LifeOfBrian
King
- Joined
- Aug 21, 2019
- Messages
- 757
I'm not sure if it's possible to hard-code the logic for which tiles would be selected by the city when the borders grow, but if it is, it might be prudent to discuss what order of priorities the code would follow. Here's my idea and I encourage you all to share your ideas. In any case, I hope the current logic behind border growth tile selection changes, because it can be quite vexing at the moment.
#1 Priority: Natural wonders
(#1.5: Tiles with antiquity sites - for later in the game when they appear)
#2 Atolls
#3: Strategic resources on tiles without forests or jungles
#4: Strategic resources on tiles with forests
#5: Strategic resources on tiles with jungles
#6: Tiles with marble (for bonuses to wonder production)
#7: Luxury resources on tiles without forests or jungles
#8: Luxury resources on tiles with forests
#9: Luxury resources on tiles with jungles
#10: Forests with deer
#11: Oasis
#12: Fish, lakes
#13: Hills with stone (because of stone works and bonus to wonder production)
#14: Grassland and plains with stone (because of stone works and bonus to wonder production)
#15: Wheat tiles
#16: Bison, cattle and sheep tiles
#17: Flood plains
#18: Banana tiles
#19: Forests without resources with fresh water access
#20: Jungles without resources with fresh water access
#21: Grassland and plains without resources with fresh water access
#22: Forests without resources without fresh water access
#23: Jungles without resources without fresh water access
#24: Grassland and plains without resources without fresh water access
#25: (non-snow) Hills without resources
#26: Coastal tiles without resources
#27: Ocean tiles without resources
#28: Flat tundra without resources
#29: Flat desert without resources
#30: Hills on snow
#31: Flat snow
#32: Mountains (special code exception for the Inca?)
Not sure where to put: Stone tiles on flat desert and flat tundra
Also, could we code so that between two equally valuable tiles those bordering on another minor/major civ would be prioritized. That way you'd first grab those tiles more in danger of getting snagged by the AI/CS, and only later those that are "safe" and "can wait".
I think we should limit the code to take into account only the adjacent tiles, not tiles two expansions away. So if there's an unclaimed mountain 2 tiles away from the city and a natural wonder 3 tiles away from the city, the code wouldn't prioritize getting the mountain and then the natural wonder, but would still have the mountains last as priority, because otherwise it would get too messy.
#1 Priority: Natural wonders
(#1.5: Tiles with antiquity sites - for later in the game when they appear)
#2 Atolls
#3: Strategic resources on tiles without forests or jungles
#4: Strategic resources on tiles with forests
#5: Strategic resources on tiles with jungles
#6: Tiles with marble (for bonuses to wonder production)
#7: Luxury resources on tiles without forests or jungles
#8: Luxury resources on tiles with forests
#9: Luxury resources on tiles with jungles
#10: Forests with deer
#11: Oasis
#12: Fish, lakes
#13: Hills with stone (because of stone works and bonus to wonder production)
#14: Grassland and plains with stone (because of stone works and bonus to wonder production)
#15: Wheat tiles
#16: Bison, cattle and sheep tiles
#17: Flood plains
#18: Banana tiles
#19: Forests without resources with fresh water access
#20: Jungles without resources with fresh water access
#21: Grassland and plains without resources with fresh water access
#22: Forests without resources without fresh water access
#23: Jungles without resources without fresh water access
#24: Grassland and plains without resources without fresh water access
#25: (non-snow) Hills without resources
#26: Coastal tiles without resources
#27: Ocean tiles without resources
#28: Flat tundra without resources
#29: Flat desert without resources
#30: Hills on snow
#31: Flat snow
#32: Mountains (special code exception for the Inca?)
Not sure where to put: Stone tiles on flat desert and flat tundra
Also, could we code so that between two equally valuable tiles those bordering on another minor/major civ would be prioritized. That way you'd first grab those tiles more in danger of getting snagged by the AI/CS, and only later those that are "safe" and "can wait".
I think we should limit the code to take into account only the adjacent tiles, not tiles two expansions away. So if there's an unclaimed mountain 2 tiles away from the city and a natural wonder 3 tiles away from the city, the code wouldn't prioritize getting the mountain and then the natural wonder, but would still have the mountains last as priority, because otherwise it would get too messy.
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