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dierighty
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« Reply #25 on: 01/11/09 at 02:05 PM »

LOL tourist beach bums that are like squatters!

I don't see any reason why newly placed tourists with the editor wouldn't be able to have their departure dates changed in a save game file.

hmm that's a good point about having staffed accommodations. i wonder what they do if there's no place to rest.
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« Reply #26 on: 01/12/09 at 08:12 AM »

... I wonder what they do if there's no place to rest.

I fear a crash. The commentary about the editor tends to discourage fiddling with Tourist Units.

 Huh Undecided
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« Reply #27 on: 04/06/09 at 10:04 AM »

I now see that was just a random thought So, the most of this post may be deleted.

This is my idea of a rationalized system made by editing the building file. ...

I have radically changed my view on the service quality code given each building. I am now of the opinion that the service quality code should start at a base of 50 and be adjusted for relationship to other buildings at a maximum of two steps of five points each. ...
« Last Edit: 08/23/11 at 10:14 AM by Coconut Kid » Report to moderator   Logged

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« Reply #28 on: 04/07/09 at 09:04 AM »

Like the islanders/citizens,
tourists also have a series of panels
which reveal their personal information.
_________________________________
The player opens the Overview panel by clicking on a tourist.

The Overview panel shows
  • birthplace (country of origin)
  • job (tourist, eco-tourist, etc.)
  • age
  • Maximum Spending (per attraction) up to $50
  • Tourism Rating meter - how this tourist rates the island just now
  • Rest meter - indicates when this tourist will stop going from attraction to attraction and return to its accomodation for a rest period
.
The 2nd panel, Tourism Rating, shows four meters:
  • Accomodation (hotel, etc.) average
  • Attractions as average of those actually visited
    • When you put the pointer on this meter, the three most preferred types are shown in the 'Info Bar'
  • Crime Safety
  • Environment (remember Pollution & Beauty)
.
The 3rd panel, Attractions Visited, lists those attractions with a satisfaction score (%) for each.

The 4th panel, Current Attractions & Accomodation, shows a picture of each which you can click on to go there. Beneath the accomodation picture, the daily rate & overall quality are displayed.

The 5th panel, Family, shows the spouse, if any.

The 6th panel, Preferred Attractions, shows meters for all nine types.

The 7th panel, Thoughts, shows thoughts just as the corresponding panel shows citizen's throughts.

It is important to note what is displayed in the 'Info Bar' as you move the pointer about.

The two high-lighted items would be very useful demographics to be displayed as Almanac lists. Unfortunately they are not available that way. So you have to search them out for your self without the help of cumulative lists.

 Sad
« Last Edit: 08/24/11 at 10:07 AM by Coconut Kid » Report to moderator   Logged

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« Reply #29 on: 04/12/09 at 06:50 PM »

the tourist fixed holiday lenght is interesting, that does emphasise the need to eliminate 'walking time', unless you use that cheat suggestion to make them stay infinitely, but I tend not to use cheats.

One little thing though, I have noticed before that if there is some gun fighting near a tourist he will run away and I think will flee the island. I recall thinking somethign like "This wasnt in the brochure, Im getting out of here!". Im sure it happens if there is a military coup and the tourist is walking close by. Not sure if it happens with rebel attacks, but I think this can make a tourist flee the island prematurely..
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« Reply #30 on: 04/13/09 at 08:08 AM »

This vacation length [between 750 to 600 days] is fixed and nothing effects it. It is determined only once when the Tourist goes ashore from the ship. Based on this vacation length a departure date is determined, and the Tourist remembers their departure date.

This departure date is "set in stone". If Mount Tropico erupted and burned everything on the island, the Tourist would remain. This is why that slimey tourism cheat works. You raise the Hotel Room Rate and the Tourists will continue to pay it and not leave. ...

... One little thing though -- I have noticed before that if there is some gun fighting near a tourist, he will run away and - I think - will flee the island. ...  but I think this can make a tourist flee the island prematurely.

Oh my, a difference of opinion. Perhaps we will find out some day.

