Overview
This is an in-depth explanation of the Tourism star-rating system, and how to build an optimised, space-efficient 10-star hotel.
Introduction
The “Tourism Report” tab on the bridge selection screen shows how many stars your tourist facility has. The more stars you have, the more tourists you’ll attract.
As shown above, there are four sub-categories. You can gain up to 10 stars for each category. For every 4 stars you have in each category, you gain 1 star to your overall tourism rating.
In this guide, I will explain how to gain stars for each of the four sections, and then conclude with how to optimise your tourist facilities.
Entertainment
The first category, entertainment, is the most complex. Every building under the “Recreation” tab counts towards the entertainment category, as do a few buildings under the “Human Resources” and “Tourism” tabs.
From testing, I have discovered that there are two varieties of buildings which count towards your entertaining rating.
The first variety is a bit tricky to understand. For simplicity, I’ll refer to them as “diminishing” buildings:
Here, the “Initial Rating” refers to how many stars the object will contribute when you place it. “Subsequent Values” refers to how much less each additional object will contribute.
For example, the first disco you place will contribute 0.8 stars. If you place another disco, then the new disco will contribute 0.6 stars. The one after that will contribute 0.4 stars, and so on.
If you have 4 discos, placing any more will no longer give any bonus to your tourism rating. This means the game priorities the amount of building types, not individual buildings.
The second variety of building is much easier to understand. I’ll refer to them as “capping” buildings:
Here, each building contributes the left number, until the right number is reached.
For example, each Virtuality Chair will contribute +0.3 stars to your entertainment rating, until the limit of 2.4 is reached. Once that limit is reached, any additional Virtuality Chairs will not contribute anything.
Please note that golf holes do not have to be usable to contribute towards your entertainment rating, making them a very valuable asset.
Health and Hygiene
The “Health and Hygiene” section refers to your number of Personnel Hygiene Pods and Medi-Bays. It is also affected by the amount of base litter.
- Each Personnel Hygiene Pod contributes 0.5 to your health and hygiene rating, up to a maximum of 5.
- Each Medi-Bay contributes 1 to your health and hygiene rating, up to a maximum of 5.
- Your health and hygiene rating will be reduced by 1 star for every 8% of litter you have in your base.
Please note that the Medi-Bays do not need to be prepped, or augmented with pharmaceuticals to gain this bonus.
Tourists will never produce any litter. In fact, certain colonists do not produce any litter either. These are:
- Dean
- Billybob
- Daisy
- Vasilios
- Zhang
- Bhoomi
- Barbara
For more information, please consult this guide:
[link]
Food and Drink
The “Food and Drink” category is pretty self explanatory; Mess Halls, Restaurants, Bars and Luxury Bars will each contribute towards this rating.
There are two distinct sub-categories for food and drink, each sub-category cannot exceed 5 stars.
Food:
- Each Mess Hall adds 0.25 stars, up to a maximum of 2.
- Each Restaurant adds 0.75 stars, up to a maximum of 5.
Drink:
- Each Bar adds 0.5 stars, up to a maximum of 2.
- Each Luxury Bar adds 1.25 stars, up to a maximum of 5.
You therefore need both restaurants and luxury bars to achieve the maximum rating.
Here is an example of an ultra-compact 10-star food and drink facility.
Safety
The “Safety” section is by far the easiest to maintain. You’ll probably never have to deal with this section, unless you have a particularly dangerous planet.
- You automatically replenish 1 safety star per day, provided you have at least 1 tourist.
- Each Tourist Building which gets destroyed reduces safety by -4.
- Each Tourist which gets injured reduces safety by -4.
- Each Tourist which gets killed reduces safety by -4.
Killing a tourist automatically reduces safety by -8, since you cannot kill a tourist without injuring it.
To ensure maximum safety:
- Place lots of space bike posts near each airlock.
- If possible, try to have the entire tourist complex completely indoors.
- Place golf courses in safe locations.
- Do not place airlocks near lava, or alien hotspots.
Optimising Your Tourist Facilities
Using the above information, I was able to create an extremely efficient 10-star tourist facility:
This hotel is the cheapest, and most compact facility I could come up with.
Here are some useful tricks I have discovered to make your tourist facilities much more efficient:
- To make an internal facility temporarily take up less space, simply move it from one biodome to another. This will make it have a smaller footprint, allowing you to place facilities much closer together. The facility’s size will return to normal once you place a new building.
- To reduce the size of a tourist building, place a small biodome next to the building, then delete the biodome. This will erase the corridors from the sides of the building, allowing you to place tourist buildings closer together.
- For optimum efficiency, have the Tourist Port/Hotels completely cut off from the rest of the base. This will prevent your tourists from draining your facility’s durability, whilst not affect tourism rating.
- Golf course are very cheap, and contribute a lot to your tourist rating. The courses do not need to be functional to give the bonus.
- Art exhibits are extremely small buildings. If you have 30 of them, you gain +3 to your entertainment rating – try to place them between your other buildings.