex plays, especially when elements of city tiles can provide bonuses to other tiles directly beside them. Players pursuing a Cultural Victory can use these adjacency bonuses to their advantage, especially by the time they’re able to secure more iconic buildings for their civ.

For instance, building the Eiffel Tower close to the Seaside Resort and National Park can stack together to boost the appeal to all adjacent tiles. This in turn can also stack with pre-existing Tourism benefits that Cristo Redentor extends. Moreover, Mont St. Michel and St. Basil's Cathedral also provide Relic bonuses based on a player's Culture.

4 Go For The Art Philanthropist Trope

Collect great works to boost tourism.

In real life, people go to other countries and destinations in the world whenever they want to see beautiful scenery as well as historic sites. However, some people also prefer traveling to see works of art in those locations. The principle applies in Civilization 6 gameplay, particularly in the pursuit of a Cultural Victory. At its core, whenever players gather Great Works to be put in a museum, they should always be thematic.

For instance, a museum's choice of artworks could be under religious sculptures from different artists. That way, players can easily filter museums according to subcategories that focus on a particular item. These include museums for separate Religious Works, Sculpture Works, and the like. On top of Relics, these Great Works can add valuable Tourism and Culture bonuses.

5 It's A Race

Focus on culture early on so rivals can't build momentum.

Unlike other victory setups in Civilization 6 where players can bounce back from a disadvantage in the middle of the playthrough, the winning a Cultural Victory begins as early as the first turn. It’s ideal that players fill up both their Science and Civic Trees as soon as possible and skip any upgrade that doesn’t improve Tourism. This means targeting improvements such as Writing (for double Tourism) and opting for unique monuments such as the Chateaux (in France) and the Great Wall (in China).

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Additionally, it’s ideal that the player civilization also has a Trade Route for all other civilizations and having open borders with each of them as they offer a 25% bonus on both trading and diplomatic arrangements. On top of securing eventual Artifacts, Great Works, and Relics, starting good relations with other civs on top of securing Trees can fast-track the players for a Cultural Victory.

6 Focus On Essentials

Understand the difference between culture and tourism stats.

Before players get to the specifics of securing their Cultural Victory, they need to understand what they’re aiming for in their Civilization 6 gameplay. At its core, when translating Cultural Victory into “combat,” the Culture stat is for “defense” and Tourism is for “offense.” To “win” against another civilization, players need to attract more Tourists versus the opposing civ’s Culture stat. In a real-world analogy, the strength of a location’s cultural offerings won’t be as impactful if its citizens are tourists in another location.

Without dwelling on unnecessary statistics, “winning” in culture wars against another Civ 6 faction means having to attract more tourists from a civ than what that location can offer. Unlike usual victory routes that involve making successful Civ 6 businesses , understanding a Cultural Victory’s focus on travel can at least give players an idea of the progress of other civs in this department depending on the progress they’ve made with their own Culture/Tourism slant.

7 Unlock As Many Civic Tree Inspirations As Possible

Civic tree bonuses can help boost momentum for culture.

Building upon the Civ 6 gameplay approach of boosting Culture to obtain a Cultural Victory, players can do this process much easier through Civic Tree progresses that boost Inspiration. For instance, it’s ideal to get the Drama and Poetry Civics that unlock Theater Squares and Amphitheaters, which could then attract tourists early on in the match. In fact, Theater Square districts give +2 Culture for each assigned citizen, whereas each Amphitheater gives +2 to Culture output.

In addition, acquiring Civil Service can unlock the Meritocracy Economy Policy Card, which then gives another +1 Culture bonus to districts. On the other hand, Humanism opens access to archaeological and art museums in Theater Square districts that add +2 Culture on top of an extra citizen slot. Another target around the Atomic Era should be the Cultural Heritage Civic, which doubles general Tourism in the museums of Theater Squares via the Heritage Tourism Economic Policy.

8 9 Is The Magic Number

Try to manage 9 cities to optimize production.

Similar to other victory conditions in Civilization 6 gameplay , there are recommended “base” setups that enable the victory to push through with room for hyper-optimization. In the case of Cultural Victories, it’s always ideal to focus on developing both Culture and Tourism around up to 9 cities, beginning with the raising of three “major” cities. Placement-wise, these cities should have easy access to food and production with a farming slant to ensure prolonged survival.

