Cultural Border Growth: Issues

Barathor

Emperor
Joined
May 7, 2011
Messages
1,202
The questionable choices the game makes when acquiring tiles is certainly nothing new. It’s been a minor annoyance of mine for a very long time; especially with regards to distant sea resources. The only difference now is that I took the bit of time to run some tests and created some example imagery (Though, that was actually the easy part, writing this all out took the most time!). Also, while doing so, I ran into some other issues I never really realized and probably overlooked while attending more important matters during actual gameplay. Also, I’m not saying the system is bad. It’s actually pretty nice. There are just some adjustments (or even additions) that need to be made to improve some things and make it prioritize certain tiles a little better by giving them more appropriate, cheaper influence costs (or conversely, giving higher influence costs to others, like mountains.)

I posted these examples over in the 2K forums that I used to frequent and I wanted to share this information with the fanatics (like myself) and see what you guys think about it; I hope it's found to be useful and informative. I’m also hoping someone over here knows how the system actually works and how the XML numbers relate to it. Then, maybe we could make some modifications to rectify certain issues. I tried myself to calculate each tile's influence cost and run thru the acquisition order, but I was getting inconsistencies due to innaccurate calculations. Also, maybe even the devs will come across this thread and tweak the system when they can get around to it.

-----

Currently, one of the biggest issues is the acquisition of sea resources within the last ring of a city’s workable tiles (3 tiles away). I call these resources “lost at sea” because it’s usually a very, very long time before the system notices them and values them enough to automatically acquire them. You’re pretty much forced to lay down cash if you want to work these tiles within a reasonable amount of time.

On land, it isn’t much of an issue and land resources that are 3 tiles away will get snatched-up in a reasonable amount of time. Heck, even land resources 4 tiles away, outside of the city’s workable radius, will most often be acquired before sea resources 3 tiles away. Also, on land it isn’t much of an issue anyway since most times you can usually just settle another city, with a bit of overlap, to grab distant land resources even faster.

-----

For these tests, I generated Small Continents maps (because they’re always coastal starts and have a nice amount of land too) until I had a desirable example. I used Firetuner to load-up the city with all the cultural buildings/wonders. Also, with a few clicks of the “1,000 gold” button, their maintenance costs weren’t an issue. I also enabled policy saving so I wouldn’t have to be bothered with these besides the initial Tradition/Liberty culture bonuses. With that setup, I could rapidly acquire tiles and observe between acquisitions the city’s magenta-bordered targets. Also, yes, I stayed away from researching Animal Husbandry or Iron Working so that no resources appear and disrupt my tests.

Also, I'll add that I reloaded these starting setups and did two additional tests. The first adding in a lighthouse amongst the cultural buildings and wonders, and second, adding in a harbor and seaport along with the additional lighthouse. Both tests displayed no changes. I believe this is because the tiles don't receive the bonuses until they're acquired culturally, something I've actually never noticed or paid attention to before. So, despite what may initially seem logical, it doesn't really help here.

I used different colors to display the instances where multiple tiles were equal in influence costs and the target would be random (multiple magenta-bordered tiles within the city view). Though, the first consecutive tile acquisitions that are red were all individual, deliberate targets. I didn’t feel it was necessary to display them all as unique colors. Though, everything else is accurate.

Also, in the first example, with regards to the orange 26 thru 30 and the brown 29 in the middle of it, that was because the four orange tiles were originally equal targets until 28 was acquired. Then, the system “noticed” the stone resource and jumped on it since its influence cost drastically plummeted once it became an adjacent tile. I chose to keep all those tiles orange to show they were equally considered at that time.

Test A:

border%2520expansion%2520order.jpg


Rundown:

1) Starts out normally. The system grabbed the salt, then the cow, then the fish in a reasonable amount of time.

2) Now, ideally, the next tile that most players would like to acquire after that 5th tile is #14 and then #22 to improve the fish. If not, then definitely the riverside tiles which can net yields of 4 when improved at that time. Instead, the system goes after regular hill tiles (with or without jungle/forest) and grass tiles.

