SirPleb
Shaken, not stirred.
Background:
o There is a lot of discussion about this in other current threads - it is time for a thread dedicated to the subject I think.
o It seems that Firaxis is interested in what the community thinks about the corruption model.
o Most of the current posts on this subject were triggered by bugs in C3C related to the Forbidden Palace.
o Yeti's summary in the "Firaxis: Corruption Breakdown" thread, copied below, is the best summary of the issues so far I think.
About (1):
I disagree with some of the cons.
Yes, the AI doesn't place FP well, and yes this creates an area where the human has an advantage. But there are many such areas and because of them the AI gets other advantages, which become huge at the hardest levels. I think that if you take away one of the human's strong advantages, you then have to rebalance the difficulty levels to correspond. A patch doesn't seem to me like the time for changes which may require a lot of rebalancing.
And yes the strong FP is what makes the Palace jump useful. But I don't understand how the Palace jump became a big part of these conversations. It isn't something Firaxis was trying to fix. I personally don't think it needs fixing. It creates some advantage but not a huge one. And it is not a "trick" which those who've mastered it can casually use - it requires careful setup to do a jump and requires tradeoffs in other areas. It is far from a free trick. I think it isn't overpowering and doesn't need to be addressed.
And one more pro for (1) I'd like to add: This way it remains familiar to all the people who have played CivIII and PTW. That's not a great reason by itself, but in the absence of clear reasons to make a change I think this reason should always prevail for not making it.
About (2):
I don't think this is a good option at all. Two cons in addition to those Yeti listed:
With the 1.12 bug, sometimes adding corrupt cities to your empire through simple expansion will reduce your empire's total productivity. I think that should never happen. Adding a city should always increase total empire production by at least 1 gold and 1 shield, never reduce it.
The 1.12 FP approach is very difficult to concisely explain to new players of the game. It will also be somewhat confusing to many experienced players. Only those who understand the difference between rank and distance corruption can properly understand it, and that is a small minority of players of the game.
About (3):
Great if possible but it seems an awful lot to ask for in a patch, considering that it hasn't been done in all releases so far.
I agree with Yeti's cons on this one - risk of introducing new exploits, e.g. by "baiting" the AI into developing toward a particular region for its FP.
So I've started the poll with my vote to not change from CivIII/PTW
o There is a lot of discussion about this in other current threads - it is time for a thread dedicated to the subject I think.
o It seems that Firaxis is interested in what the community thinks about the corruption model.
o Most of the current posts on this subject were triggered by bugs in C3C related to the Forbidden Palace.
o Yeti's summary in the "Firaxis: Corruption Breakdown" thread, copied below, is the best summary of the issues so far I think.
My comments on Yeti's comments:Originally posted by Yeti
There appear to be three slants on this:
1) Fix the bugs and leave the FP as it was in PTW. This is the currently planned design.
- Effect: The FP both increases the OCN (decreases corruption due to number of cities) and acts as a new capital (decreases corruption due to distance for those cities closer to the FP than they are to the palace).
- Pros: This makes the FP very powerful, allowing a civ to have a second cluster of highly productive cities. As a non-change it also minimizes coding and testing efforts and associated risks.
- Cons: The AI is not good at placing the FP, and therefore human players gain a substantially greater benefit from the FP. It creates an environment where the palace jump trick/exploit thrives. It rewards war mongering as well (Sorry, I'm not clear on this portion of Alexman's argument. Did he mean the fact that it can be built using a leader in a highly corrupt area, the fact that when you take over another civ's core you often gain a prime spot for your FP (or to jump your palace to), or that those that take over a lot of territory / cities benefit the most from the FP's reduced corruption? Isn't the first point no longer a factor with science leaders, and the third one not really a point since the OCN increase would exist regardless of which FP format is used?)
- Possible tweak: The FP could be made more powerful for the AI to help rebalance things. Perhaps remove the distance benefit for the AI (to avoid overpowering it in cases where the AI accidentally did place it well) and instead have it give a civ-wide percent reduction in corruption.
- Possible tweak: Reduce the distance benefit. Have corruption increase faster as you get further from the FP than it would at the same distance from the true palace. For example, being at a distance of 15 from the palace might give the same distance corruption as being 10 from the FP.
- Possible tweak: Anyone have a good suggestion for how to solve the palace jump issue without changing how the FP works?
2) Leave the FP as it is in C3C 1.12.
- Effect: The FP increases the OCN, but does not act as a new capital. It also appears to act like a courthouse / PS, providing a small corruption decrease in the city where it is built.
- Pros: Balances player vs AI better. Addresses the palace jump issue. Improves war monger vs builder balance (I'll be clearer on this point hopefully after some clarification on Alexman's points).
- Cons: More significant game change, therefore slight risk of unforeseen issues arising. Greatly reduces the power of the FP, which will change people's game play and strategies, possibly making some folks cranky
- Possible tweak: If the distance benefit of the FP is removed, then it should probably be strengthened in some other way. Perhaps make it work like an additional corruption reducing building (PS / courthouse) in every city. Or make it reduce by some percentage (25%?) the effect of distance related corruption in all cities, while still using the palace as the center for that calculation. It could also be given a continent wide effect as the system for implementing that already exists.
3) Leave the FP as it was in PTW, but improve the AI's use of it.
- Effect: Same as with PTW.
- Pros: This would help address the player vs AI benefits received from the FP issue. Does not affect anyone's playing style or strategy, while making the AI a bit more competitive.
- Cons: Significant design / coding change as AI behavior algorithms can be a bear to implement. More likely to introduce new bugs or exploits. Does not address palace jump or war mongering issues.
- Possible tweak: As above - does anyone have a good suggestion for another way (without changing the FP) or addressing the palace jump issue?
Comment away folks What did I miss? Where are the holes in my thought process? What are your opinions and further suggestions?
About (1):
I disagree with some of the cons.
Yes, the AI doesn't place FP well, and yes this creates an area where the human has an advantage. But there are many such areas and because of them the AI gets other advantages, which become huge at the hardest levels. I think that if you take away one of the human's strong advantages, you then have to rebalance the difficulty levels to correspond. A patch doesn't seem to me like the time for changes which may require a lot of rebalancing.
And yes the strong FP is what makes the Palace jump useful. But I don't understand how the Palace jump became a big part of these conversations. It isn't something Firaxis was trying to fix. I personally don't think it needs fixing. It creates some advantage but not a huge one. And it is not a "trick" which those who've mastered it can casually use - it requires careful setup to do a jump and requires tradeoffs in other areas. It is far from a free trick. I think it isn't overpowering and doesn't need to be addressed.
And one more pro for (1) I'd like to add: This way it remains familiar to all the people who have played CivIII and PTW. That's not a great reason by itself, but in the absence of clear reasons to make a change I think this reason should always prevail for not making it.
About (2):
I don't think this is a good option at all. Two cons in addition to those Yeti listed:
With the 1.12 bug, sometimes adding corrupt cities to your empire through simple expansion will reduce your empire's total productivity. I think that should never happen. Adding a city should always increase total empire production by at least 1 gold and 1 shield, never reduce it.
The 1.12 FP approach is very difficult to concisely explain to new players of the game. It will also be somewhat confusing to many experienced players. Only those who understand the difference between rank and distance corruption can properly understand it, and that is a small minority of players of the game.
About (3):
Great if possible but it seems an awful lot to ask for in a patch, considering that it hasn't been done in all releases so far.
I agree with Yeti's cons on this one - risk of introducing new exploits, e.g. by "baiting" the AI into developing toward a particular region for its FP.
So I've started the poll with my vote to not change from CivIII/PTW