Cultural Expansion Doesn't Work

The iron west is in the arabian sphere more than yours. It must be taken into account in the calculation and the "intelligent cultural expansion" will pick it as a last resort. you are better settling on the cotton tile.
 
Gameplay argument? It boosts the value of Great Artists. It encourages you to seek one and use it to expand your border. It boosts the value of tile purchasing. It boosts the value of having even more culture (to speed up that expansion). It encourages you to choose your city location more carefully in order to incorporate a crucial resource inside the border. All these options would be seriously weakened if you could exercise a lot of control over border expansion.

It can not simultaneously boost the value of purchasing and of having even more culture. That is not logical. The random mechanic adds a noise factor that devalues culture as a means of popping hexes.

City location has been crimped deliberately by firaxis/2k in making you settle greater distances between cities. This portion of quoted argument is not valid; too often cities are placed as a matter of fitting them at all as opposed to strategy, and when that happens the argument breaks down.

So, in other words, the only valid argument in the quoted paragraph is that randomized culture pops increases the relative value of purchasing hexes. This is something already established. It does not address the OP arguments, it does not demonstrate actual strategy (which you might use in choosing which borders to pop with culture and evaluating building culture structures or just buying resource ASAP). It does not do what I asked, nor does it say anything to help OP/counter his argument...
 
It can not simultaneously boost the value of purchasing and of having even more culture. That is not logical.

Sure it does. You have several options:
Purchase a tile
Increase culture to more easily get all tiles
Leave it to chance and hope you get the right tile.

The random mechanic adds a noise factor that devalues culture as a means of popping hexes.

Of course it devalues it, that's why the other options are more attractive. If natural border expansion did exactly what you wanted it to do, what would be the point of the other methods? And random noise isn't a bad thing. There's random noise in combat, no one complains there (well, they do, but most people understand randomness is needed).
 
I see nothing wrong with: "The time has come for your city to spread its borders...pick a hex to expand into!"

Nice. It is in my hands. For those of you that have a "hundred" cities to worry about I suggest...
a) Choice comes to only those cities you settle yourself and not those puppeted and/or annexed
b) Have to ability to go on auto pilot much like automating workers at some point in the game where hex selection is no longer tactical.
 
No dice. This argument has been repeated 4-5 times on the first page of this thread. However, it has not had any logical argument support or evidence to back up that things are "fine". OP and dissenters are claiming that this mechanic cuts into strategy that would otherwise exist, that it goes against what the game claims, and that it throws random factors into the game that do not depend materially on strategy. These are valid gameplay attacks on random culture pops, especially given misleading pop tendency implications.

Where our perceptions (and therefore opinions) diverge here is that there are two issues that got conflated in the early parts of the threat; I was talking about one (a free random aspect coupled with a gold investment for targeted growth is fine) and you were talking about another (the logic for tile choice is poorly designed). I agree with your assertion that the randomness is silly, and perhaps I should have been clearer.

To reiterate, if the game had good logic (no question that it's flawed), I think it would be fine from a gameplay and realism perspective to present the player with the choice: do you put down a couple hundred gold (again, likely too expensive, but not a fundamental flaw in the system) to forcibly relocate your citizens to a land they'd never go on their own unless there was no other land, or can your afford to wait for them to make it there on their own and use that gold for a research agreement or a city-state?

To be clear, the current system doesn't actually rely on "luck". If the parameters weren't programmed, frankly, so poorly, that word wouldn't even have entered into the conversation. For that reason, I'd say fix the logic, keep the system the way it is. That's what I tried to say in my first post but apparently didn't convey.
 
Alright then.. what *IS* the optimal use of every tiles considering what your goals are?

There's no absolute logic that would fit every probabilities unless you create a single model of accuracy which - again - includes multiple variables and certainly not constants.
Thus, the *illusion* of random patterns.

I too have experienced weird selection in such expansions but when focusing on any different city-managers, they shifted some favors immediately. I suspect it's an higher limit factor applied on Food/Production/Gold available potential within range **AT** the moment where values tilt.
 