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The reason for having 9 cities is that players may want to set up cathedrals in different religions for each of these cities, and then make 3 temples for every cathedral present. Players can make 3 cathedrals of one religion in 9 cities and around 2 with 6 cities. On top of the Religion slant, players should take their time developing these 3 cities as their “main” Tourism and Culture provider, with only focusing on acquiring the next set of cities should the AI of the other civs seem to move much faster as well.

9 Pick The Right Civilization

If a player wants to achieve a Cultural Victory, choose a civilization and leader with the proper bonuses and unique buildings and units that can provide the player with easier paths to winning the game. This way, players are incentivized to focus on securing cities, territories, policies, and even technology that gives rise to better Tourism and Culture generation throughout the playthrough.

Certain civilizations have abilities and units that will aid in a Cultural Victory. For example, China and Sweden give bonuses through unique buildings that produce bonus Culture and Tourism. These bonuses make them ideal for strong Cultural Victory starts - which can help them in the endgame once they start ramping up more Wonders and Great Works.

10 Build Up Culture Early

Early culture focus can build momentum.

This one might sound obvious, but it is crucial. Starting a city off with a focus on Culture will go a long way toward helping with cultural victories. The more culture a civilization produces, the more Civic Tree Inspirations boosts they will gain.

This grants the civilization with more options when putting together their policy trees. This means that a player can add certain policies that will aid in either a further production of Culture or Tourism later in the game.

11 Focus On Tourism

The more travel-worthy the civ, the better.

Tourism becomes very important to win a Cultural Victory due to the stat's direct correlation to Culture generation. This means that a player needs to create as many Tourist Attractions as possible and manage Tourism Modifiers to earn as much Tourism-per-turn as possible.

Doing this will earn the player the Foreign Tourists that are needed for victory. Despite the importance of Domestic Tourism, it is also important to maximize the amount of Foreign Tourists that visit a civilization.

12 Build A Seaside Resort

Seaside resorts provide tourism boosts to adjacent tiles.

There are plenty of different ways to amass Tourism. One of these is to build a Seaside Resort that provides Tourism bonuses to adjacent tiles. Much like in real life, it's best to put a Seaside Resort near the most tourist attractions in the surrounding area.

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Therefore, players should plan ahead and ensure that they gather their best Wonders around where they plan to place their Seaside Resort. They should also ensure that less appealing structures like Nuclear Power Plants are kept far away. Building a Seaside Resort can be tricky, as they can only be placed on tiles with a Breathtaking Appeal rating.

13 Build A National Park

National parks provide tourism based on appeal.

Similar to Seaside Resorts, building National Parks is easier said than done. They require tiles with an Appeal rating of at least Charming. Doing so is well worth the effort though, as National Parks provide Tourism equal to the Appeal of every tile within it.

To build a National Park, players first need to recruit a Naturalist. Naturalists are purchased with Faith and will form a National Park for players once they find a suitable location.

14 Train Archaeologists

Get more artifacts and great works with archaeologists.

Archaeologists are another great unit to train when trying to generate culture and tourism. Once an Archeological Museum has been built and Natural History has been researched, players can train an Archaeologist who can dig for Artifacts.

Uncovered artifacts are placed in Archaeological Museums under the banner of Great Works. If players can put three artifacts from different civilizations but from the same era into a single Museum, they will earn extra Tourism.

15 Research Computers

Boost tourism and espionage with computers.

Thankfully, not all of the tips on this list are as convoluted as the previous three. Researching Computers is a relatively simple task with a relatively simple reward.

After researching Computers via the Technology Tree, players will increase their Tourism yield by a whopping 100% and can recruit an additional Spy. Unfortunately, the benefit of Computers takes a significant hit in the Gathering Storm expansion, as players will only increase their Tourism yield by 25%. Still, the venture is certainly worth the minimal effort.

16 Build And Improve Walls

The classic renaissance wall can generate tourism.

Building the best wall available is another simple but effective way of generating Tourism, while simultaneously defending the city from enemy attacks.

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First, players need Conservation. Then, they will earn 1 Tourism for having Ancient Walls, 2 Tourism for having Medieval Walls, and 3 Tourism for having Renaissance Walls. The Conservation Civic is also beneficial as it unlocks the ability to recruit a Nationalist, necessary for building a National Park as mentioned before.

17 Open Up The Borders

Encourage tourism for faster culture growth.

