Is there a way I can make it so citizens can work on the 3rd culture level expansion (or 3 tiles away from the city).
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Culture Level 3 working
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There is no way to work tiles outside of your "fat cross" which is two tiles away from your city tile, if that is what you are asking.
If you are asking how you can make citizens directly increase cultural output, the best answer is to make them artist specialists (build a theater first, or use caste system)."Cunnilingus and Psychiatry have brought us to this..."
Tony Soprano
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You mean you can't do the mod described in this thread?
You might want to tell him that before he goes and puts all that work in.
It took an SDK mod to do it but yes, it can be done.
Tom P.
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Re: Culture Level 3 working
Originally posted by Qwertqwert
Is there a way I can make it so citizens can work on the 3rd culture level expansion (or 3 tiles away from the city)."The avalanche has already started. It is too late for the pebbles to vote."
-- Kosh
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Build another city 4 tiles awayTHEY!!111 OMG WTF LOL LET DA NOMADS AND TEH S3D3NTARY PEOPLA BOTH MAEK BITER AXP3REINCES
AND TEH GRAAT SINS OF THERE [DOCTRINAL] INOVATIONS BQU3ATH3D SMAL
AND!!1!11!!! LOL JUST IN CAES A DISPUTANT CALS U 2 DISPUT3 ABOUT THEYRE CLAMES
DO NOT THAN DISPUT3 ON THEM 3XCAPT BY WAY OF AN 3XTARNAL DISPUTA!!!!11!! WTF
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Originally posted by padillah
Oh, I wonder if they are the same? And if not what's different.
Tom P."The avalanche has already started. It is too late for the pebbles to vote."
-- Kosh
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Originally posted by LordShiva
Build another city 4 tiles away
The city would go from a simple cross
Code:X XCX X
Code:X XXX XXCXX XXX X
Tom P.
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Someone should make a banana-shaped cross
Code:x xx xx xx xC xx xx x
Last edited by LordShiva; June 14, 2006, 18:56.THEY!!111 OMG WTF LOL LET DA NOMADS AND TEH S3D3NTARY PEOPLA BOTH MAEK BITER AXP3REINCES
AND TEH GRAAT SINS OF THERE [DOCTRINAL] INOVATIONS BQU3ATH3D SMAL
AND!!1!11!!! LOL JUST IN CAES A DISPUTANT CALS U 2 DISPUT3 ABOUT THEYRE CLAMES
DO NOT THAN DISPUT3 ON THEM 3XCAPT BY WAY OF AN 3XTARNAL DISPUTA!!!!11!! WTF
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to above posts"Dumb people are always blissfully unaware of how dumb they really are."
Check out my Blog!
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I always thought as cities expanded, they should make varying use of the tiles with respect to their proximity. For example, let's say all tiles can have low, medium or high production. (Mostly food and hammers, trade to a lesser extent.)
Now let's suppose a size 1 city uses the actual city tile as high production, and can use the 4 neighboring tiles at medium production level.
When the city gets to size 3, it gets a true 1 square radius, but the diagonals are low productivitiy. Neighboring tiles become high productivity.
At size 5, the diagonals get upped to medium, as well as the main tile dropping to medium (cause there aren't as much farmland and natural resources remaining around the city,) and the the 4 spaces that are exactly two out from the city become low production.
At size 7, the city is expanding to the point that there isn't much in the main tile at all - it goes to low - although there is some bonus commerce. Meanwhile the two-out tiles become medium and the diagonals go to high. (There are 12 total workable tiles at this point.)
At size 9, the "knight's move" spaces become available at low, the two-out spaces become medium, and the one-out spaces drop to medium as the city's metropolitan area starts to expand into those regions. (You have your full fat cross of 20 tiles at this point.)
At size 11, the knight's move become medium production.
At size 13, the two-outs go to high, and the neighboring spaces drop to low-but-with-bonus-commerce.
At size 15, the diagonals drop to medium, and the spaces three out from the city become available as low production.
At size 17, the two-out diagonals also open up at a low level.
At size 20, the diagonals become absorbed by the city, and all the remaining tiles are at least medium production.
And certain techs would expand upon the productivity levels of some of your tiles, such that you would have mostly high productivity spaces at endgame out of your remaining tiles, and the inner-city commerce would be quite nice.
This way, cities would actually feel like they are growing as they grow, rather than just having more raw tiles worked. It also gives some much more interesting bonus options, and gives incentive for people to question, "With these cities 4 spaces apart, do I want my capital using this tile at low productivity with Bureaucracy running and a bunch of improvements, or leave it for my fledgling settlement that gets high productivity from it?" To say the least, locating cities gets more interesting.
Also, because cities would have high production from their city tile initially, you would rarely have an issue where founding a city in a good place presently surrounded by jungle will cause the settlement to be fairly stuck on growth, as it should at least be able to hit that size 3 level. (And how much sense does it make now for a size 1 city, obviously with cultural support, to be working those knight's move spaces?)
Obviously, there could be some logistical issues with direct implementation, but I think it would be an interesting bent on the way cities grow now.
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Too complicated.THEY!!111 OMG WTF LOL LET DA NOMADS AND TEH S3D3NTARY PEOPLA BOTH MAEK BITER AXP3REINCES
AND TEH GRAAT SINS OF THERE [DOCTRINAL] INOVATIONS BQU3ATH3D SMAL
AND!!1!11!!! LOL JUST IN CAES A DISPUTANT CALS U 2 DISPUT3 ABOUT THEYRE CLAMES
DO NOT THAN DISPUT3 ON THEM 3XCAPT BY WAY OF AN 3XTARNAL DISPUTA!!!!11!! WTF
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