Well, I think we can at least agree that non-resourced 4th ring tiles are out until everything else fills up. And I think we can agree that resourced tiles take precedent over non-resourced tiles. Really, most problems stem from that more than "will I get the riverside plains or the riverside grasslands first?"

Past that, I see no reason that it couldn't be programmed to respond to the needs of the city in one of several ways. A city that doesn't have enough food tiles to grow could be told to prioritize food tiles, for example. On top of that, it could be influenced by city focus. These could all be accomplished easily, eliminating all the major problems, without eliminating the strategic element limited, targeted tile purchases.

I also think you should be able to buy 4th ring tiles just because, let's face it, sometimes you need that Coal that you just popped, and there's no other way to get it in a reasonable time frame.
 
Free tiles were not supposed to be arbitrary, they stated that cultural expansion was going to expand to things your civ needs. Unfortunately it doesn't work that way. It will expand to a second cow instead of a 1st iron. I've seen it expand to 4 tiles away on nothing special while avoiding a 6 iron within 3 tiles, of which I had none.

I hate that grassland has such a high priority while hills (esp river hills) are often ignored.
 
It can not simultaneously boost the value of purchasing and of having even more culture. That is not logical. The random mechanic adds a noise factor that devalues culture as a means of popping hexes.

City location has been crimped deliberately by firaxis/2k in making you settle greater distances between cities. This portion of quoted argument is not valid; too often cities are placed as a matter of fitting them at all as opposed to strategy, and when that happens the argument breaks down.

So, in other words, the only valid argument in the quoted paragraph is that randomized culture pops increases the relative value of purchasing hexes. This is something already established. It does not address the OP arguments, it does not demonstrate actual strategy (which you might use in choosing which borders to pop with culture and evaluating building culture structures or just buying resource ASAP). It does not do what I asked, nor does it say anything to help OP/counter his argument...

Hrm. I think you're warping a lot here. I think his post addressed things very accurately. You're assuming that "randomless" (which it isn't completely random, as we know) somehow completely devalues culture. It doesn't. That's like saying Puppeting is useless because it has a random element -- yet puppets have a significant advantage.

Typically, culture expansion is fairly reliable for getting what you want and typically, most, if not all, of your tiles will be grabbed by culture. Additionally, culture is great for filling in those pre-req hexes you wouldn't normally want but create a "path" to the resource you're looking to buy. When it doesn't, you buy tiles or pop a great artist.

This is the strategy (yes, it is strategy) and addresses OP's statement directly. Want oil? Buy the tile. It is completely logical. Consider that this is probably the most dynamic way at expanding culture borders in any civ series while increasing player options.
 
I keep seeing the words "random" and "luck" bandied about and it's not really either of these. It's coded to go to 4th ring cow before filling in 3rd ring or 4th ring useful. That's what is irritating, It doesn't make sense. The 3rd image showing it going to 4th ring sheep is a kick in the balls. It's up a hill, on a hostile border and right next to a tile that has obvious value.

I'll start another game and play some moves and see if something similar happens. It doesn't happen every game. Most games the iron is 7 tiles away or something and it obviously can't be done. I think someone mentioned that changing the citizen focus (growth vs production, etc) changes cultural expansion so I will experiment with that to.

I appreciate the links to the mod for better boundaries. I will have to check that out. Also, the weighting factors for what gets a higher weight and some supposition as to how it is calculated was good too.
 
I think someone mentioned that changing the citizen focus (growth vs production, etc) changes cultural expansion so I will experiment with that to.

Unless I missed something, you're thinking about me, but what I said is that it's one way it could be changed to make smarter decisions. It looks like as it is now, it just plugs in a (pretty sloppy) equation and spits out a(n equally sloppy) result.
 
Sure it does. You have several options:
Purchase a tile
Increase culture to more easily get all tiles
Leave it to chance and hope you get the right tile.

This statement does not mesh with what it quoted, I'm saying that the random culture factor is decidedly weaker than being able to pick it in the absolute sense...therefore buying or building culture buildings to attain additional tiles relative to other options is weaker when it's random. That's standard economic sense. A better argument for your side would be that the lowered incentive toward culture buildings is balanced. I could even come up with reasons why that is, but I'd rather not help your side of things more. This mechanic would do a lot better if it were not random and people can make whatever real life excuses for an in-game mechanic that will work either way.

