[GS] National Park Locations

GrumboMumbo

Warlord
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Jun 20, 2018
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Natural Park Placement.jpg


So I've just been experimenting with an OCC game. I had a plan to put a couple of National Parks here, but it says I can only put one down (where it shows in white). I was thinking I should be able to put two next to each other where I have marked in red. All the tiles are breathtaking and all belong to the same city...Anyone have any idea why this is?
 
I am not sure how the game allocates natural park eligibility, but a quick fix can be improving a tile to shift the park. For example, it looks like you may be able to build a mine in the north, or a lumber mill to the south, either of which would invalidate the current selection. Just be careful as it may affect appeal values, though that does not seem likely to apply here.
 
I am not sure how the game allocates natural park eligibility, but a quick fix can be improving a tile to shift the park. For example, it looks like you may be able to build a mine in the north, or a lumber mill to the south, either of which would invalidate the current selection. Just be careful as it may affect appeal values, though that does not seem likely to apply here.

Thankyou, what you said worked! I just quickly did a few extra turns to nudge it along with tile improvements. It seems like a very odd interaction, maybe a bug to be honest because on this second naturalist I built it let me choose out of a couple of close locations?? very weird...
Success!.jpg
 
I suspect it may choose the combination of tiles that have the highest total appeal, since that affects the amount of tourism you get for it. But like Saxo said: a few well placed temporary improvements usually fix the issue.

maybe a bug to be honest because on this second naturalist I built it let me choose out of a couple of close locations?? very weird...

This is not a bug, you have Roosevelt as leader and his special ability is:

Tiles with Breathtaking Appeal gain +2 Science when adjacent to a Natural Wonder or Mountain, and +2 Culture when adjacent to a Wonder or Woods. +1 Appeal in all tiles in cities with a National Park.

That extra appeal was apparently enough to make those spots eligible for parks. And the improvements on the tobaccos and horses are gone.
 
I suspect it may choose the combination of tiles that have the highest total appeal, since that affects the amount of tourism you get for it. But like Saxo said: a few well placed temporary improvements usually fix the issue.



This is not a bug, you have Roosevelt as leader and his special ability is:

Tiles with Breathtaking Appeal gain +2 Science when adjacent to a Natural Wonder or Mountain, and +2 Culture when adjacent to a Wonder or Woods. +1 Appeal in all tiles in cities with a National Park.

That extra appeal was apparently enough to make those spots eligible for parks. And the improvements on the tobaccos and horses are gone.

Yes I understand why the locations to the north west didn't appear for the first naturalist, but I was just confused why it will now let me choose between two valid spots, when it would not let me choose from two valid locations to the south. Like you said, maybe it defaults to the highest appeal location when there are multiple options for where a park could go. But why isn't it defaulting to highest appeal for the north west locations? Seems very odd to me :confused:

Also, if I now place the naturalist on the tobacco, which formation will it choose, because there are two potential options there...i'll try that out when I reload the save, but to me the mechanism for applying National Parks is quite janky, or poorly coded anyway. However, I'm sure firaxis didn't bank on some crazy guy who wants to build 10 National Parks in one city, but maybe it can help people who are struggling to place National Parks in the future :)

Thankyou for the help though guys, sorted my problem out :thumbsup:
 
You are very welcome. I honestly forgot how confusing the game can be on points like this. My suggestion would be instead of puzzling over why it suggests one/two, here/there, one can adhere to the rule of thumb of where there is a will, there is a way. All the more with mods that alter the appeal of floodplains, marsh, and rainforest, you can pretty much plot out those national parks from the get-go and use improvements to shift around the naturalist's eye.

As a bonus: Marcus Licinius Crassus is one of the odd great people who actually proves indispensable, in this case to the national park perfectionists among us.
 
OCC National parks.jpg


Just a quick update if anyone is interested. I rushed through the last 40 turns to finish the game off. It turns out that National Parks can only earn tourism if at least one of the four tiles is within the 3 tile range of a city. As you can see in the south-east of the city, I have a National Park which is completely out of the 3 tile range and doesn't even have a tourism icon to display the tourism generated.

