- Joined
- Apr 11, 2011
- Messages
- 11,902
I may be, but it's not really me as I have not checked myself. I trust @KrikkitTwo in the formula thread who says that it is so. I'll try and be like the kiwi camel and pay better attention.You may be right.
I may be, but it's not really me as I have not checked myself. I trust @KrikkitTwo in the formula thread who says that it is so. I'll try and be like the kiwi camel and pay better attention.You may be right.
So why has my game just expanded like this? It just expanded into the wonder while I expected the whale
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Would it be too much micromanagement for us to be pick ourselves? A culture civ with this ability might be a nice perk, if it isn't too tedious
So why has my game just expanded like this? It just expanded into the wonder while I expected the whale
First of all, I think it would help to turn on yields ...So why has my game just expanded like this? It just expanded into the wonder while I expected the whale
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Oooops, maybe you unwrapped prematurely Ed's next Easter egg???Placing a worker+combat unit on a hex (with expansion potential) appears to cause the AI to change from a selected (expansion to hex in 5 or less turns) hex to the hex occupied by the worker+fighting unit provided the hex has "potential."
Yes, this is vague, I have observed (1700 hrs play) that when a city is about to expand to a given hex, and I get ready to work a different (equal value or better) hex, the AI frequently expands to the hex containing my worker, instead of the hex previously indicated. It happens often enough that I will avoid purchasing a hex, and simply occupy it (w/ worker+escort unit). If the city expands to the original hex, then I'll buy the hex I selected. Most of the time, it appears to switch to the hex I favor.
Honestly, this is one of those things which are needless complicated in this game. Why they don't use a formula like this is beyond me:
Sum all the yields on that tile (with some weights, so that gold is worth 0.5, prod/food is 1.0, and the others 1.5; all tiles worth at least 0.5) and divide by the total movement cost (including roads) from the city centre to that tile. Pick the tile with the highest score.
It's straight forward, simple and easy to understand. It favours tiles with high yields that are close by. It relegates mountains/deserts to the end. There's a penalty for 'crossing a river' (until you've build a district on the other side that creates a bridge) or getting to difficulty terrain. Your borders naturally follow the roads made by your traders. You can influence it by chopping forests/building roads, but you can't direct it, so gold buying is still important.
When I finally get around to making my own indie game, this is exactly what I'll do: simple, transparent and intuitive formulas.
So why has my game just expanded like this? It just expanded into the wonder while I expected the whale
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