3) Eventually, it DOES grab those 2nd-ring coastal tiles. Great, now it should be more attracted to that fish resource... well, no. Instead, it reaches way out towards the two unworkable resources (still, not that bad since they worked out to be luxuries which could always either be traded or utilized if unique. BUT, the system didn’t know they were, lol. To it, they’re just simply resources. They could’ve been bonus ones which are useless to this city.). This is an example of how land tiles trump water tiles with regard to influence. Resources 4 tiles away on land can have cheaper influence costs than water resources 3 tiles away.

4) Finally, the system acquires the three workable riverside tiles. Why couldn’t it do that sooner? Does the system REALLY put a penalty on riverside tiles on the opposite side of a river? Who cares if they’re on the other side! And yes, I believe the system does since there’s an element within GlobalDefines: INFLUENCE_RIVER_COST, Value=1. I could be wrong, and at first I would believe that maybe that sets all tiles next to a river at a base of 1. But, judging by the systems behavior in this test, it seems like it’s more of an additional penalty added on since it chose all the yellow numbered tiles before the opposite-side riverside tiles, even the grassland tiles that were equally 3 tiles away. This may be a little “realistic” when it comes to border expansion, since many times a river becomes a natural border to a territory. But, this is still a strategy game and this seems a bit unnecessary.

5) THIS IS THE BEST PART!! After acquiring those workable riverside tiles, it still ignores the fish and acquires the two useless mountain tiles instead! <faint> I knew those mountains were going to provide some interesting results when I generated the map and saw them.

6) After that, not much else is interesting. It reaches way out and grabs the two bonus resources within its limits, then some regular tiles 3 tiles away within its workable radius. It also happens upon the distant stone while acquiring random tiles. Eventually, it finally finishes obtaining all coastal tiles within its workable area. I stopped here since I felt I already went further than I needed with this test.


Test B:

border%2520expansion%2520order%25202.jpg


Rundown:

1) The game snatched-up all the resources and fertile tiles within the 2nd ring right away up to #5.

2) It then chose tile number #6, which seems strange to me given that there was a riverside plains tile (#13) the same distance, along with the adjacent one (#22) which is across the river. Also, the salt tile (#11) was the same distance away too and is a crucial tile to obtain, I think it should've acquired that one much sooner too. Still, if a "river crossing" penalty does exist, it still doesn't explain why it didn't choose tile #13 over #6.

3) It then proceeds to acquire tile #7. k. First, this shows how penalizing distance is when calculating influence costs since this was still cheaper than the available riverside tiles and salt. Second, this also shows the penalties received by just being within the coastal waters and not land... a desert tile is cheaper than them.

4) A third oddity so far. The pearls has just become an adjacent tile via the newly obtained desert tile (#7). But, instead of grabbing it, coastal tiles #8,9,10 are still cheaper cost-wise. Again, because they're 2nd ring tiles and the sea resources are within the 3rd ring.

5) The fish and pearls are still lost at sea. The salt (#11) is finally acquired, followed by the distant, additional salt (#12) within the unworkable 4th ring. At least it'll be useful for trade. This also leads to another observation, perhaps the system DOES distinguish between types of resources since it neglected the distant sheep (which is pretty much in the same situation as the salt). It also neglected the distant wheat and the truffles (luxury), but that's because there may be some strange "river crossing" penalty again which raises influence costs of tiles passed it.

6) Grabs the last riverside tile on the same side as the city, followed by the distant hill. Now, all that's left within the workable radius are desert hills, mountains, tiles across the river, and... coastal tiles which also have resources. Oh, and an incense hidden behind the mountains, still within the 3rd ring. I actually placed that there myself at the beginning to see if mountains have the same effect as rivers (since I suspected it from the other map) and it seems like it does. (I also placed that pearl luxury there too at a distance of 3 at the beginning to see if it grabs a luxury sea resource any sooner than a fish, and also to see if an adjacent land tile would help obtain it. Nope.) Anyway, this setup didn't disappoint, and as expected it grabbed the crappy mountains over acquiring a luxury and bonus sea resource. So, even mountains within the 2nd ring will always trump sea resources within the 3rd ring.