To make Tourism successful, players will have to do some work on the diplomatic end. A player who wants to win the game via a Cultural Victory will need to work with other nations on a diplomatic level to encourage more tourism.

The simplest way to do this is to have an open borders agreement with every civilization the player meets. This will give +25% Tourism-per-turn from each nation that the player has an agreement with.

18 Acquire As Many Great Works As Possible

Great works generate culture per turn.

Great Works are great in so many different ways. Not only do they provide a civilization with a nice bargaining chip to help with diplomacy, but they also provide the civilization that possesses them with culture.

Each Great Work owned provides a certain amount of Culture per turn, depending on what kind of Great Work that it is. Great Works of Music and Great Works of Writing provide 4 Culture per turn and Great Works of Art provides 3 Culture per turn.

19 Pick The Right Government

Focus on international relations.

The choice of government that players make doesn't really affect the game too drastically most of the time. However, it can have a massive effect on players who want to win through a Cultural Victory.

Picking the wrong form of government can drastically reduce the amount of Culture per turn and Tourism per turn that a civilization generates. This is why it is important to avoid choosing the racially-driven option of government, especially if other nations have chosen Communism. Try to choose government types that allow and emphasize Tourism and Diplomacy to maximize inter-civ relationships.

20 Pick The Right Policies

Choose policies that provide maximum tourism boosts.

As mentioned earlier, picking the right policies drastically helps in one's efforts to win a Cultural Victory. The right policies can drastically affect one's tourism modifiers and therefore affect the Tourism per turn of civilization.

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Certain policies like meritocracy help aid in the production of Culture, providing +1 Culture per turn for every specialty District that a city has. Other ones like Trade Confederacy provide culture per turn for international trade routes.

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Civ 6: complete guide, best leaders for a cultural victory.

  • Civilization 6

what does tourism do civ 6

Sid Meier's Civilization VI

what does tourism do civ 6

Originally posted by Argentius : Yeah, it's kind of disappointing England's Civ bonus doesn't help much unless you're pursuing Culture. France to a lesser extent but at least they get a bonus to building early Wonders.

what does tourism do civ 6

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Civ 6 Appeal: What It Does & How To Improve It

Using the Appeal Lens in Civ 6

Appeal is important mostly for a Cultural Victory, as it affects how much Tourism is earned by National Parks and Seaside Resorts. However, it is also used by Neighborhoods and Preserves to increase Housing in your cities.

In most cases, the Appeal of a tile is affected by its 6 adjacent tiles. The adjacent tile’s terrain, an improvement, a district, and more all affect Appeal. After calculating an Appeal value, a level can be applied to qualify the numbers.

Tip: Press 3 on your keyboard to toggle the Appeal Lens (as shown in the image at the top of the article) or hover over any tile with your mouse to bring up an info box that shows the Appeal Level and Value.

Where to find Appeal in an info box / Civilization VI

With careful planning, you can ensure your civilization is the most appealing in the world.

Simple Fixes to Increase Appeal

I’ll start off by saying these first few tips are generally best practices for anyone in Civ 6, but if you’re looking for simple and quick fixes to your Appeal problem, here is where I would start.

Fix #1: Remove Barbarian Outposts

First of all, you should never leave a barbarian outpost on your city’s border.

But if for whatever reason there is one there, remove it.

Adjacent barbarian outposts apply -1 Appeal to adjacent tiles.

Fix #2: Repair Pillaged Improvements

If you just finished defending your city from a warmonger civilization or pesky barbarians, you’ll probably have some improvements or districts pillaged.

Pillaged tiles apply -1 Appeal to adjacent tiles.

The pillaged mine makes adjacent tiles uninviting / Civilization VI

Buying or producing a builder will let you repair pillaged improvements.

You can repair districts from the production menu.

Tip: Repairing a pillaged improvement does not use a builder charge, so you only need one builder to repair all pillaged improvements. Although using multiple builders will help to speed up the process.

Fix #3: Remove Marshes and Rainforests

Removing a marsh to increase the Appeal of the adjacent National Park / Civilization VI

After repairing all those pillaged tiles, you can use your builders to clear nearby marshes and rainforests, as these features each apply -1 Appeal to adjacent tiles.

Note: If you are playing as Brazil, DO NOT remove rainforests, as Brazil’s ability changes rainforest features from -1 Appeal to +1 Appeal!

