Ok, I have a concrete approach to rewriting realistic culture spread in mind, which I'll do once V27 is out. The characteristics of it will be:
- Every spread point WILL cause at least one tile spread
- Spread rate will be somewhat tech dependent. In particular it will not be possible to spread THROUGH (to will be possible) mountains until you have mountaineering, or THROUGH (but again to is possible) ocean until Navigation. Once you get those techs it will tend to release very significant culture flows in 'catch-up' areas, so these will have extra strategic benefit
- At each spread event a pool of points will be allocated proportional to the square of the spread level. Tiles adjacent to the current spread borders will be claimed in lowest cost order, until the spread pool is exhausted, with the first tile always taken regardless of whether that is over the points pool size or not
- The 'cost' of spreading to a tile will be based on:
- Its distance from the city
- Its terrain type (as with current RCS)
- Whether it involves crossing a river (as with current RCS)
- Whether it contains a revealed bonus (that will significantly reduce the cost to reflect the effort a culture would make to 'capture' a bonus it knows about). This reduction won't be so much that your stone-on-hill-across-a-river will b preferred to an immediately available grassland with no river, but won't be far behind (I'll also make the reduction percentage a tunable global define so we can fiddle easily)
The effect should be guaranteed spreading (to at least some degree), following terrain channels (the 'realistic' bit), a degree of 'reaching out' for attractive tiles (revealed bonuses), and the ability to spread further more quickly if channeled into narrow regions (i.e. - some compensation for that mountain range near you, by squishing the spread wider in the other directions)
It is not. This may be worthwhile to add, but I'm not sure it's really acting as much of an impediment since, in most cases, the buildings are quite attractive anyway so it anyway builds them most everywhere. If you are aware of specific examples where the AI seems to definitely be suffering from this let me know (with save game) and I'll look into adding some smarts for it.
No. There is a whole other thread about this somewhere, which was pretty active a couple of weeks back. I agree that it does need tackling, and should really be something of a V28 priority