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Just think about it for a minute.
As rating system goes.Developer need to make neutral rating for stores , cinemas and other buildings.So those won't affect star ratings.
I've thought of that and it works, but this strategy forces you to put more buses into circulation to bring workers to the hotel (and you're forced to use heat pumps to heat the hotel instead of building heating plants nearby - which requires the entire infrastructure of citizens and that brings the problem back). Ideally, the team of developers should modify the game so that tourists focus on tourist attractions. But until then... we still have to try this strategy... :(
The fix is to make a "tourist city", or a Potemkin Village essentially. I built a little tourist city near one of the lakes on the vanilla map with it's own private airport. It is connect to my cities on the river by train that brings workers to the area but won't let tourists wait at the station. My in game logic is that the workers are sworn to secrecy about their workplace, and the rumors going on in the rest of the republic where these "trains to nowhere" are going and taking people is something akin to our Area 51 today, and the republic is rife with conspiracy theories about "aliens" and "lizard people" in Lake Valley lol.
Those who are defending the current functioning of tourism have not yet understood the essential point of the discussion: all the buildings in the "tourism" tab, intended to build a tourism infrastructure, become useless if the game does not prioritize the use of these buildings by tourists, in relation to the common buildings of the citizens. With a lot of effort and time, I built a tourism infrastructure (very well made and beautiful) that was useless: tourists leave the hotel and visit only grocery stores, for example. Tourists could even visit this common type of building, as long as there was a much higher (tourist) visiting priority for buildings specifically intended for tourists. This is the main point: a priority scheme! Otherwise, even in real life it is meaningless, for example: an American taking a flight to Europe just to visit common groceries and ignore the European sights for the whole stay...
I don't deny that it might (or is) like that in reality but I just wonder what is the algorithm behind such behaviour in the game so that I can plan my infrastructure accordingly.
Do tourists spend money in common buildings as in "tourist" buildings? If so - how much? Is it possible to regulate the price? Does visiting of common buildings affect the overall trip rating? In positive or negative way?
It might be that these questions have already been answered somewhere - sorry in this case.