Smokeybear:
Sounds to me like that's all just personal preference - without any consideration for strategic depth or game design. I mean, why would any lux be 3 tiles away from your city to begin with? If you'd just placed your city with 2 tiles of it, the tile acquisition algorithm will nab it lickety-split. Choosing not to prioritize luxuries is the same as choosing not to prioritize production, as you can see. Purchase far-away lux, or purchase production tiles.
I don't make a habit of purchasing tiles in general, and I get a pretty good production spread just from the default tile acquisition algo. Shrug. You need to account for the algo when placing cities. It just seems to me that you don't and then it annoys you when it doesn't go like you think it should. If the algo were perfect for every reason, then there would be less to consider when placing the city center.
Oh, and there wouldn't be a reason to buy tiles in that case. If your workers are short on tiles to improve, you're gimping the culture. It would be better to just have more culture in that case. Maybe, auto-culture acquisition for everyone? I'm not sure how much simpler you would want the game to be, you see.
No, you could still use gold to buy tiles when it suited you, such as to nab any kind of resource tile you took a fancy to that wouldn't otherwise be available very soon- like that lux out there 3 or 4 tiles away from your city when you need the happiness sooner instead of later, for example. Or to supply your workers with more tiles to improve, if they've caught up with the current ones available and are idling around. Or to grab resources before nearby civs can steal them. Or to block out areas or passes or other bottlenecks so that opposing civs can't get by to infiltrate or steal from you- strategic purposes.
That is what I see as the purpose for spending gold on tiles. But I don't see having to buy most of the production tiles within your own borderlands with your limited gold reserves, as being more complex, or more interesting. Only more annoying, and unnecessary. Gold has a lot of important uses, and wasting it for that shouldn't be one of them, in my personal opinion.
Sounds to me like that's all just personal preference - without any consideration for strategic depth or game design. I mean, why would any lux be 3 tiles away from your city to begin with? If you'd just placed your city with 2 tiles of it, the tile acquisition algorithm will nab it lickety-split. Choosing not to prioritize luxuries is the same as choosing not to prioritize production, as you can see. Purchase far-away lux, or purchase production tiles.
I don't make a habit of purchasing tiles in general, and I get a pretty good production spread just from the default tile acquisition algo. Shrug. You need to account for the algo when placing cities. It just seems to me that you don't and then it annoys you when it doesn't go like you think it should. If the algo were perfect for every reason, then there would be less to consider when placing the city center.
Oh, and there wouldn't be a reason to buy tiles in that case. If your workers are short on tiles to improve, you're gimping the culture. It would be better to just have more culture in that case. Maybe, auto-culture acquisition for everyone? I'm not sure how much simpler you would want the game to be, you see.