Fix #4: Plant Woods

After unlocking the Conservation civic, builders gain the ability to plant woods.

This is a great way to increase the Appeal of a tile for a National Park. Since woods are considered features, not improvements, they do not break the “no improvements in a National Park” rule.

Planting woods to increase the Appeal of Stirling National Park / Civilization VI

As an added bonus, the Conservation civic increases the Appeal of “old-growth” woods in your territory by +1 on that tile. The Appeal of surrounding tiles is unaffected (remains at +1).

Old-growth woods are simply woods that have been there since the beginning of the game. As opposed to “second-growth” woods that are planted by builders.

Improvements To Build (and Avoid) For Higher Appeal

Builders can also be used to build improvements on tiles that will increase Appeal.

Many of these improvements are civilization specific. Likewise, some improvements will reduce Appeal.

* Governor Liang will be covered in more detail below.

Note: Instead of a unique improvement when playing as Teddy Roosevelt (Bull Moose), cities with a National Park get +1 Appeal to all tiles.

Building Scotland’s unique improvement, a golf course, to increase Appeal by +1 / Civilization VI

Tip: Building improvements that decrease Appeal should not be avoided altogether, as they are actually quite useful. I would suggest zoning your cities so that improvements that decrease Appeal are away from where you want to build your National Parks, Seaside Resorts, Neighborhoods, and Preserves.

Districts To Build (and Avoid) For Higher Appeal

If you’d rather, some districts can increase the Appeal of adjacent tiles.

Like improvements, some districts decrease Appeal.

Thankfully, many parallels can be drawn between the improvements and districts that increase and decrease Appeal.

Note: If a civilization has a unique district that replaces a district on this list, the unique district has the same Appeal as the normal district. For example, Germany’s Hansa, which replaces the Industrial Zone, still has -1 Appeal.

Haddington National Park / Civilization VI

Haddington National Park (above) contains a mix of old-growth and second-growth woods (+1 each), and is surrounded by a water park (+1); a holy site (+1); and Scotland’s unique improvement, a golf course (+1). Note that the Aerodrom is two tiles away.

Building Wonders To Increase Appeal

One of the many wonderful things about wonders is that they provide +1 Appeal to adjacent tiles.

There are also a few wonders whose specific purpose is to increase Appeal.

Neighborhood with Breathtaking Appeal / Civilization VI

Pictured above: A Neighborhood with Breathtaking Appeal surrounded by woods (+1), an oasis (+1), a Theater Square (+1), and the Eiffel Tower (+1 for adjacency, +2 for effect).

Great People That Increase Appeal

Two Great People can increase the Appeal of tiles in a city.

  • Alvar Aalto , a Modern era Great Engineer, whose ability gives +1 Appeal to all tiles in a city.
  • Charles Correa , an Information era Great Engineer, whose ability gives +2 Appeal to all tiles in a city.

Activating Charles Correa’s ability to increase Appeal by 2 in Aberdeen / Civilization VI

Note: Each of these Great Engineers only has one charge, so choose wisely which city to retire these Great People in.

Governors That Increase Appeal

If you have the Rise and Fall and Gathering Storm expansions, there are two governors (Reyna and Liang) that can be used to increase the Appeal of tiles.

Reyna, Unimproved Features

Reyna’s Forestry Management, a Level 1 title in the Gathering Storm expansion, applies +1 Appeal to tiles adjacent to unimproved features.

This makes woods and oases very powerful (+2 Appeal) and negates the penalty of rainforests and marshes.

Note: This effect only lasts for as long as Reyna is assigned to the city, so be careful when moving her around.

Liang, City Park Improvement

Liang gives builders the ability to construct City Parks in the city in which Liang is assigned.

However, you need to promote Liang to the Parks and Recreation title, which is a Level 3 title.

While this may take some time to unlock, the City Park is a powerful improvement, providing +2 Appeal. Once you are done building City Parks to improve Appeal, you can move Liang to another city without losing the Appeal in the previous city, unlike with Reyna.

Using a City Park to apply +2 Appeal to 3 adjacent Breathtaking Neighborhoods / Civilization VI

Note: Liang’s Parks and Recreation title does not require the Gathering Storm expansion. Only the Rise and Fall expansion is required.

If you plan carefully, you can combine all of these tips to make your civilization the most appealing, and lead you to victory!

