Would you like this feature added to game-play?

France

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After long hours of game-play on Civilization V; I have noticed that you can't gain control of which direction your culture border heads in. Neither the less; you can't stop it. (etc.)
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What I do suggest is a diplomacy feature that allows you to cede your border tiles to a civilization. Let me clear that up for you. This feature would allow you and or another civilization in-game to give you culturally obtained borders to the player or civilization for a couple of bucks.
Understand? Only culturally obtained borders. Meaning; you or a civilization would make a trade agreement for particular tiles. (Again; not neutral tiles/bought tiles)
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Here's why.
Some resources might be culturally obtained & might not be in reach of a city, but is in reach of another civilizations borders.
Problems will/can emerge too. Here's a scenario.
-Your border expanded to a tile which has five coal on it. But, your city can't work the tile.
*You go to (example) Poland's screen & make a trade agreement that will grant them the coal that has their city in reach: for 3 permanent coal for the rest of the game.
^ That was an example.
Congrats; for reading this. Here take a :nuke: ; have fun taking it back.
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What feature would you like granted in the game?
 
It would be a very interesting feature and, personally, I lack a system of territory trading/exchanging/conquering. Nevertheless, such feature will never be introduced to Civ5.

First of all, AI is completely incapable when it comes to evaluating their trade goods. All resources have fixed prices that have nothing to do with real AI's needs or strategic situation. Access to a luxury commodity is as valuable to an ancient civilization as to an industrialized one. What's even more ridiculous, a civ that lacks iron, will pay for it even though it's in information era and has no use for it whatsoever. The only thing AI can actually place a price tag on is open borders treaty, though even this is handled poorly.

What I'm pointing at is that AI is much too stupid to handle any border trading or any negotiations that include changes in borders. It would either be screwed over this all the time, or such deals would be merely a theoretical option that happens 0,003 times per player, statistically speaking. It would be something like city trading now.

All the same, I don't understand why we're unable to control our border growth. Control of direction i which your territory expands is even more natural that control over workers and their placement in city radius. Rings should have price multipliers dependent on how much of the n-1 ring is already controlled by the city but otherwise we should be free to control border growth the same way we control worker placement. I.e. when you want a specific tile claimed by your city, you manually move the violet (pink?) hex outline to the desired location and after taking into account the culture price modifier mentioned above, the hex is yours when the culture requirement is met.

PS.
You don't need resources to be in workable city radius in order to use them. If they are outside city radius, you still get coal or whatever if you build the resource-specific improvement, but you'll not be profiting from tile bonus. That's all and selling the tile to some other civ would be a dire mistake in all circumstances.
 
Thank you all for the comments! I thought this would be a nice idea to introduce, and frankly I was disappointed that so many views and not too many comments.
Nevertheless; I already knew about strategic tiles like coal; iron; and horses; and/or luxury resources can be put to use in half.
I would most definitely mean tiles with resources such as; wheat and fish. That can't be much of use out of city radius.
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Also.
I meant; by my example; that of course food/production (etc.) tiles within a radius of a city of another civilization's borders; but not yours would lead to them wanting it; (especially if it has a resource on it) and you can give a bargain for it. Am I right? Of course I would expect them to ask you for it in a diplomatic message & you as well.
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But; of course this is a interesting idea that; as you stated; cannot be implemented in the game because of poorly manufactured AI.
 
This would be really interesting; territory in peace treaties along with cities?
 
That does sound interesting. I don't think ideas like this this should be overlooked because "the AI will be too dumb". Make the AI smarter/the game better, instead of writing off new concepts.

Yes I know the only way this gets into civ5 is by a mod, but it seems like such a defeatist attitude to always assume the AI will be stupid because it is now.

I know: "We're being invaded, quick get those catapults into the lake!" becomes "You'll give me that useless tile for only 100 GPT for 20 turns? Where do I sign?"

Dev's, do better.
 
I've always wished for such a system ever since territory borders became static in CIV V. At least in III and IV you could push back enemy territory or even get a secession occasionally.

And the AI could handle it. I could program an AI that would handle it.

here is a simple solution: Simply weight each hex of territory based on its base terrain, then resource, then is it improved? Is it near a river? Then lastly, is it the AI's only copy left after trades? All are base modifiers. The AI will consider trading a hex of a resource it currently is using all of or a luxury that is it's only copy as heavily as a decent city and requesting it will raise the cost of the request to very, very high--though I wouldn't rule it out completely, as if you are truly losing you need to be willing to concede a bit. A tile like improved uranium that is all used would be the most valuable, and the AI would need to be on death's-door to consider it.

Each request in the peace deal has a certain value to the AI which stack up to equal the value of cities. Note that as the AI values improvements as well, it will be more resistant to selling a river-side farm for-instance.

Then, to prevent player abuse of buying inland: only allow border tiles to be selected in the beginning, and if your borders aren't touching don't allow the system at all as it'll look super-weird to have territory across the map that is not contiguous to any city. If two border tiles are selected so that an inner tile touches 2 selected tribute hexes then allow it to be selected. This prevents a human from simply drawing a straight line inward. Disallow the selling of territory directly adjacent to cities that aren't a part of the peace deal to keep humans from nerfing a city too much by this system.

To prevent a lot of trial and error with numbers and hexes, I'd probably implement by adding a trade option called "cede territory" which only pops up if you have shared borders. For each cede territory request you select 5 or 10 tiles (I'd have to experiment for balance) and only 1 is allowed per request, meaning you couldn't ask for 100 hexes in a peace deal you could only make one request of a set amount. This would also reduce abuse or territory "farming" and if an AI cedes land and you immediately declare war again the AI would be resistant to doing it again as it sees you are untrustworthy. I would probably make the mechanics, like cities, pretty much only work as a peace settlement. And clicking on the "cede territory" option would open the map (or an overlayer in strategic mode) and show available territory valid for request as yellow hexes like gifting mode. As stated before only border tiles are available at first, and later, any interior title bordered by two other requested tiles to prevent humans from requesting a straight line, beelining for interior.

Bingo, decent system for land. I guess the AI could consider selling land too, but the fact that they currently will always take some price for things they consider selling needs to change. I'd probably set land like cities: they want to sell it rarely if ever and it's more of a peace-deal option.
 
This mechanic would be okay, but I would be happy with anything that made the borders a little more fluid. Just because a tile flipped, it should not necessarily stay way. Every map it seems I end with useless tiles four hexes away from a frontier city, while a CS’s border have crept four hexes out into the three hex range of this same city, even though the CS has not completely filled out its second ring. I guess the dev’s didn’t want borders looking too even, and I appreciate how the borders follow feature contours and try to pick up resources, but it is just all a little too arbitrary.

Make the AI smarter/the game better, instead of writing off new concepts. Yes I know the only way this gets into civ5 is by a mod, but it seems like such a defeatist attitude to always assume the AI will be stupid because it is now. Dev's, do better.

The reality is that the dev’s are already doing the best that they can. Neither encouragement nor disparagement will change that. Either code or organize a boycott.
 
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