Also another quick side note for anyone who happens upon this thread, seaside resorts and any other tourism generating improvements do not earn tourism if placed beyond the 3 tile city range.
 
It turns out that National Parks can only earn tourism if at least one of the four tiles is within the 3 tile range of a city. As you can see in the south-east of the city, I have a National Park which is completely out of the 3 tile range and doesn't even have a tourism icon to display the tourism generated.

Also another quick side note for anyone who happens upon this thread, seaside resorts and any other tourism generating improvements do not earn tourism if placed beyond the 3 tile city range.

Thank you for sharing this! I remember that improvements seem to be bound by the radius, but this may explain some memories of national parks that only partially overlap. I do wish the game clarified this somewhere, as the purpose of a city expanding five tiles out is not abundantly clear.
 
the purpose of a city expanding five tiles out is not abundantly clear

It lets you benefit from extra luxuries and strategic resources, and power improvements, like wind farms, work when placed beyond the 3rd tile out. Why does it work like that though, but not for stuff like housing? Who knows, it seems like a completely arbitrary decisions of the developers.
 
It lets you benefit from extra luxuries and strategic resources, and power improvements, like wind farms, work when placed beyond the 3rd tile out. Why does it work like that though, but not for stuff like housing? Who knows, it seems like a completely arbitrary decisions of the developers.

Yeah I don't understand it. I doubt it would have been a design choice. Seems more like an oversight. I mean if it was intended, why does it allow you to create seaside resorts beyond the 3 tiles? Also, the resorts do show a tourism icon (except tourism doesn't accumulate) so why does the icon appear in the first place?

I know civ6 isn't good for OCC, but the lack of support for large cities in general is a bit deflating. After all what is more to life than making super huge cities in Civ! :D

The tourism beyond 3rd tile thing is small fry really. Having wonders/districts eat up tiles and having nothing that improves/synergizes with the use of specialist slots is more the death knell for large cities. Beyond a certain point there becomes nowhere to assign citizens anyway...
 
Yeah I don't understand it. I doubt it would have been a design choice. Seems more like an oversight. I mean if it was intended, why does it allow you to create seaside resorts beyond the 3 tiles? Also, the resorts do show a tourism icon (except tourism doesn't accumulate) so why does the icon appear in the first place?

I know civ6 isn't good for OCC, but the lack of support for large cities in general is a bit deflating. After all what is more to life than making super huge cities in Civ! :D

The tourism beyond 3rd tile thing is small fry really. Having wonders/districts eat up tiles and having nothing that improves/synergizes with the use of specialist slots is more the death knell for large cities. Beyond a certain point there becomes nowhere to assign citizens anyway...

Compounded with citizens working districts being much less productive than virtually any improvement on a tile.

I don't actually mind stuff outside the ring not counting, I just wish for 2 things around that:
1. If a city expands past its usable radius, but that tile can be worked by another city, either tell me obviously or assign it automatically. It's so frustrating to come to a city and seeing another city having laid claim to an unworkable tile because its borders snaked all over the place
2. Tell me if what I am building has no direct impact. Even just a warning. So like if my builder is on a tile, when I hover over the seaside resort it should say "+5 gold. NO tourism."

Ideally, tourism and power should be like luxuries and apply as long as they're in your territory, but if they want to limit the radium, then fine, at least tell me.
 
Having wonders/districts eat up tiles and having nothing that improves/synergizes with the use of specialist slots is more the death knell for large cities. Beyond a certain point there becomes nowhere to assign citizens anyway...

My games tend to finish before these issues crop up, but, if I recall correctly, you play on Marathon, so perhaps they are more pronounced over a longer game. Mods certainly help in this regard, particularly the specialist-focused mods from p0kiehl and JNR.

On a side note, this reminds me of the last of Francel's Community Monthly Challenges from last year, where the task was to build as many wonders as possible pre T-175. Talk about wonders and districts eating up tiles!
 
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