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Scott Rae Painter

When Scott is not trying to 100% action-adventure games into the middle of the night, he can be found playing Pokémon Go at the park or puzzle games at the local café. Other favourite pastimes include playing Catan, building the ultimate Pokémon TCG deck, and of course, taking just one more turn in Civ 6.

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  • Winning in Civilization 6 requires long-term planning and execution for cultural victory via managing culture and tourism stats.
  • The Biosphere is a crucial building providing +200% power to various structures like Solar Farms, enhancing tourism for a Cultural Victory.
  • Transitioning to renewable energy is key to avoiding CO2 emissions and natural disasters, improving power generation in Civilization 6. The Biosphere is both an impressive and interesting game mechanic that deserves praise.

Civilization 6 gives players a wealth of options for building their country from the ground up and achieving victory over other countries their way. While newer players often gravitate towards winning through domination, beating out other civilizations through a Cultural Victory is equally as satisfying. One unique unit in Civilization 6 can help guarantee this win condition if the player sets their country up as a sustainable utopia.

Winning a Civilization 6 game requires the player to achieve at least one win condition faster than their opponents. Each victory condition often requires long-term planning and careful execution. To win through Culture, a player must manage two statistics:

  • Culture: This builds the player’s defenses against the cultural strategies of other players by increasing the number of their civilization’s domestic tourists.
  • Tourism: This stat represents the player’s offensive efforts to get as many visiting tourists as possible to beat out their opponents’ domestic tourist count.

Civilization 6: 7 Best Civilizations For A Culture Victory

Why the biosphere is a tourist attraction worth building in civilization 6.

Players who want to achieve a Cultural Victory should highly consider building a Biosphere. This unit is an Atomic Era wonder that is modeled after a real building designed by an architect Buckminster Fuller and Shoji Sadao for the Expo 1967 World’s Fair in Montreal. It’s a museum that celebrates the beauty of the Earth, while also reminding the audience of its fragility. The civ unit for the Biosphere used to be a wonder that solely contributed to a Science Victory . When the Gathering Storm update rolled around, it started to provide +200% power to Solar Farms, Wind Farms, Hydro Dams, and Geothermal Plants. The more power these buildings generate, the more Tourism they attract. This makes the Biosphere an excellent unit for mounting the offensive for a Cultural Victory.

Civilization 6’s Biosphere is an Excellent Building for Various Win Conditions

The Biosphere does so much more than bolstering one’s Tourism stat for a Cultural Victory in Civilization 6 . It also has a profound effect on one’s overall production. The 200% Power bonus incentivizes players to invest in sustainable energy sources as early as possible. Power is an essential resource to keep post-industrial era buildings like factories, shopping malls, aquatics centers, stadiums, stock exchanges, research labs, food markets, and broadcast centers, running. Each of these buildings offers a substantial amount of stat bonuses when they’re powered properly. The factory is the most important one, offering +3 productivity, which will go a long way in creating new structures in the end game.

The Importance of Renewable Energy in Civilization 6

Newer players may think that it’s enough to just rely on non-renewable sources of energy to generate Power, but this will only lead to increased CO2 emissions, and ultimately natural disasters . Players need to transition to sustainable forms of energy as soon as they can because they provide consistent power without producing emissions. This is easier said than done, as Hydroelectric Dams, Wind Farms, and Solar Farms become available only in the later stages of the game. They’re also large units that require swathes of land, so players may have to rethink their cities’ layouts.

Once players have their sustainable Power sources in place, however, they can push to create as many late-game buildings as their civilization can fit. They can improve their Power generation further by creating a Biosphere. One should also note that this building is a Wonder , which means that only one of them can exist in a game. As such, players need to race against their opponents to build it first. The player must have Synthetic Materials unlocked to build a Biosphere, and they need to place it along a river that is adjacent to a neighborhood. Given the benefits, this is undoubtedly worth the effort.

Sid Meier's Civilization 6

Civilization 6 is the sixth mainline entry in the Sid Meier's franchise and sees tons of upgrades to the entertaining and engaging 4x Strategy release. This installment features updated graphics, new game modes, and tons of leaders for players to choose from.

