Hi,
sorry to revive an old thread, but this was the most appropriate one I found on the topic.
My understanding of culture spread onto tiles is that for any given city Culture level, each turn a certain amount of culture is added to tiles within the current Culture level's radius. The outermost ring gets a small amount each turn, and each successive ring closer to the city gets more culture per turn. Is this corect?
If that's how it works, then for each city Culture level, a constant amount of culture is deposited on tiles around the city, even on tiles you don't own because someone else currently has more culture.
Now, when using Realistic Culture Spread, is the total amount of culture deposited each turn constant, or not? I suspect not, but that's just a guess. If it were constant, then for a city with just a few grass tiles nearby, and otherwise surrounded by forest, the few grass tiles would initially get lots of culture on them, because the forest tiles weren't claimed yet. But seeing the XML "iCultureDistance" tag, I suspect this isn't the case.
Does a tile with a higher "iCultureDistance" value than the city's current Culture level simply not accept culture from that city? Or, does the culture accumulate on the tile, but ownership is suppressed until the Culture level reaches the "iCultureDistance" threshold? That would seem consistent with what DRJ said about using a unit to claim a recently chopped forest: once it's just grass, the tile maintains ownership once the unit leaves.
The reason I want to understand this is partly because I want to find out whether or not it would be possible to make culture spread faster along roads. I don't see any Road type 'improvement' in "CIV4ImprovementInfos.xml", so I presume 'routes' are treated separately.
I would also be interested to know whether the ownership mechanic could be modified easily. Is it Python (which I could happily play with myself), or is it in the compiled (DLL?) code? What I want to do is give all terrain a culture threshold below which you don't have ownership, above which you can have. Then cultural expansion can happen tile-by-tile rather than in one sudden CHUNK as the nearby city's Culture level jumps: as culture is added to all nearby tiles, you'll first get the tiles with low thresholds, like grasslands, and then as culture accumulates you'll start to include forests, hills, etc... I think there's lots of scope here, e.g. roads reduce the threshold, making it easier to get that tile.
Anyway, if anyone knows of a good description of how Realistic Culture Spread works, I'd be greatful for a link.
Cheers,
A.