jungle has a 16% growth probability...
the chance increase for each of the tiles it borders in north, south, east and west (not northwest, etc)
after this the chance is raised by another 25% of the original chance (and then dropped to half if the tile has a road)
This chance is measured in 1/100 percent..
chance of jungle growing in any turn surrounded by n jungle tiles (n = 0,1,2,3 or 4) and no road or units on tile:
probability = 16 * n *1.25 * 0.01%
so when surrounded by 4 jungle tiles :
16*4 * 1.25 * 0.01% = 0.8% per turn
surrounded by 2 jungle tiles :
16*2 * 1.25 * 0.01% = 0.4% per turn
chance of jungle growing in a tile surrounded by 2 other jungle tiles (assuming no jungle growth in surrounding tiles) over 17 turns:
(1-(1 - 0.004)^17) * 100% = 6.59%
chance of jungle growing in a tile surrounded by 4 other jungle tiles over 20 turns:
(1-(1 - 0.008)^20) * 100% = 14.8% chance (or 1 in 6.7 )
(unless I misread something in the code)
To save you from some work...
This is the code in BtS (didnt check if it has changed much from warlords)
Spoiler :Code:void CvPlot::doFeature() { PROFILE("CvPlot::doFeature()") CvCity* pCity; CvPlot* pLoopPlot; CvWString szBuffer; int iProbability; int iI, iJ; if (getFeatureType() != NO_FEATURE) { iProbability = GC.getFeatureInfo(getFeatureType()).getDisappearanceProbability(); if (iProbability > 0) { if (GC.getGameINLINE().getSorenRandNum(10000, "Feature Disappearance") < iProbability) { setFeatureType(NO_FEATURE); } } } else { if (!isUnit()) { if (getImprovementType() == NO_IMPROVEMENT) { for (iI = 0; iI < GC.getNumFeatureInfos(); ++iI) { if (canHaveFeature((FeatureTypes)iI)) { if ((getBonusType() == NO_BONUS) || (GC.getBonusInfo(getBonusType()).isFeature(iI))) { iProbability = 0; for (iJ = 0; iJ < NUM_CARDINALDIRECTION_TYPES; iJ++) { pLoopPlot = plotCardinalDirection(getX_INLINE(), getY_INLINE(), ((CardinalDirectionTypes)iJ)); if (pLoopPlot != NULL) { if (pLoopPlot->getFeatureType() == ((FeatureTypes)iI)) { if (pLoopPlot->getImprovementType() == NO_IMPROVEMENT) { iProbability += GC.getFeatureInfo((FeatureTypes)iI).getGrowthProbability(); } else { iProbability += GC.getImprovementInfo(pLoopPlot->getImprovementType()).getFeatureGrowthProbability(); } } } } iProbability *= std::max(0, (GC.getFEATURE_GROWTH_MODIFIER() + 100)); iProbability /= 100; if (isRoute()) { iProbability *= std::max(0, (GC.getROUTE_FEATURE_GROWTH_MODIFIER() + 100)); iProbability /= 100; } if (iProbability > 0) { if (GC.getGameINLINE().getSorenRandNum(10000, "Feature Growth") < iProbability) { setFeatureType((FeatureTypes)iI); pCity = GC.getMapINLINE().findCity(getX_INLINE(), getY_INLINE(), getOwnerINLINE(), NO_TEAM, false); if (pCity != NULL) { // Tell the owner of this city. szBuffer = gDLL->getText("TXT_KEY_MISC_FEATURE_GROWN_NEAR_CITY", GC.getFeatureInfo((FeatureTypes) iI).getTextKeyWide(), pCity->getNameKey()); gDLL->getInterfaceIFace()->addMessage(getOwnerINLINE(), false, GC.getEVENT_MESSAGE_TIME(), szBuffer, "AS2D_FEATUREGROWTH", MESSAGE_TYPE_INFO, GC.getFeatureInfo((FeatureTypes) iI).getButton(), (ColorTypes)GC.getInfoTypeForString("COLOR_WHITE"), getX_INLINE(), getY_INLINE(), true, true); } break; } } } } } } } } }
this is the important section:
Code:if (!isUnit()) { if (getImprovementType() == NO_IMPROVEMENT)
so as long as there is no unit on the plot, a feature can grow there if there are no finished improvement of the plot
On T1 the archer would expose three (or four? can't tell without save) coastal tiles useful for settling on the peninsula jungle for pigs + seafood. If we don't commit the settler till T2, then the archer could make it to the jungle tile to expose 3 more tiles, including possibly 2 coastals.My first impression is we'll probably want to send the archer down the peninsula, the scout down to the southwest, and then the worker needs to loop around to the northwest.
The settler then would have a couple of turns to get into position, so we'd uncover as many tiles with it as possible.
. I say that not because I think some team is cheating, but because that's a factor the mapmaker might consider to minimize their advantage. @ingentingg: That's weird. Dhoom should PM Alan or kcd_swede about it, so that they can make the change now if necessary.
It's an intentional setting for this game for reasons undisclosed until the game is finished. We ca debate it at that time.

Based on the pigs resource, settling on the bananas no longer makes sense since we'll want bacon in the capital. So, I'm not overly worried about what lies to the SE right now since we could always settle a later city over that way to capture the "goodies in the fog" plus the eastern bananas.
So, I don't think we should do the SE-NW settler dance but instead move the settler west.
As for the worker, I think we should move him 1NW and see what we see. If it looks promising, we can move him another NW. If not, he could head back toward the pigs. Keep in mind that if pigs are not in the inner ring, we have a few worker turns to spare, right? Those turns could be used to explore and/or chop...
EDIT: X-Post with ZPV.
So the chance of jungle spreading to the pigs on any given turn is 0.2%. Not sure how to calculate that ^-formula over multiple turns, but it probably approaches 1% or more, before teams will have the worker there.