Franchise Civilization

Platform(s) Switch, PS4, PC, iOS, Android, Xbox One

Released October 21, 2016

Developer(s) Firaxis Games

Publisher(s) 2K Games

Genre(s) Strategy

Multiplayer Online Co-Op, Local Co-Op

ESRB E10+ for Everyone 10+: Drug Reference, Language, Mild Violence, Suggestive Themes

How Long To Beat 23 Hours

Metascore 88

Number of Players 1-6

PS Plus Availability Extra & Premium

Civilization 6 Reached Its Peak With One Unique Construction

Civilization Wiki

Tourism (Civ5)

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BackArrowGreen

  • 1 Introduction
  • 2.1 Great Works
  • 2.2 Buildings
  • 2.3 Theming Bonus
  • 3 Spreading Tourism
  • 4 Tourism and the Cultural Victory
  • 5 Countering Tourism
  • 6 Tourism and Ideology
  • 7.1 Science from Trade Routes
  • 7.2 Espionage
  • 7.3 Conquest

Introduction [ ]

Tourism

Producing Tourism [ ]

Science

Great Works [ ]

Buildings [ ], theming bonus [ ], spreading tourism [ ].

  • Trade routes - While your merchants are making trades in foreign cities, they are also talking about your civilization's cultural glories.
  • Open Borders treaties - Free movement between civilizations has always been important for cultural influence.
  • Shared Religion - When you have the same majority Religion as another civilization, you surely have a greater common basis to build upon.

Capital

Tourism and the Cultural Victory [ ]

When you reach "Influential" status with every civilization still in play, you immediately achieve a Cultural Victory .

Countering Tourism [ ]

Tourism and ideology [ ].

Unhappiness (Civ5)

Other Gameplay Effects of Tourism [ ]

Science from trade routes [ ], espionage [ ].

Your spies become more effective in civilizations culturally influenced by you. They will take only one turn to establish surveillance in their cities. Higher influence status also makes them operate as if they had already been promoted.

  • Familiar: Spends only 1 turn to Establish Surveillance in their cities (also applies to the following stances)
  • Popular: Operates at an effective rank 1 level higher than actual rank in their City-State allies
  • Influential: Operates at an effective rank 1 level higher than actual rank in their cities and City-State allies
  • Dominant: Operates at an effective rank 2 levels higher than actual rank in their cities and City-State allies

Conquest [ ]

When you capture a city belonging to an enemy influenced by you, Resistance in that city will last for fewer turns. Also, the city will lose fewer citizens when captured.

20xPopulation5

See also [ ]

  • Tourism in other games
  • Civilization
  • 1 Leaders (Civ6)
  • 2 Civilizations (Civ6)
  • 3 Civilization VI

IMAGES

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COMMENTS

  1. Tourism (Civ6)

    Tourism is one of the main statistics in Civilization VI. It represents the special cultural appeal of a civilization to foreign civilizations. It is closely related to Culture and is key to one of the possible victory types - specifically, Cultural Victory. Unlike regular Culture, Tourism can't be used for anything by the civilization that produces it - instead, it applies steady pressure to ...

  2. Can someone explain how tourism works in Civ 6? : r/civ

    Here's how it works: every civ generates domestic tourists by gaining culture in any way (including stuff like Gorgo kill procs and inspirations!), domestic tourists is proportional to lifetime culture. To win tourism victory you need to generate more tourism than the highest domestic tourists of all the civs, in other words, your tourism ...

  3. Civilization 6 Culture Victory explained

    The Civilization 6 Culture Victory is not a simple one. At least not on the surface. There's been a great deal of confusion how exactly it works right from the get go with Civ 6 - in fact even ...

  4. How to Generate Tourism in Civ VI

    While it is necessary to build cultural buildings for a cultural victory, tourism is needed, too. Tourism represents the amount of tourists from other cultures who come to your civilization. Tourism represents the pressure on other cultures to embrace yours. There are several strategies for gaining tourism in Civ VI.

  5. 10 Attractions That Generate Civilization 6 Tourism

    Civilization 6 tourism represents the overall cultural (or holiday) appeal of your nation in Civ 6.You win a cultural victory in Civ 6 by attracting more foreign visitors to your nation than the highest domestic tourist number of a rival civilization. To do this, you'll need to establish attractions throughout your civilization that generate tourism, a statistic shown beside your gold total.