7) Strangely, the system grabs the last 2nd ring tile, an ocean (#19), instead of obtaining the adjacent, unique incense within the 3rd ring. Again, perhaps mountains give off a penalty when they're "crossed" while counting tile distance.

8) Finally, the last workable riverside tiles are acquired.


Spoiler Reference Values :
Now, here are some numbers for reference:

Base Influence values:
Grass, Plain: 1
Coast, Hill, Snow, Tundra, Desert: 2
Mountain, Ocean: 3

Ice: +2
Forest, Jungle, Marsh: +1
River(?): +1
Oasis, Flood Plain: -1
Natural Wonders: -3

Values within GlobalDefines:

PLOT_INFLUENCE_BASE_MULTIPLIER = 100
(I assume this multiplies the base by 100. Though, I&#8217;m not sure whether it does this to treat it like a decimal, or if it wants a large number for other adjustments to be applied to it.)

PLOT_INFLUENCE_DISTANCE_MULTIPLIER = 100
(This is where I&#8217;m a bit unsure. It seems obvious at first, multiply the number of tiles the target is from the city by 100, but there&#8217;s something else affecting influence costs. Also, does it start counting adjacent to the city, the city tile itself, adjacent to the first ring? I assumed 1 is adjacent to the city. Although, perhaps this distance multiplier applies to the total movement cost towards the target tile instead and RING_COST simply adds another 100 to each &#8220;ring&#8221; further from the city.)

PLOT_INFLUENCE_DISTANCE_DIVISOR = 3
(Again, same thing, unsure of this after running thru test. I assumed this takes the above product and divides it by 3.)

PLOT_INFLUENCE_RING_COST = 100
(Another I&#8217;m unsure of. Perhaps this is an additional cost applied to tiles outside of a city&#8217;s maximum workable ring, after multipliers are applied. Or, maybe this is an additional value tacked-on to each further ring&#8230; example: +100, +200, +300&#8230;)

PLOT_INFLUENCE_WATER_COST = 25
(I assume this is an additional cost applied to water tiles after multipliers are applied.)

PLOT_INFLUENCE_IMPROVEMENT_COST = -5
(A tweak to a tile&#8217;s influence costs if an improvement is on it.)

PLOT_INFLUENCE_ROUTE_COST =0
(Same thing, but for a route. Does nothing at zero)

PLOT_INFLUENCE_RESOURCE_COST = -105
(If any resource is present, subtract this from the total.)

PLOT_INFLUENCE_NW_COST = -105
(Same thing as above, but for natural wonders.)

PLOT_INFLUENCE_YIELD_POINT_COST = -1
(I assume this is another tweak to costs where it subtracts from the total the net amount of yields it provides. Example: a riverside plains tile 1F1P1G would get -3.)

PLOT_INFLUENCE_NO_ADJACENT_OWNED_COST = 1000
(This keeps the borders flowing like a puddle, to adjacent tiles. No independent &#8220;drops&#8221; of territory.)

INFLUENCE_MOUNTAIN_COST = 3
(Oddly, this and hills are assigned in GlobalDefines and not within the terrain XML.)

INFLUENCE_HILL_COST = 2

INFLUENCE_RIVER_COST = 1
(Unsure of this, but judging by my test, I&#8217;m leaning more towards the idea that this is applied to tiles when a river must be crossed from the city to reach this tile&#8230; strange as that may be.)

USE_FIRST_RING_INFLUENCE_TERRAIN_COST = 0
(I assume this is a boolean, telling it not to. Though, outside of that, I&#8217;m not sure what it &#8220;exactly&#8221; affects.)

Also note, judging by the system&#8217;s behavior and the order in which it acquired tiles and grouped them, I believe it treats a hill tile and a forest/jungle hill tile equally at 2 (it doesn&#8217;t add on another +1 for the foliage). It makes sense, since the tile still remains at a net yield amount of 2. If it was given an influence cost of 3, it would be treated as useless mountains, which is a bit excessive.
 