 Wink Cheesy Cool
« Last Edit: 08/05/11 at 02:21 PM by Coconut Kid » Report to moderator   Logged

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« Reply #31 on: 06/01/09 at 12:04 PM »

I discovered some information about the length of time a tourist stays on the island.
They stay between 750 to 600 days.

Analysis leads to two observations that establishes our limited ability to effect tropican entertainment behavior. This is because tropican behavior is based solely on random numbers:

1) A tropican's entertainment need is raised [meter is emptied] by a random number between 0 and 2 every month.

2) When a tropican visits an entertainment establishment they stay a random amount of time between 10% to 30% of a maximum stay time. The maximum stay time is 40320. The units of this number are not evident to me.

The link is:
http://www.the-nextlevel.com/tropico/cafe/index.php?topic=11032.msg211539#msg211539

Somehow we have to link the tourist number of days on the island and the "maximum stay time" they spend in attractions (and accomodations?).

Eventually we will connect this to some part of the internal game calendar.

Connecting the dots, this number is probably the maximum length of time that a unit may stay in any one "mode" as later identified and described. It is hardly likely that time actually in a building would be cut so short otherwise. There are lots of implications here.
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« Reply #32 on: 08/05/11 at 01:26 PM »

I stumbled across the thread about the Marina placement while searching for Trophack --

http://tropico.strategyplanet.gamespy.com/cafe/index.php?topic=10611.msg205022#msg205022

It was about the great jumps in the EQ rating of a Marina, depending on placement. Coastline form is suspected as cause and some evidence has been shown for this, but yet no final conclusion on how it exactly impacts the rating has been drawn.

To update the link to "Where to place the Marina":
http://www.the-nextlevel.com/tropico/cafe/index.php?topic=10611.msg205022#msg205022

After reviewing that thread, I'm sad that it seems not to have reached a good conclusion.
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« Reply #33 on: 08/05/11 at 03:16 PM »

Because I noticed a "guest" reading this thread, I checked it out. It was sadly out of date.

I have edited revisions and added some (most AFAIK) new information applicable.

Dierighty deserves a lot of credit.

A key point is how the in-game calendar operates.



Here is an interesting cross-reference:
http://www.the-nextlevel.com/tropico/cafe/index.php?topic=10909.0

When I say attractions close to hotels, I mean just next door. The tourists don't like to walk far.

There are NINE kinds of attractions for Tourists. Some kinds of them have several buildings.


  • Cheap Hotel = Slob Tourists and Spring Break Tourists. Needs a minimum of three kinds of attractions next-door.
  • Hotel ; Bungalow = all kinds of Tourists - depending on alternatives. Needs a minimum of five kinds of attractions very near by.
  • Luxury Hotel; Time-Share Condominium; Beach Villa = Rich Tourists, Eco-Tourists, and a few Spring Break Tourists (if Airport available). Needs a minimum of seven kinds of attractions very nearby.
.
Some of the attractions have various settings which pertain to the classes of tourists.

Well -- that is if you are interested in maximizing your tourism rating.
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« Reply #34 on: 08/23/11 at 12:39 PM »

... The Archaeoligical Site and the Colonial Fort Museum or Artifact Dig are are dependent on random placement when the map is generated (or the scriptor places it with the editor). If you can develop a tourist area close to them, probably all the tourist types will use them for sightseeing. But be warned that the tourists will not walk far to use them - especially if other 'sightseeing' buildings are available closer to their accommodations. Check the relative base value vs distance from hotel; someday we may discover the actual ratio - but meanwhile use the construction priority system as an analogy.

Perhaps it would be useful to clarify the possibly analogous construction priority system.

Without player intervention, the Laborers sort projects by zones of 25 tiles from the Construction Office as: first to do are those within the immediate 25 tiles; then the next 25 tiles and so forth up to 75 tiles. Beginning at 76 tiles from the Construction Office, the travel to the project exhausts the unit's rest meter to the extent that actual construction work is marginally effective. Certainly at a distance of over 100 tiles, it will take years to complete the project.