  6. How does tourism work? (Civ 6) : r/civ

    After 120 turns you'd have 3,600 tourism. Now know the number you need to generate one tourist. It's 150x (number of civs). So in an 8 person game it's 8 *150 = 1,200 tourism per tourist. So you'd have 3 tourists per civ without any modifiers.... There's the modifiers for things like: Having a trade route with someone (25%) Open borders: 25% ...

  7. How to Get Visiting Tourists and Win a Culture Victory in Civilization 6

    In order to get a cultural victory in Civilization 6, players have to build up enough tourism that it forces the cultures of other countries to be replaced. There are many ways to approach this ...

  8. How Tourism is Calculated and a Culture Victory Made

    I can see how many tourism I am applying to each civ for the turn as current tourism. This is my total city tourism modified by the route modifiers. (I have a base of 18 tourism and for Rome the +25%, +25% and -12% make it 24 tourism. The key number is next to the suitcase is how many tourism points this civ is sending you. The formula for this is

  9. Civ 6 Tips

    What are the tourism sources in Civilization 6 Gathering Storm? Download infographics: https://comradekaine.com/tourism/ Subscribe: https://www.youtube.com...

  10. How to use Faith with Tourism

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  11. Need help understanding tourism in civ6 : r/civ

    National Parks will provide tourism per turn equal to the total appeal of the tiles (so four 4 appeal tiles is 16 tourism) and a few amenities. Seaside resorts provide tourism per turn and gold on the tile per turn equal to the appeal of the tile. Hope this helps. 6. Reply.

  12. Civ 6 Culture Victory Tips

    Winning with a cultural victory in Civilization 6 requires strategy, diplomacy, and focus on boosting tourism. Players pursuing a cultural victory must prioritize diplomacy, adjacency bonuses, and ...

  13. Does tourism do anything? :: Sid Meier's Civilization VI General

    Civ A's capital has a +5 amenity modifier, and Civ B's city has a -2 amenity modifier. When the emmigration check triggers (say once every 10 turns), there is a 70% chance a pop from Civ B's city, due to a difference of 7 amenities between the cities, relocates to Civ A's city. This check will only happen if Civ A's tourism is greater than Civ B's.

  14. Space Tourism (Civ6)

    More Fandoms. Sci-fi. Civilization. Back to the list of Policy Cards Space Tourism is a Wildcard Policy Card in Civilization VI: Gathering Storm. This policy's use is rather straightforward: adopt it when one or more of your opponents is closing in on a Cultural Victory and you need some time to either improve your empire's...

  15. Civ 6 Appeal: What It Does & How To Improve It

    Fix #2: Repair Pillaged Improvements. If you just finished defending your city from a warmonger civilization or pesky barbarians, you'll probably have some improvements or districts pillaged. Pillaged tiles apply -1 Appeal to adjacent tiles. The pillaged mine makes adjacent tiles uninviting.

  16. Tourism, what's it for besides a culture victory? : r/civ

    In Civ 5 tourism becomes mandatory once ideologies are discovered. Without it, you better slow down your science until after the #1 power has otherwise happiness is in the toilet. Great Works generate both culture and tourism, so having some tourism early on from these sources will by default increase your border growth for that city.

  17. Culture (Civ6)

    Back to Civilization VI Go to the Civics Article Culture is one of the main statistics in Civilization VI. It represents a civilization's progress in the arts and crafts. Its role has been greatly enhanced since Civilization V: besides fueling border expansion at the city level, it is now used to research developments in the brand new civics tree. Culture functions on two levels: first, your ...

  18. Civilization 6 Reached Its Peak With One Unique Construction

    Civilization 6's Biosphere is an Excellent Building for Various Win Conditions The Biosphere does so much more than bolstering one's Tourism stat for a Cultural Victory in Civilization 6 .

  19. Ski Resort (Civ6)

    Back to the list of tile improvements The Ski Resort is a standard tile improvement in Civilization VI: Gathering Storm. It can only be built on a Mountain tile. Effects: Provides Tourism equal to the tile's Appeal (4 by default). +1 Amenity. Restrictions: Cannot be adjacent to another Ski Resort. Cannot be worked or removed. Although Ski Resorts do not provide as much Tourism as Seaside ...

  20. Tourism (Civ5)

    Introduction. Tourism is a new gameplay stat in the Civilization V: Brave New World expansion pack, and the key to achieving the new Cultural Victory. It can be described as the second, offensive part of the new cultural system of the game - practically an offensive Culture, which exclusively affects the other civilizations, spreading your ...