Not a noob question : why can't we work any tile ?

Naokaukodem

Millenary King
Joined
Aug 8, 2003
Messages
4,305
I'm always a little bit worried when i see a tile inside my territory, owned by nobody, and that i can't work. What should prevent me to work such a tile ?

Let's push this logic farer : why couldn't i work any tile on the map, even out of range, provided i have to wait the production chain to set up, waiting enough turns for the first cargo to come, and then receiving every turn the whatever production of this tile provided the route is not cut from me ?

This is tied to territory mechanics, and i can even envision an immediate benefit from any tile, because after all the scouts are updating our maps immediately on the other side of the map, so why not.

So, what is preventing me to work any free tile ? Obviously this is tied to territory acquisition mechanics, but then i'm questionning those mechanics.
 
I really like actual mechanics. This is the reason to build up your culture and let more villages to get in sphere of your influence. Easy, good and very fast system. I wouldn't like to change it.
 
This is the reason to build up your culture

Actually +2 culture from monuments is quite enough for the whole game, most players buy the tiles they really need, and policies are what you build up your culture for, eventhough I know, they might not be quite enough strong.

and let more villages to get in sphere of your influence

What villages ? Do you see villages on the map or are you imagining little dwarfs too ? ;)
 
What villages ? Do you see villages on the map or are you imagining little dwarfs too ? ;)

If you're looking for a meaningful discussion, then employing a demeaning attitude will not get you very far.

If you're just looking for people to agree with you, then other avenues of social communication may suit your needs better.

If you are unsatisfied with a particular mechanic, then perhaps you should look for mods that address the problem. Barring the existence of such, creating your own is a good solution as well. If all else fails, there are always other games to play :).
 
Moderator Action: Yes, less sarcasm and more civility, please. Also since the OP seems more interested in advocating a revamp of how tiles are worked, thread moved to Ideas & Suggestions.
 
If you're looking for a meaningful discussion, then employing a demeaning attitude will not get you very far.

I'm not employing a demeaning attitude, I'm just trying to speed up the discussion. The happy smiley was here to clear things out.

If you're just looking for people to agree with you, then other avenues of social communication may suit your needs better.

Yes please, indicate me those avenues. I wish I see more people compliant to my views, because honestly i'm quite bored a Civfanatics constant contradictions and sarcasms.

If you are unsatisfied with a particular mechanic, then perhaps you should look for mods that address the problem. Barring the existence of such, creating your own is a good solution as well. If all else fails, there are always other games to play :).

In my knowlegde no mod changes this, and no other game is quite enough close to Civ for me to appreciate it.

This attutude bores me to death. I'm not looking for something to play here, I'm looking for something to discuss, analyse, debate, and possibly find a solution. A kind of brainstorming. But apparently brains out there can't go quite in a storm. That's my personal conclusion. :rolleyes:
 
Was it Civ II or Civ III that had colonies?
I have found that building a fortress on the edge of your territory is a good way of reaching that resource that is just out of reach, without resorting to settling a whole new city.
 
Was it Civ II or Civ III that had colonies?
I have found that building a fortress on the edge of your territory is a good way of reaching that resource that is just out of reach, without resorting to settling a whole new city.

In Civ III you could build a road to a resource and build a camp on the resource (used up the worker and connected the resource - but not the yield of the tile).

Some sort of resource extraction in far away lands without having to resort to settle there could be interesting.
 
In Civ II you could build a road to a resource and build a camp on the resource (used up the worker and connected the resource - but not the yield of the tile).

You mean Civ III, because in II you hadn't luxury nor strategical resources, everything was yields purpose.
 
I think the mechanic is really to do with the commute to work and administration of tiles outside of city walls.
I think we should be able to extend the reach of workable tiles with roads or just up to 4 tiles as I feel 3 just isn't enough.
 
That seems like a everyday issue that's not really a bug. When I get tiles around my capital with a tile game I usually just need to buy it with the gold. The real issue is trying to make that gold into your coffers so that you can purchase the needed tile that you wanted to get. If you can't work the tile then that means that the tile isn't workable unless it is a land tile and you put a improvement of some sort such as an academy or a manufactory.
 
So, what is preventing me to work any free tile ?

in your palace there is a vast scale map of the territory but common people of the city X know nothing about it, they must settle a tile and explore it in detail before they could effectively gather resources there. and local culture (study of the local lore) preserves all this information.
 
That seems like a everyday issue that's not really a bug. When I get tiles around my capital with a tile game I usually just need to buy it with the gold. The real issue is trying to make that gold into your coffers so that you can purchase the needed tile that you wanted to get. If you can't work the tile then that means that the tile isn't workable unless it is a land tile and you put a improvement of some sort such as an academy or a manufactory.

Why are you paraphrasing Civ5 ?

>>> killmyplease : I need to think about it, thank you. :D
 
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