The construction system allows the player to intervene to set priorties of high, medium and low. These set the zone at 25 tiles; 26-50 tiles and 51 + tiles for the purpose of assigning the Laborers as they start their work mode. It has no effect on the exaustion of the rest meter which determines when the unit exits the work mode.

The analogy to the Tourist walking to attractions is simply that the 25 tile zones probably apply to all of the game's "search" algorithms. The difference is that the Tourist's need to spend time in its accommodation is unknown to the player because it has no displayed meter. However, we do now know the length of time that the Tourist will be on the islands and available to visit attractions even with periods in the accommodiations for which they constantly pay. The idea is to limit the unproductive time, the main catagory being walking\travel from point to point.

I speculate that the game rewards tourist "clusters or pods" centered on accommodations for a calculated number of guests which relate to immediately adjacent attractions.
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« Reply #35 on: 08/24/11 at 09:37 AM »

That's a really nice summary of tourism facts, which gave me some new insights (e.g. that the PI entertainment buildings actually don't help to solve your citiziens needs). ...

That is not exactly correct, so perhaps I should clarify what I meant.

Citizens do have their Entertainment needs meter recharged in any "entertainment" building which they are allowed to use. The problem is the designation of the kind or type of entertainment. If that designator is set to one of those applicable only to Tourists, the personal preference phase of the individual's selection process is not operable. That may tend to mess with the player's plan and placement of buildings intended for citizens.

It is another reason for changing the codes to keep citizens and tourists separate except at the Sports Complex.
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« Reply #36 on: 08/29/11 at 08:57 AM »

A cross-reference to a thread with a comment about Tourist vs Citizen relationships.

http://www.the-nextlevel.com/tropico/cafe/index.php?topic=10884.0




A link to a thread where I blather about "Tourist Pods" :

http://www.the-nextlevel.com/tropico/cafe/index.php?topic=6563.0
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« Reply #37 on: 10/14/11 at 12:59 PM »

A cross-reference to the Spring Breakers thread which has to do with the Spring Breakdown scenario from the developers of PI:
http://www.the-nextlevel.com/tropico/cafe/index.php?topic=94.0

Read it and learn!!



A cross-reference to the "keeping the high class (snob) tourists happy" thread:
http://www.the-nextlevel.com/tropico/cafe/index.php?topic=756.0

A cross-reference to a thread about the souvenir shop:
http://www.the-nextlevel.com/tropico/cafe/index.php?topic=8527.0
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« Reply #38 on: 10/23/11 at 10:29 AM »

On the issue of tourism and the effects of repression, there is a negative impact. The tourist stats in the almanac confirm how it impacts badly upon tourism as you play. ...
During a coup/uprising/rebellion, a bad relationship with the U.S and negative edicts (martial law, etc.) [cause] negative adjustments, hitting your overall [tourist] site score and thus [combined] tourism [rating].

There is however an ironic twist I have always noted, but never actually posted about.

If you have a coup/uprising/rebellion the numbers of tourists visiting drops quite substantially (as do your profits from tourism) yet the spending of the tourists who do visit shoots up.
...

One wonders what that is supposed to "simulate." Could it be rich capitalists come to see the fall of a socialist dictator; or just the ordinary wealthy who love to "gawk" at the blood & guts of a deathly disaster?
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« Reply #39 on: 10/24/11 at 09:59 AM »

I finally came round to do the planned experiments [How entertainment fees are collected] -- and here is what I found out:

(1) Unlike we all thought, both islands inhabitants and tourists pay the fees not once, but per month of staying inside an entertainment buidling  Shocked  In connection with (2), that explains my questioned findings from the posts above

(2) Visits seem to go for 3 or maybe sometimes rather 4 months (no indications that one visit of a tourist takes longer, but see 4)

(3) The visitors number only counts each visitor at the begin of his 3-moth-visit once

(4) Tourists often make multiple consecutive visits, if no different attractions are available. Each consecutive visit affects the visitor counter.

