Borders expand to the whole city radius before expanding more... It's not a bug.
Out of curiosity, is this something you know because you’ve looked at the border pop code or because you’ve observed it in the games you’ve played? I ask BTW because I haven’t seen the code – but your account tallies quite closely with what I’ve observed in games that I’ve played. Joyous gard meanwhile has certainly done a great job of presenting precisely the kind of issues that this kind of border popping produces – both in the written posts and the pics presented throughout this thread. As I’ve mentioned in my earlier posts, I’ve been left exasperated many a time by the choice of hex obtained from a border pop – it seems all too clear to me that resources aren’t valued sufficiently highly when deciding how to pop borders.
The thing is aatami, I’m absolutely certain you’re right: it isn’t a bug, which I define to mean something’s not working as intended. Rather, my best guess is that border popping is working pretty much as the developers intended it to at this point. After all, if it was a high priority bug fix, they’ve had over six months since launch to fix it. More likely is that Louis XXIV is spot on here:
BTW, as I understand it, the emphasis isn't on picking the most useful tiles, it's on naturalistic borders. It follows rivers and mountains most of all (and deemphasizes coastal tiles for the same reason).
In other words, accessing resource tiles is being compromised in the pursuit of aestheticism. As I’ve mentioned in an earlier post however, that in turn forces the player to make non-optimal gameplay choices and doesn’t reward them for making good, strategic choices re: settling city locations. As a result, my view is that the border popping logic is another example of flawed design rather than a bug – and to the extent that it prevents you from working your best tiles early, IMHO, it’s another blow to Civ 5’s credibility as a strategy game.
Going forward, I can see a few possible solutions. The first is that the border popping code remains unchanged, with all the implications that joyous gard and I have mentioned previously. The second possibility is that Firaxis adjusts the border popping code to prioritise grabbing resources earlier, so the city is working its best tiles earlier. An alternative here is to adjust the code to give the gamer the option to choose how borders pop, the micro involved in this being why I think it’s a second best solution.
The other option meanwhile is to allow the modders access to the border popping code (which I understand they don’t have yet), so they can make any changes they see fit / if there’s sufficient demand. Of course, the issue here is that Firaxis aside, no-one knows if or when this code will be released to the modding community, so implementing this solution could well take considerable time.
Faced with this kind of wait – and, more to the point, being frustrated at the sheer lack of things to do in my latest game – I’ve decided FWIW that Firaxis and Civ 5 are no longer worth the wait - and today bought EU3: Chronicles to scratch my strategy gaming itch. Although it’s very, very early, I have to say that initial impressions suggest that I’ve at last found a genuine, grand strategy game, with lots to do and oodles of (well balanced alternative) decisions to make.