Of course it devalues it, that's why the other options are more attractive. If natural border expansion did exactly what you wanted it to do, what would be the point of the other methods?

Border pops take increasingly long to attain and therefore have an increasing per tile cost for culture investment. Players also have opportunity costs; leaving that iron or luxury resource to a border pop 30+ turns later when you could buy it is the equivalent of losing a lot of potential trade money or unit production time. Even if you could pick your culture expansions, buying tiles could and frequently would be the superior option. I emphasize these things because it seems a lot of posts in the first page didn't even consider them.

And random noise isn't a bad thing.

It is for making strategic decisions. Actually, it's generally considered bad in business, too. It gums up incentive-based pay scales (people will give less effort when they feel like there's a chance it won't matter due to other factors) and generally leads to less efficient behavior. When possible and cost effective, firms avoid as much as they can. Why did civ V add some on purpose?

There's random noise in combat, no one complains there (well, they do, but most people understand randomness is needed).

It's worth pointing out that every single iteration of civ has worked to decrease the random noise factor in combat. The random noise is small enough at this point that it rarely makes a difference in keeping vs losing a unit if you plan. Same can not be said for culture pops; the governor incompetence with them (despite claims otherwise!) can still have a material impact on gameplay, and for what? It's bad design, although admittedly not the largest issue in the world.

Hrm. I think you're warping a lot here. I think his post addressed things very accurately. You're assuming that "randomless" (which it isn't completely random, as we know) somehow completely devalues culture. It doesn't. That's like saying Puppeting is useless because it has a random element -- yet puppets have a significant advantage.

This is wrong because it misses the point I was making. Random-ness does devalue culture. The random factor of puppets do, in fact, devalue that option (you're given other incentives to puppet that can and very often do outweigh the random downside on average). The only thing I was responding to in his post was that you can not make a sensible argument where culture is simultaneously valued and devalued by the same mechanic. It was clarified later by him anyway.

I won't address the rest because it doesn't add anything new to refute my points, except that I agree that (despite its flaws) this is still the most dynamic culture system and easily the least frustrating in the civ series. It can be better with a simple tweak though.
 
@jdog5000: Thanks for that information! :goodjob:

The deterministic nature of the formula certainly accords with my earlier point re: being repeatedly dis-satisfied with the choice of hex gained from a border pop. Indeed, if anything, your findings mean that I’m now really struggling to understand how the existing border pop logic can be defended by many in this thread. Of course, I’m sure that other gamers will be thinking the same thing re: my (and joyous gard’s) claims too. Perhaps people might care to run through a few more examples in their own mind to understand precisely which hex a city will expand onto, to help the debate. :)

All that said, I’d suggest that two additional features need to be highlighted in addition to the three conclusions you drew:

(i) The cost of expanding into an additional ring (mentioned as 100) – this looks to be the reason why borders aren’t popping to access non-resource tiles in an inner (eg. second) ring of the BFH, so as to prioritise securing access to resources in an outer (eg. third) ring. By the looks of it, no consideration is given to the value of the tile that can subsequently be gained in the next ring, assuming borders pop onto a particular tile in the current ring. As it stands, it looks as if these non-resource tiles need to be purchased to encourage the code to then consider popping borders into the next ring to secure an early resource.

(ii) Absolutely no consideration in the calculation appears to be given to whether or not the empire already has a particular resource available to it.

IMHO, both of these issues need addressing, although I can imagine that many will suggest they are happy with the purchase / no purchase decision raised by (i). FWIW, I believe (ii) to be a significant oversight and, subject to due consideration of the role played by city states (which can provide resources), ripe for adjustment by Firaxis and / or the modding community.

Thanks once again for your willingness to examine the code in pursuit of the facts. :)

@TMIT: I read the first iteration of your last post in which you mentioned that this wasn’t the biggest issue in the game, with which I completely agree. If anything, I’d describe it being one of those small issues that has pretty far reaching gameplay implications. IMHO, the most obvious of these is that the current border pop code clearly discourages gamers from optimally settling large cities containing resources in the third ring. Instead, as many have mentioned, it can become necessary to (sub-optimally IMHO) settle more cities closer together (or spend precious early gold) to access resources earlier. In short, the inability of the border pop logic to prioritise securing resources in all three rings of a city’s BFH represents a clear bias in favour of pursuing a (very much reduced admittedly) form of ICS.