(5) I found no hint on that tourists pay more than the fee ("hidden tips"). You can easily see this if you charge always 10$ for a tourist-only building, you never get uneven numbers then. If tourists seem to be more profitable, it's just (4) (meaning higher occupancy over time compared to Tropicans)

Edit: Another thing worth to note:

(6) The visitor counter is set higher at the very beginning of a month, while the fees are collected at the very end of each month (thats why in the pics below it is always already the next month, because there is hardly time to pause the game fast enough, unless you play on a really slow speed)

The length of the visit has interesting implications in connection with the "mode" style of life for the NPCs.
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« Reply #40 on: 10/27/11 at 12:42 PM »

Should Tourism be a first choice for an economic base?

Or should it be the last resort after exhausting explotation of the natural resources?

Link to an interesting thread:
http://www.the-nextlevel.com/tropico/cafe/index.php?topic=8965.0
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« Reply #41 on: 10/29/11 at 08:46 AM »

A link to a thread where I blather about "Tourist Pods" :
http://www.the-nextlevel.com/tropico/cafe/index.php?topic=6563.0

From MadamePresident
Quote
I think Phil said on one of the other boards that the highest class hotel looks at the four closest attractions for quality. And the low class one looks at the closest two.

He also said you only need about 50% of the capacity of the hotel in the other tourism sites [attractions]. This is because the tourists commute to and from the hotel and to the attractions. There is a tendency to overbuild. I do that too.

http://www.the-nextlevel.com/tropico/cafe/index.php?topic=756.0



Another link about tourist trade employee housing:
http://www.the-nextlevel.com/tropico/cafe/index.php?topic=6553.msg212837#msg212837
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« Reply #42 on: 11/07/11 at 12:18 PM »

Here is an important link to a post about how the NPCs select the service building to recharge their needs meters:
http://www.the-nextlevel.com/tropico/cafe/index.php?topic=150.msg212884#msg212884

Please check it out.  Wink

Base Service Quality of the attraction buildings may be modified by:
a} combined experience of workers as divided by factor to limit "normal" maximun to 40. Fully "experienced" unit = 100 SQ.
b} Options:
>> Two Level:
->No Dress Code - default  ;  >Upscale Dress Code – gains 20% (1.2) of normal Service Quality but prevents lower class from using the facility.
->T-shirts - default ; >Arts and Crafts - gains 20% (1.2) of normal Service Quality but prevents lower class from using the facility.
->Mimeographed Handout - default ; >4-Color Brochure - gains 20% (1.2) of normal Service Quality but prevents lower class from using the facility.
->No Booze Allowed - default ; >Let the Taps Flow - prevents (Religious Faction supporters??) from using the facility but increases fee collected by $3 (above that set).
->World Premiers - (default) - gains +20 Service Quality. >Other options modify 'Respect' but do not provide the service quality bonus.
>> Three Level:
->Paper Place-mat – loses 10% (.9) of normal Service Quality for 30% savings in upkeep  ;  >Cloth napkin - default  ;  >Linen Table Cloth – gains 10% (1.1) of normal Service Quality for 50% increase in upkeep.
->Nickel Slot Machine - default  ;  >Black Jack – gains 10% (1.1) of normal Service Quality but prevents lower class from using the facility  ;  >Baccarat – gains 20% (1.2) of normal Service Quality but allows only high class to use the facility.
>> Special (?) Childhood Home ;
>> Presidential Profile modifiers (?)



If people have an entertainment type as their favorite, the building's quality rating increases 30%, second favorite 20%, third 10%, with no bonus if it isn't noted.
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« Reply #43 on: 11/08/11 at 01:36 PM »

A very useful tool to use to make money while developing and exploiting a tourist industry (or any industry for that matter) is the cash productive "MEDIA".

Here is a cross reference to a thread about that:
http://www.the-nextlevel.com/tropico/cafe/index.php?topic=8267.msg175844#msg175844

Making money is a serious business for El Presidente.



