Mitchum
Deity
OK. I have run a few conclusive tests (I think).
Test 1: I made a huge square grassland island. I put a city in the middle with zero culture, so that it was a 3x3 square (having the city expand would complicate the picture a bit since the first expansion would cause the city to be a non-square). I stationed warriors around the city such that there was a 1 tile area around the city where barbs could spawn. The warriors were assumed to be fog-busting a 5x5 square even though they could only see in a 3x3 square. I removed all barbs from the map so that they would spawn and be evenly distributed around the map.
I had made the island a bit too big and a barb spawed on T1 along the edge of the continent, 3 tiles away from a warrior, as expected.
Test 2: I made the island a smaller so that warriors would be 2 tiles away from the edge in all cases, eliminating the possiblity of a barb spawning on the edge of the continent again. I removed all barbs from the map.
A barb spawned 2 tiles away from the cities cultural borders, just outside the cities visible range. It was 3 tiles away from the nearest warrior
Test 3: I reduced the size of the island so that the warriors were now 1 tile closer to the city. Now, the visible range of the city (1 tile out) and the 5x5 coverage of each warrior covered the entire island. I removed all barbs from the map.
No barbs spawned after repeatedly ending my turn and removing the barbs from the map, as expected.
Test 4: Now I wanted to test the visility of the city. I placed lakes around the city such that the city could now "see" two tiles in all directions. I removed all barbs from the map.
No barbs spawned after many turns.
Test 5: One final test. I removed the lakes along the northern part of the city but left them along the south. This left some "dead" space where the city could not see and a warrior was not within 2 squares. I removed all barbs from the map.
A barb spawned in the dead space that was created on T2.
Conclusion: The tests proved that Dhoomstriker knows more about fog-busting than the average Joe.
Test 1: I made a huge square grassland island. I put a city in the middle with zero culture, so that it was a 3x3 square (having the city expand would complicate the picture a bit since the first expansion would cause the city to be a non-square). I stationed warriors around the city such that there was a 1 tile area around the city where barbs could spawn. The warriors were assumed to be fog-busting a 5x5 square even though they could only see in a 3x3 square. I removed all barbs from the map so that they would spawn and be evenly distributed around the map.
I had made the island a bit too big and a barb spawed on T1 along the edge of the continent, 3 tiles away from a warrior, as expected.
Test 2: I made the island a smaller so that warriors would be 2 tiles away from the edge in all cases, eliminating the possiblity of a barb spawning on the edge of the continent again. I removed all barbs from the map.
A barb spawned 2 tiles away from the cities cultural borders, just outside the cities visible range. It was 3 tiles away from the nearest warrior
Test 3: I reduced the size of the island so that the warriors were now 1 tile closer to the city. Now, the visible range of the city (1 tile out) and the 5x5 coverage of each warrior covered the entire island. I removed all barbs from the map.
No barbs spawned after repeatedly ending my turn and removing the barbs from the map, as expected.
Test 4: Now I wanted to test the visility of the city. I placed lakes around the city such that the city could now "see" two tiles in all directions. I removed all barbs from the map.
No barbs spawned after many turns.
Test 5: One final test. I removed the lakes along the northern part of the city but left them along the south. This left some "dead" space where the city could not see and a warrior was not within 2 squares. I removed all barbs from the map.
A barb spawned in the dead space that was created on T2.
Conclusion: The tests proved that Dhoomstriker knows more about fog-busting than the average Joe.
1. Units fog bust a 5x5 area regardless of whether or not they can see these tiles.
2. Cities only fogbust the tiles that they can see.
2. Cities only fogbust the tiles that they can see.