As you rightly mention, correcting this requires tweaking the existing code - to prioritise securing resources in all three rings of the BFH, so that the gamer is working their best tiles earlier. As it stands, the delicious irony of the current code is that, on the one hand, this strategy game is meant to reward you for settling well placed city sites...but its very own code punishes you for doing this by delaying access to resources located in the outer rings of a city’s BFH. :lol: What’s worse, remedying this by settling more cities (as some have suggested) works against some of the core mechanics newly introduced in Civ 5, by (i) increasing the cost of, and therefore limiting access to, social policies and (ii) limiting the number of hexes that closely packed cities can work (which has interesting implications for production given that Civ 5 also saw mines lose a hammer). If you continue to have any contact with the guys at Firaxis (since I recall you mentioning that you were a beta tester for Civ 5), perhaps you might care to impress upon them the need to avoid making game design choices (like the current state of border pop logic) that work against showcasing newly introduced features of their game. :sad:

@Lyoncet, TMIT and joyous gard: If anyone’s to blame for the confusion that’s arisen re: the role of randomness in this thread, it’s probably me – for which I apologize. You see, I used “randomness” in an attempt to explain the variation in border pop experiences reported by TPQ and I in this sentence here:
Your experience meanwhile TPQ also illustrates precisely how much false difficulty the randomness of border popping introduces into gameplay...because it completely contradicts my Civ 5 experience.
because, having not seen the border pop code at that time, I could only explain the different experiences that TPQ and I reported, by referring to an event I’ve seen over and over when playing Civ 5: the simultaneous highlighting of hexes to be gained on the next border pop in the city management screen. The only way I could rationalise our very different experiences was to assume that, in such cases, Civ 5 had chosen to expand borders in one direction in my games and another in TPQ’s.

Now following jdog5000’s excellent post, it appears that this may not have been an entirely groundless assumption on my part. After all, in the event of a tie-break, it seems that Civ 5 does indeed use an RNG roll to determine which tile to expand onto. However, my post could well be construed as having overstated the importance of randomness in border popping, leading to some subsequent confusion - for which I apologise to all. FWIW, I strongly suspected that there was a fundamental / deterministic fault in the code, because, as I mentioned in earlier posts, the game seemed in my experience to repeatedly ignore the value of resources it could secure in the outer ring of a BFH, if only it expanded borders onto a particular tile in the inner ring.

This behaviour is of course completely borne out by jdog5000's excellent post, which all too clearly illustrates that the current border pop logic isn’t prepared to prioritise securing resources in all three rings of the BFH. Instead, the inclusion of the ring cost = 100 term actively discourages it, with the result that the game will quite happily continue to expand borders onto largely useless inner ring tiles – instead of popping borders in the inner ring, only after giving due consideration to what resources could be accessed in the outer rings of the BFH from a more judicious inner ring border pop. As it stands, the gamer is quite clearly being forced to guide the border pop logic to grab outer ring resources in these instances, to compensate for a flaw in the border pop code.
 
Random-ness does devalue culture.

The only evidence of any randomness is this: if multiple tiles are given the same valuation, then the one of that set which will be expanded in to is chosen randomly. But the valuation code is entirely deterministic it appears.
 
The only evidence of any randomness is this: if multiple tiles are given the same valuation, then the one of that set which will be expanded in to is chosen randomly. But the valuation code is entirely deterministic it appears.

Please, people, listen to the man. (I suppose I shouldn't assume you're male or over 18 though.) Every time the word "luck" comes up in the conversation without the words "there's every evidence that this system is not based on" preceding it, it gets us further off track.
 
Please, people, listen to the man. (I suppose I shouldn't assume you're male or over 18 though.) Every time the word "luck" comes up in the conversation without the words "there's every evidence that this system is not based on" preceding it, it gets us further off track.