Another useful reference:
http://www.the-nextlevel.com/tropico/cafe/index.php?topic=694.0
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« Reply #44 on: 04/16/12 at 02:33 PM »

A very interesting cross reference:
http://www.the-nextlevel.com/tropico/cafe/index.php?topic=314.0



Communism & Tourism? (mostly OT real world opinion blabber)
http://www.the-nextlevel.com/tropico/cafe/index.php?topic=2756.0
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« Reply #45 on: 04/28/12 at 11:41 AM »

Tropican tourism is analogous to real world "destination" (vs "day trip") tourism, and therefore it is comprised of the combination of accommodations plus attractions. In Tropico, as in the real world, the attractions bring the tourists, but the accommodations make the money. That is, the real profit of the tourism industry comes from the "hotel" rentals and the attractions make the tourists 'happy' during their stay. So a player's desperate attempts to make a profit considering only the attractions is naive. He should be happy if they break even.

Although quite a few others have been puzzled by the meaning of the spending limits, the developers apparently expected almost all players to be intuitive or imaginative enough not to need an explicit explanation in words of one syllable. After all the limit exists in a computer game world.

The citizen's spending limit is his wage current as of a visit (technically, entry\assignment to an entertainment building plus each first of a month after) - all wages are monthly. If the building fee is higher than the person's pay rate, the person will be excluded. That's all the player needs to know; going beyond that is way overthinking the question. The people do not hop from one entertainment building to another. They get their entertainment need recharged in one building and then go on about the rest of their life cycles.

The tourist's spending limit is tested against the monthly fee (room rental) for an accommodation building and against the per visit fee for each attraction building. It seems that logic would indicate that a tourist is not going to visit with only $25 total money in hand for an entire vacation; but might set a personal limit for each building visited. Again: If the building fee is higher than the tourist's spending limit, the tourist will be excluded. That's all the player needs to know; going beyond that is way overthinking the question. The game world tourists are inflexible creatures; no matter how horny the man is, he will not pay more for the Cabaret than for the Scenic Outlook.
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« Reply #46 on: 04/28/12 at 01:24 PM »

I am importing this interesting post. I intend to critique it.

First, let me dispel two myths.

A) An airport is NOT required to draw high class tourists.  It may help (when it's finally built) but it is not by any means necessary.  Just make sure you have a nearby port set to Yachts only.  That's all you really need.

B) You CAN build your hotels fairly close to buildings such as power plants and other industry without suffering terrible quality ratings.  You need only about five tiles separation.  If you need to build them a little closer together, use fountains and a line of trees to beautify the area and keep quality up.

Before you build your first HQ hotel begin the process of improving your relationship with the USA.  Not only will this help keep you in power, but it will encourage tourists to visit your island and raise your hotel quality.

1) Start your tourist industry in a tourist friendly (green/yellow) area with at least 1 HQ Hotel, 1 nearby Port that only accepts yachts, 1 Spa, and either 1 Gourmet Restaurant or 1 Nightclub.

2) Set the quality option on your entertainment buildings to the lowest setting until the first worker arrives.  At that time, change the setting to the highest.

3) Use the build priorities to arrange for all these buildings to be completed at about the same time.  It will save you money on maintainence as well as keeping the quality ratings for the buildings higher right after they are completed.

4) Manually set the charge at your hotel(s) to at least 35.  Thirty five seems to be a nice starting place.  The spa should charge the same as the hotel and the other entertainment buildings should charge a little less, based on their BASE quality (listed in the game book).

5) Once each building is completed, temporarily raise the wage sky high until a few positions are filled. Then drop the wages back down to the appropriate level.

Keep in mind that raising the wages then dropping them again results in a hit to happiness overall.  Your citizens don't appreciate a pay cut.  Be careful if an election is near and it looks like it will already be close.

6) At this point the money should start rolling in.  Use these profits to expand your tourist industry.

Only place high quality entertainment next to the hotels.  The hotel and entertainment buildings seem to work together, raising the quality of all the buildings faster.

Make it a priority to build a bank close by for Off-shore Banking.  This one building will earn huge amounts of money.