I believe this is because the tiles don't receive the bonuses until they're acquired culturally, something I've actually never noticed or paid attention to before

Yeah, definitely true. This is quite noticeable if you build something like Petra, or before-and-after the acquisition of a NW as Spain.
 
Great stuff. Don't have anything to add except that I share your frustration with dumb choices like these. Is it really that hard to tweak in a patch vs. a mod?
 
i'm pretty sure it's by design. the game wants you to purchase tiles occasionally, otherwise there wouldn't be things like the American UA.
 
i'm pretty sure it's by design. the game wants you to purchase tiles occasionally, otherwise there wouldn't be things like the American UA.

Personally, I believe it should lean more towards "optional" than "necessary".

As in, the default system should function efficiently to begin with, regardless of whether or not you make the choice to accelerate that growth by utilizing your gold (or "customize" that growth, for other situations like closing-up a gap to impede opponents' movement, grabbing a tile before an adjacent opponent does, etc. which the system doesn't take into consideration).

It's almost there, especially within the initial 2nd ring where it does a nice job. It's just that there are a few oddities that probably need to be ironed-out in the code.
 
The system is by design.
Tiles outside your territory aren't considered to have the bonuses you know they'll get the moment they become inside your territory (say Lighthouse). And it won't consider the fishing boat you may have parked on the tile waiting for it to be aquired.
So you often should buy those sea resource tiles 3 away.

Yes, the game has a penalty for cultural expansion over crossing a river if your not already on that side along with crossing to the far side of a hill.

But if the cultural system were a 100% match with what a human wanted, the buying method would be pointless anyway.
 
The system is by design.
Tiles outside your territory aren't considered to have the bonuses you know they'll get the moment they become inside your territory (say Lighthouse).
Yes. I'm aware of that. That isn't the issue.

But also, in some ways, yes they are. Resources and natural wonders are given unique influence discounts to prioritize them.

And it won't consider the fishing boat you may have parked on the tile waiting for it to be aquired.
Who does that, anyway?

So you often should buy those sea resource tiles 3 away.
THAT'S part of the issue. ;)

But if the cultural system were a 100% match with what a human wanted, the buying method would be pointless anyway.
I strongly disagree. Plus, it's not supposed to match what "a human wants". It's simply supposed to acquire the most fertile/valuable tiles currently available to it along its borders. That's all. But when it's acquiring mountain tiles over workable sea resources adjacent to your borders, I think there's a bit of a problem. ;)

Tile purchasing would still remain very viable. Again, to "accelerate" that growth instead of waiting around for it to automatically grow, and for strategic situations that the system doesn't consider (like grabbing contested tiles first, impeding movement, etc.).
 
i hear you. it's annoying sometimes, but pretty explainable. there are a few rules:

- resources are higher priority than non-resources BUT...
- the 2nd ring is much higher priority than 3rd ring
- land is much higher priority than water
- flat land is higher priority than 'rough terrain'
- you are right about there being a penalty for crossing barriers such as rivers and mountains. I think this is supposed to add some realism.
- resources in the 3rd ring aren't considered when choosing 2nd ring tiles. This is why you didn't get the fish in game 1. it may appear that they are considered because of the way you got the cow (#4), but really choice #3 was just the best tile available at the time keeping in mind the other rules.
 
My biggest frustration is when the city picks a resource tile (usually cattle) in the fourth ring that you can't use over good workable tiles. I agree though, that it was probably intended to force players to buy land.
 
3) It then proceeds to acquire tile #7. k. First, this shows how penalizing distance is when calculating influence costs since this was still cheaper than the available riverside tiles and salt. Second, this also shows the penalties received by just being within the coastal waters and not land... a desert tile is cheaper than them.

I'd be very interested in knowing whether or not tile #7 wound up having a strategic resource on it. I've had the city expand in some really weird ways before which wound up being explained later on, when some horses or oil showed up on the tile.

