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Kagemusha

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My last After Dark-City had around 300-400 tourists (dunno the size, but I guess it must also have been around 100k inhabitants)
with several tourist activities/attractions (and special tourist districts, together with tourist friendly policies)
 

Turjan

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Keep in mind that, if your tourism got killed down to 12/day, it will usually take a very long time to recover.

As to the overall maximum number of tourists (I never got above 1000), I don't think we will see any change if you think about the current agent limits.
 
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Soviet Lord

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Keep in mind that, if your tourism got killed down to 12/day, it will usually take a very long time to recover.

As to the overall maximum number of tourists (I never got above 1000), I don't think we will see any change if you think about the current agent limits.

Yes CO should really make the agent limits easily adjustable at least, too bad they don't seem to see it as a problem.
 
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klyte45

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Guys, don't forget the game is based in weeks. So, 470 tourists in a week = 470x53 in a year = 24910 total tourists in a year.
I don't think it's too low for a city with 66k (in my example)
 
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barrygreybeard

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what they fixed was the bug where tourist numbers dropped when attractiveness of the city reached a certain value, and as stated above it will take along time for numbers to recover. Time will tell if there is an actual cap on the total number though...... or not
 
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Soviet Lord

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Guys, don't forget the game is based in weeks. So, 470 tourists in a week = 470x53 in a year = 24910 total tourists in a year.
I don't think it's too low for a city with 66k (in my example)

The retarded timescale is another thing that doesn't make sense. It breaks almost every other system out there. Days pass when Cims travel across large cities for work/leisure/whatever. Day/Night cycle couldn't be tied to the timescale because it's too fast, causing issues like Cims going to work/school at night, services needing to run full time all the time etc. Now we have weather, and they last for days and weeks too.

The timescale worked fine at release because not much depended on it. But as they add more stuff to the game it only increasingly highlights the fact that time is badly broken.
 
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Turjan

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what they fixed was the bug where tourist numbers dropped when attractiveness of the city reached a certain value, and as stated above it will take along time for numbers to recover. Time will tell if there is an actual cap on the total number though...... or not
Yes, this gets a bit mixed up in this thread. The tourism bug showed up when your tourism in a somewhat larger city broke down completely because the attractiveness value of your city suddenly became 0. That was a bug, and this one seems fixed.

The overall number of tourists is a design decision, not a bug. It's worth arguing over, but not exactly game-breaking. For what it's worth, the highest exact number of tourists that I saw was exactly 1000. I don't know whether that's a hard limit, as the numbers went down again afterwards.
 
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Spec. Tater

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Guys, don't forget the game is based in weeks. So, 470 tourists in a week = 470x53 in a year = 24910 total tourists in a year.
I don't think it's too low for a city with 66k (in my example)

Also, that's NEW tourists arriving in that week, not total visitors. Most tourists will stay for MONTHS, so the actual number of tourists in your city will be 10 times higher than the weekly number, or more! Each tourist can visit multiple shops and attractions, with potentially weeks-long crosstown journeys between. Heck, usually just arriving from the map edge takes a week. I've followed tourists around my city for years.
 

Turjan

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Also, that's NEW tourists arriving in that week, not total visitors.
I'm not sure about this. Usually, you have something like 600 tourists ("visits")/week, with 180 tourists ("incoming")/week, to give an approximate ratio. The first number is all tourists that somehow move in the city, like drive around or visit landmarks. The second number is new tourists per week.
 
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