Put one marketplace by the hotels.  This is very important to keep your tourists from making long walks for food.

Place a large fountain or two near your hotels.

Place your lower quality buildings (casino, pub, etc) at least five tiles away from a hotel.

7) If you have buildings such as pubs in other parts of your island you may notice tourists making the long walk to see them.  This is not a good thing.  Your job is to make your tourist trap just that... a trap. 

To keep your tourists away from your peasants, build one of the same building close to the hotels (but not too close if it's got a low quality) and set the charge outside the range your peasants can afford so only tourists go there.  Problem solved... 

8 ) Begin adding more HQ hotels and one of each entertainment type building.  Your tourists like variety.

9) Over time (about once every several years) raise the charge at the hotels and entertainment buildings until you reach 50 at the hotels. 

10) You will see the quality ratings at each building rise over time until the hotels and spa(s) quality both reach 95+.  Your tourists will be filthy rich and they will add 50K or more per year too your bottom line (with about 6 HQ hotels and one of most every entertainment building).

11) Watch the money fill your swiss account, smile, and light up a another cigar!    The time and effort required to develop a profitable tourist industry have been handsomely repaid in Yanqui dollars.

One last word.  In terms of profitability per tile, the tourist industry is second only to gold mining.  So if you have gold deposits, exploit them as early as possible and then move to tourism.  Otherwise, focus on tourism if possible.
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« Reply #47 on: 05/02/12 at 10:57 AM »

Angry Beaver makes an excellent point about the two ideas which have grown into myths.

Snob (rich) tourists will come by yacht. Perhaps they like air travel better, and they pay more for it. But you don't need to wait for an Airport to build the tourist pods for them.

Don't get caught-up in the idea that all tourist activity has to be upwind from pollution sources. After all, hotels are pollution sources themselves. The five tile separation is excellent advice, especially if they are planted with trees and flower beds.



Points 1) through 3) are targeted at a tourist 'pod' for snob tourists. There are alternatives for other classes - snobs may not be the best for your economy.

Point 4) is not one I recommend. The auto-fee works well if you understand it. In the real world, tourist accomodations do not try for 100% occupancy - except perhaps for very short periods during a "high season." 70% or 80% achieves a good balance between occupancy and price - without too much micro management.

Do NOT go crazy with using large fountains to mask pollution (or uglyness) -- rely more on planting vegetation. It is sort of an exploitation or quasi-cheat; but you can pause, turn on the Editor, and use the Vegetation Tool - being careful to turn off the Editor before unpausing or saving. It takes a little practice, but it is free and actually gives a more uniform result. Don't block building entrances, and leave walkways if you don't have roads.

See my advice about accommodation plus attraction "pods" elsewhere in this thread. Do not jam hotels one against another.
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« Reply #48 on: 05/29/12 at 12:35 PM »

Please read the recent posts in this related thread:
http://www.the-nextlevel.com/tropico/cafe/index.php?topic=6139.0
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« Reply #49 on: 11/07/12 at 01:19 PM »

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A reply has been posted to a topic you are watching by Richard40.
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I performed the test we discussed, with about 10 diferent tourists reloading each time and locking on them as they got off the plane.  I made the following observations:
1.  Right after getting off the plane, they will imediately head to a tourist attraction, typically choosing one fairly close to the plane.
2.  They will keep visiting attractions until their rest meter runs out, when they wil go to the hotel, and their rest meter is recharged.
3.  The number of attractions visited on that 1st day depends on how long it takes them to get to each attraction, and how long they stay at each.  I never observed more than 3 1st day attraction visits, 1-2 visits was more typical, although more might be possible if the attractions were all very close to both the airport, and to each other.
4.  After the first hotel visit, they will either go home (by heading toward a dock, or occasionally to the airport), if the 3 year max trip clock runs out, or if not they may visit more attractions.  I never observed more than 2 attraction visits the 2nd day, although with just the right distances it might again be possible.  I also never observed a 2nd rest stay at the hotel, although again it might be possible if the trips were all short, just extremely unlikely.
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