This was from Test B, by the way...didn't want to quote that whole thing over again, but did want to provide a point of reference for ya. ;)
 
i hear you. it's annoying sometimes, but pretty explainable. there are a few rules:

- resources are higher priority than non-resources BUT...
- the 2nd ring is much higher priority than 3rd ring
- land is much higher priority than water
- flat land is higher priority than 'rough terrain'
- you are right about there being a penalty for crossing barriers such as rivers and mountains. I think this is supposed to add some realism.
- resources in the 3rd ring aren't considered when choosing 2nd ring tiles. This is why you didn't get the fish in game 1. it may appear that they are considered because of the way you got the cow (#4), but really choice #3 was just the best tile available at the time keeping in mind the other rules.

I hear you, as well. :) And that's also a nice list to summarize things. I'm aware of those concepts since I looked really closely at all of this.

Also, I'm really not trying to be argumentative; I'm pretty open-minded. If a valid reason and design intent is explained for this behavior, then I'll accept it. But, I think I've already given valid reasons which disprove the notion of tile purchasing becoming unviable if the system functioned properly while acquiring tiles. I don't think I've seen any other explanations besides the simple statement, "...it's by design."

Back to the list...

Again, all those are true and I'm aware of them and explained them above. There's also an nonadjacent penalty of 1000. But, I'm thinking tweaks need to be made to those items; they're not simply booleans after all.

Perhaps the 3rd ring isn't so costly compared to the 2nd ring. Perhaps resources should receive an even greater influence discount. Maybe the water influence penalty of 25 can be toned-down a bit. Perhaps the unnecessary (in my opinion) influence cost increase in tiles across a river can be removed. I don't know...

Maybe an additional bit of code is added that gives a tile an additional discount if the system does an adjacency check and finds a resource tile in an unacquired tile that's in a further ring (and this check is perhaps limited to the 2nd ring for acquiring 3rd ring, workable resources... to avoid lengthy "branching" if resources on outter, unworkable rings were also considered). I think that would actually resolve most things.

Also, regarding the response to Test A and the acquisition of fish #5, I certainly have no problem with that. As you said, within the current system, it's working as intended since water resources are more costly to acquire.

It acquired the 2nd ring land resource. Then it choice the higher yield river tile within the 2nd ring over the normal grassland. Then it choice the normal grassland over any of the other rough tiles within the 2nd ring, over the water tiles, and over the 3rd ring river tile. Then the cows became an adjacent tile, and its influence cost became the cheapest one available, even if it's in the 3rd ring, because it's still cheaper than a 2nd ring water resource. Then it acquired the fish.

That's all good.

What is unpalatable is the 3rd ring fish being the 22nd choice, especially when those two mountains were before it. Again, I know why it did this. Because the mountains are still within the 2nd ring and because land trumps water. And before any of that, those coastal tiles were still too costly compared to the other tile options on land, so that distant fish never had a chance with its unadjacent penalty of +1000.

------------

I believe water tiles should rightfully require more influence to acquire, since land is much more useful.

But, I think the devs should add an additional bit of code like I explained above. Within each 2nd ring tile, do a check on adjacent, unacquired tiles within the next outter ring. If a resource is present, give the original tile an additional discount amount.

I think that would resolve most issues and these odd situations would be pretty much avoided. The system will have a bit more foresight and can grow towards useful tiles. Perhaps, it could even be more advanced and it'll apply the check to tiles beyond the 2nd ring, only the additional discount for any adjacent resources lessens the further out you go.

------------

Well, until then, I'll keep using my modified sea resource placement function which limits the maximum distance a sea resource can be from land to 2. :goodjob: It doesn't eliminate the problem, but it certainly alleviates it. It makes for better gameplay, in my own opinion. Though, it still would be nice for the default game to resolve things.

Thanks goes to whoward69, who explained to me how to do this a long time ago and created that function.

