Corruption issues

I emailed them and they emailed back.
 
Originally posted by Mercade
Whichever formula or system is implemented, building a FP should never increase the corruption in any city.

Please please please release the patch soon... Just release a patch for this and I'll be happy. I absolutely hate corruption in my cities. :mad: Especially if it happens AFTER I build my Forbidden Palace! :mad:
 
OK what the hell is their problem???

For non-communal corruption...

Firstly, calculate each city's distance from the capital, and the Forbidden palace. Take the lower of these two figures as the corruption distance.

Secondly, sort the cities by the distances obtained above. If two cities have the same distance, use secondary sort criteria such as the order in which the cities were founded.

Thirdly, assign corruption based on the sorted city list.

So damn simple, there is no excuse for this.
 
Arizona: Your suggested way of doing it can actual still cause an increase of corruption in some cites as some cities will undoubtedly be pushed further down the corruption list than they were once a FP or whatever is build.

I still say corruption based on distance from palace/FP only should be enough, with the added increase after OCN is reached of course (and with the 'same-distance-cities-counting-as-1-city-only-against-OCN' bug fixed also of course).
 
Since I always wait to build my FP in my games, I am glad I did wait and not build my FP! Researching Capitalization, and was going to put my FP in some foregin conquered cities, but scratch that until the patch comes out.
 
I am very glad that the designers attempted to tackle the evil that was RCP :p but their "solution" is, of course, ridiculous. This has really dampened my enthusiasm for Conquests :( Let's hope they can get a patch out soon.
 
Why not reduce the max corruption and max waste from 95% to, let's say, 80%? :crazyeye:
 
being a new Civ3 purchaser and new member of this forum, i was very surprised at how successfully corruption takes the fun out of end games. does anyone know why firaxis designers wanted to punish the good people of our peripheral cities?:rolleyes:
 
A lot of what you are seeing is due a bug. Corruption can be high, but it can normally be fought. Normally the FP gives you a second core of very productive cities.
 
Something very much like Arizona's suggestion should work--it's just that you need *two* corruption lists. One list is associated with the palace, one with the FP. Each city is on only one list--the list associated with whichever of the two (FP or Palace) is nearer.

This should cause it to be the case that cities closer to the palace will not change in corruption value, while cities closer to the FP will, and the corruption values will meet in the middle as you get to cities nearly the same distance from each.

-mS
 
Originally posted by Master Shake
I hear policemen actually make corruption *worse* in at least some cases.

Is this confirmed?

I have never seen such a case.

But policemen do not have any effect if your city is benefiting from the 95% corruption cap.
 
By the way, I have never found courthouses or police stations to have a significant effect once my civ is very large.

I can have cities in a democracy with both a police station and a courthouse, and still be just producing one, maybe two shields out of a large total...

Anyone else share this experience? Or am I doing something wrong?

-mS
 
Originally posted by Master Shake
By the way, I have never found courthouses or police stations to have a significant effect once my civ is very large.

I can have cities in a democracy with both a police station and a courthouse, and still be just producing one, maybe two shields out of a large total...

Anyone else share this experience? Or am I doing something wrong?

-mS

If the city is far, very far, from the FP or Palace, no amount or corruption reducing improvements will help it.
 
Has anyone else seen this? Adding shields reduces productive shield output!! :eek: :confused:

This is really wrong. :sad:

ror_corruption_wrong_1.jpg


ror_corruption_wrong_2.jpg
 
Originally posted by Akka
Why, EVERYTIME an exploit of any sort happens, do Firaxis have to "correct" it by f*cking up the whole gameplay ?

Absolutely...I have seen this in the beta too.

Give them a problem to fix, they'll fix the problem, but spawn another problem as they don't seem to consider the consequences of the changes made or test for them before passing the work onto either the testers or the public (this problem was "fixed" after the beta-test).

In this case it seems they went for a really rotten way of fixing the RP problem that is completely nonsensical and so will be hated by many.
 
If people would stop building 50+ cities, maybe they'd have less problems with corruption. In my most recent game, the FP worked just fine for me, but then I only had 13 cities most of the game.
 
Back
Top Bottom