I think this attached image is an example of random to which you guys are speaking. That does appear random, and there are quite a few varying tiles to expand to all within the 3 ring.

In this game I did not realize any "bad expands" and that is the nature of the draw. I did a screen pic every 15 moves til turn 90 but all the expands looked pretty normal. There's not much to expand to. The marble on the 4th or 5th ring was never an issue for me because the expands kept going to workable tiles within my 3 ring. I highly value river farms so as it kept expanding to those I never really expected it would shoot out a culture finger to snag the marble on the outer ring.

I still believe that there is a problem with the programming because there is an emphasis placed on 4th ring unusable (cow, wheat, sheep) versus 3rd ring workable or 4th ring usable (first luxury or strategic resource). That doesn't make sense.
 

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I mean from a real world perspective, a city should focus on expanding to tiles that provide food and luxury in order to prosper. Strategic resources shouldn't be their priority as a city, but rather a decision at the player's macro level...

At least from your screenshots that seems to be the case... I don't think randomness is a factor unless there are more than one potential candidates for tile expansions that both yields additional food/happiness (maybe with an acceptable scale of yield, like 2 food vs 3).

Have you tried changing the city management focus to production or something? Maybe then the production bonus from iron will seduce them to take that tile?
 
I think this attached image is an example of random to which you guys are speaking. That does appear random, and there are quite a few varying tiles to expand to all within the 3 ring.

In this game I did not realize any "bad expands" and that is the nature of the draw. I did a screen pic every 15 moves til turn 90 but all the expands looked pretty normal. There's not much to expand to. The marble on the 4th or 5th ring was never an issue for me because the expands kept going to workable tiles within my 3 ring. I highly value river farms so as it kept expanding to those I never really expected it would shoot out a culture finger to snag the marble on the outer ring.

I still believe that there is a problem with the programming because there is an emphasis placed on 4th ring unusable (cow, wheat, sheep) versus 3rd ring workable or 4th ring usable (first luxury or strategic resource). That doesn't make sense.

It doesn't make sense. And it is poorly programmed. And it shouldn't expand to the 4th ring like that. But those are not, repeat not, the same as being random.


Ring cost: 100
Water cost: 25
Improvement cost: -5
Route cost: 0
Resource cost: -105
Natural Wonder cost: -105
Yield point cost: -1

Grass: 1
Plains: 1
Desert: 2
Tundra: 2
Snow: 2
Ocean: 3
Mountain: 0
Hill: 0

Ice: 2
Jungle: 1
Marsh: 1
Oasis: -1
Floodplains: -1
Forest: 1
Atoll: -1
Natural wonders: -3

Assuming the game follows that coding, which I see no reason to believe it does not, randomness is out of the question. We (or at least I) don't know how it strings those together to spit out a result, unless you can prove that it actually doesn't follow those (admittedly poor) parameters, I don't see why we're still using the word.
 
The only evidence of any randomness is this: if multiple tiles are given the same valuation, then the one of that set which will be expanded in to is chosen randomly. But the valuation code is entirely deterministic it appears.

So it would seem, but the deterministic element is lacking some considerations, such as an obvious tiebreaker such as "future pops will get a key resource" or "maybe I should expand to take that pearl hex 1 space away from the capitol instead of the flat grassland 2 hexes away".

Even if it isn't random, arguing against it being so has merit when people say they like it random (making it more instead of less is the wrong direction!), but a bad expansion mechanic shares some of the problems that a random one has...namely to devalue it against alternatives. I highly doubt the expansion mechanic was *intentionally* designed to behave poorly...others seem to disagree.

I mean from a real world perspective, a city should focus on expanding to tiles that provide food and luxury in order to grow. strategic resources shouldn't be their priority as a city...

Civ V is not the real world. Arguments in favor of reality at the expense of gameplay are very, very tiresome.

Besides, it's not even accurate. Strategic resources hold considerable economic value once cities know how to use them in real life...how many middle eastern nations (or any really) are ignoring new sources of oil for long? Do steel manufacturers avoid iron? Horses are generally brought to more convenient areas, but isn't that what having a pasture supposedly simulates in-game?
 
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