If anybody else is interested:

Add this function to either AssignStartingPlots.lua or your map script:

Code:
function IsNearToLand(pPlot)
  if ( pPlot:IsAdjacentToLand() ) then
    return true
  else
    directions = {DirectionTypes.DIRECTION_NORTHEAST, DirectionTypes.DIRECTION_EAST, DirectionTypes.DIRECTION_SOUTHEAST,
                  DirectionTypes.DIRECTION_SOUTHWEST, DirectionTypes.DIRECTION_WEST, DirectionTypes.DIRECTION_NORTHWEST}

    for loop, direction in ipairs(directions) do
      if ( Map.PlotDirection(pPlot:GetX(), pPlot:GetY(), direction):IsAdjacentToLand() ) then
        return true
      end
    end
  end

  return false
end

And again, either modify function AssignStartingPlots:GenerateGlobalResourcePlotLists(): within AssignStartingPlots or copy the function over to your map script. Change part of the function...

from this:
Code:
elseif terrainType == TerrainTypes.TERRAIN_COAST then
	table.insert(temp_coast_list, i);
	if plot:IsAdjacentToLand() then
		table.insert(temp_coast_next_to_land_list, i);
	end
else
	self.barren_plots = self.barren_plots + 1;
end

to this:
Code:
elseif terrainType == TerrainTypes.TERRAIN_COAST then
	[COLOR="Red"]if IsNearToLand(plot) then[/COLOR]		
                table.insert(temp_coast_list, i);
	[COLOR="red"]else
		self.barren_plots = self.barren_plots + 1
	end[/COLOR]	
        if plot:IsAdjacentToLand() then
		table.insert(temp_coast_next_to_land_list, i);
	end
else
	self.barren_plots = self.barren_plots + 1;
end
 
Harv, a good question. :)

I actually still had the save and loaded the map. I then just granted myself all the techs.

Oil actually turned up in Test B within tile #7. :eek: No other strategic resources, except for an iron east of tile #23.

But, I think it may have been just a coincidence. Because I then loaded my first test (Test A) and did the same thing.

Horses: #25
Iron: west of #16, east of #30
Coal: #30

and most indicative,
Oil: #13

I think it probably would've grabbed #13 much sooner (as it did the fish), since it was within the 2nd ring, if oil influenced the cost.
 
And it won't consider the fishing boat you may have parked on the tile waiting for it to be aquired.

Who does that, anyway?

I almost did that last night. I am playing Austria and I Diplomatically Married Singapore. When I took over Singapore's units, I realized they had a Work Boat although there were 0 Sea Resources in the workable range (Was this AI stupidity or did they somehow have a premonition that an Offshore Oil tile will appear in the future? I'll have to remember to check that out when I research the Tech that reveals Oil). Anyway, I decided to trawl the Work Boat over to a 3rd ring Sea Resource that had yet to be expanded to in one of my nearby cities, intending to park it there until my borders expanded. Then I realized, "Duh! I can just purchase the tile, dummy!"
 
But, I think it may have been just a coincidence. Because I then loaded my first test (Test A) and did the same thing.

Yeah, at any rate it seems to me that if you're looking to "fix" the issue with it grabbing ring 2 & 3 water resources, all you'd need to do is lower the PLOT_INFLUENCE_WATER_COST value to 0. This would still give priority to flat Grass & Plains tiles without jungles etc. on them, but remove the prejudice towards other land tiles over water ones.

If someone really wanted to go to town, I'm wondering if it would be possible to set up different values here for each civ in the game...for example, making Polynesia more likely to expand into water tiles, the Inca more likely to grab hills, Maya into jungles, Songhai down rivers, etc. Would make for an interesting dynamic in early-game play.
 
I still wish Mountains were workable. I know this isn't the topic at hand, and I appreciate that you took the time to do this. I just keep thinking about how many people I know who go to Colorado not for the hills, or the plains, but just because there are mountains there.

Hell, the onion gets it!
 
Yeah, at any rate it seems to me that if you're looking to "fix" the issue with it grabbing ring 2 & 3 water resources, all you'd need to do is lower the PLOT_INFLUENCE_WATER_COST value to 0. This would still give priority to flat Grass & Plains tiles without jungles etc. on them, but remove the prejudice towards other land tiles over water ones.

If someone really wanted to go to town, I'm wondering if it would be possible to set up different values here for each civ in the game...for example, making Polynesia more likely to expand into water tiles, the Inca more likely to grab hills, Maya into jungles, Songhai down rivers, etc. Would make for an interesting dynamic in early-game play.

