Can You Manually Control the Cultural Expansion of your Cities?

you can't directly select a specific tile in a culture expansion, but I wonder if the tile selection is different depending on if you select an area of emphasis for a city (i.e. food, production, science, commerce)
 
See, I don't necessarily agree w/ this. In an actual civilization, wouldn't everyone get together and DECIDE where to go next? As in, hmm, there's this awesome fish resource, so let's send people to live on the coast and fish those fishes, rather than sending those same people out into the desert. Again.

It would be natural (easier) to settle on a river/flatland instead of hills and mountains, but after a while, wouldn't you want to go mine instead of farm to diversify your exports?

Um no I don't think so. I think that Culture represents the people of the area saying oh that plot over there looks nice to expand our farming operation on, and then the next person saying ohhh, they have a nice farm over there lets go over there too. And once they are all on that tile they start looking around saying hmm... where do we go next.

I would think that you scenario of the people all getting together to discuss where to go next based on need, would more closely represent the buying of a hex.

But thats just my opinion.
 
The algorithm should seriously stop prioritizing sea hexes without resources and non-hill deserts over workable inland tiles and should work its way towards resources in the 3rd ring.

I'm surprised it took until post #20 for this to get brought up, but yes. Please, for the love of God, yes.

I can live with the 3rd ring part (although I think it does grab those sometimes well before the 2nd ring is created, but that may just be me) but resourceless sea tiles are just as useless as desert tiles, and the propensity of the AI to gobble them up seriously hampers coastal cities.

At least desert tiles can get monuments/academies/workshops. :sad:
 
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