The more I play C3C, the more unsatisfied I feel.
And having read the last statements about the corruption / FP issue, makes me even more sad. I really get the impression - this may be a bold statement, but I real feel like this - that the developers just don't know how to work with a computer.
Well, of course they know about programming. They do, don't they?
But, look at the way how rules are implemented and set up. They are like the rules for a board game. And then they shuffled them a little bit around to make it 'more interesting'. Bah!
To make corruption being dependant from the distance of a given city from the capital is absolutely counter-productive in a game, which is based on the idea of expansion. But is simple to be implemented. Not enough with that, the more cities you have the more corruption you will encounter.
Then they learn, that this makes the game almost unplayable, since corruption lifts off like a rocket.
Ok, so we don't change the simple concept, we just add a second capital. From the civilopedia:
"Forbidden Palace: Gives the benefits of a second <Palace> located in the city that builds it. Cumulative with <Secret Police HQ>"
"Palace: The Palace marks the capital city and center of your empire. It eliminates <corruption / waste> in the capital and decreases it in nearby cities"
"Secret Police HQ: Gives the benefits of a second <Palace> in the city that builds it. Cumulative with <Forbidden Palace>"
Now, does the palace eliminate corruption? No, it don't. It does it to a high degree, that's all.
Does the Forbidden Palace elimininate corruption? Even less. And sometimes, it just doesn't do this at all. It just doesn't do, what is it's purpose.
That is, as if in a flight simulator you could by a new engine which successfully prevents you from taking off.
The problem - as far as I see it - is based on the simplicity of the original concept. It really looks like the adoption of a board game. Ok, Civilization indeed WAS a board game.
But, if you adopt a board game to a computer, you just have to ways how to do that:
Make the adoption being one to one. Then you can stick with simple rules. But then most people feel unsatisfied. Why should anyone play a board game on the computer, when it is much easier to play it as board game?
So, you have to add some features. But then, you should make use of the calculating power of the machine! Then you really should develop algorithms which are elaborated and which WORK!
What you never should do is to add just some handicaps here and there. Why not?
We just learn about the reason: (apocryphe record from the latest developers' meeting)
"Oh, hmm.. did work for six cities... Doesn't work anymore for 15 cities. Hmmm.. ok, let's put in this.... Oooops... That's strange... Hmmm... Then we will additionally put in this... Aaaargh! And this! Oiiiiiii! And this! And this! And this! And....!!!!!!"
The effect is, we now have a game, which in total has costed us appr. 100 $. It is some years old, has been patched and patched, has been playtested by appr. a million people, and doesn't follow any rules any more. At least not the rules which are stated for the game.
So, I assume that those guys either have never read the documentation, or just don't care about it. Why stick to the rules, if my idea as of last night is soooo nice?
All we can do, is to hope that for Civilization IV a new developer team will be formed. Maybe some people who just think, before the shuffle the lines of the code....