I thought about simply changing that but was reluctant to do so because I don't want the automatic acquisition to obtain too many water tiles. They should rightfully be a bit more costly; land is usually much more useful. If too many water tiles are grabbed early, then you run into the same problem: you're "forced" to spend gold to expand your territory on land, and when your workers quickly run out of land tiles to improve.

If the 25 (which is probably like giving the base cost a modifier of 0.25) was set to 0, then coast would be equal to most of the rough terrains (and infertile terrain types) on land at a base of 2. It's worth a test, I suppose. Perhaps, it may actually work itself out.

If that doesn't work, and it actually still doesn't grab water tiles readily enough, maybe even another change could be setting coast equal to flatlands at a base cost of 1. Then set the PLOT_INFLUENCE_WATER_COST to 50, which maybe makes the cost similar to 1.5. So, it would be in between flatlands at 1 and the rougher terrains at 2.

I know one thing is for sure, mountains will be increased to a base influence cost of 4. :D (Though, I do get a kick out of seeing mountains acquired over resources and fertile, workable land!)

Also, I'll try setting INFLUENCE_RIVER_COST to 0 to see how it affects the acquisition of fertile river tiles in the area. I understand that's probably a mechanic that follows realism a bit more, since borders are usually created along rivers. But, personally, I'd rather favor gameplay a little more. Plus, it'll be a nice little counterbalance to the adjustments already being made to water (if water tiles are acquired much more).

-----

Zaimejs, I thought about that too. Though, I believe there's pros and cons to it. Other than workable though, I still don't believe they should be traversible or improved (normally). If workable, they'd be treated similar to normal coast/ocean: you can't improve them, and instead techs and buildings enhance their yields.

Though, I also made a mod that you might be interested in that sets flat deserts to 1 production (like the good ol' days); I just have to polish it up before publishing it. I personally think it just "feels" right. Oases and flood plains don't receive the production point, and Petra has been reduced to the next common cost amongst wonders while also having the bonus production point removed. I also adjusted fertility scores and things within AssignStartingPlots. I just have to check other areas to make sure things are balanced.

The land "quadrinity": Tundra:1F -> Grassland:2F -> Plains:1F1P -> Desert:1P

This makes resources on desert a bit more viable too, because right now a resource on desert is still a bit crappy, especially compared to resources elsewhere. Since you're able to improve deserts in the first place, it feels right having at least a base production point since it gives you terrain similar to a plains early on if you improve it. It's still nothing great, but it may help. And with more advanced techs, the improved tiles become a little more lucrative.

The devs' original design intent for map generation was to create "regions" of terrains clumped-up and have less patchy looking terrains throughout the land (which creates those large areas of desert). It was also intended for bonus resources and others to help out these tougher regions so that civs can thrive there (to a degree) and not be affected so much by "bad rolls" when they're next to them.

Well, oases and flood plains are nice, but I don't think resources really help much at all on flat deserts. Hills maybe with things like sheep and such since all hills have a nice yield amount to start, regardless of terrain type. But on flat deserts, when adding a bonus to crap, the tile still remains crap. :D

-----

EDIT:

Ran some more tests using some modified values. This actually seems to work well:

Code:
	<Defines>
		<Update>
			<Where Name="INFLUENCE_RIVER_COST"/>
			<Set Value="0"/>		<!-- DEFAULT = 1 -->
		</Update>
		<Update>
			<Where Name="PLOT_INFLUENCE_WATER_COST"/>
			<Set Value="0"/>		<!-- DEFAULT = 25 -->
		</Update>
		<Update>
			<Where Name="PLOT_INFLUENCE_NW_COST"/>
			<Set Value="-205"/>		<!-- DEFAULT = -105 -->
		</Update>
		<Update>
			<Where Name="PLOT_INFLUENCE_RESOURCE_COST"/>
			<Set Value="-205"/>		<!-- DEFAULT = -105 -->
		</Update>
	</Defines>

Removed the water penalty and the river penalty, then also increased the natural wonder and resource discounts when they're present on a tile.
 
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