SirPleb: I am curious if you think the final fix for the rank bug will effectively appear to make the FP have a lesser effect. I have a feeling it will to me since i was unknowingly (and ineffectively) exploiting it.
Good point watorrey!Originally posted by watorrey
SirPleb: I am curious if you think the final fix for the rank bug will effectively appear to make the FP have a lesser effect. I have a feeling it will to me since i was unknowingly (and ineffectively) exploiting it.
This was the main thrust of my earlier post - calculate corruption from the borders first with a true corruption rate of 95%. Then Courthouses etc. would have the effect that you would expect to see, not the nothing happens because this border town is (internally) 250% corrupt.Originally posted by Crazy Jerome
I don't think it's the corruption itself that bothers people, regardless of where it is set. What bothers people is not being able to affect it in certain situations where they expect that they should be able to--the courthouse in the hopelessly corrupt city being a prime example.
AlmostOriginally posted by Yeti
So changing the order - capping at 95% first, and then adjusting for city specifics - would achieve the effect you guys are looking for.
2. Put in a courthouse-like building that caps the corruption at 90% rather than reducing it a set percentage. Alternately, change the code for courthouse to reduce the percentage or cap at 90%--whichever is best for that town. Better yet, make this a flag in the editor and allow modders to set the percentages (reduction and cap) for different buildings.
I agree 125%!Originally posted by Commander Bello
I voted for the "old" FP, since I like to play on huge maps. Sometimes I change them to more than 250*250 tiles. Anything which supports expansion and large empires is fine with me.
The argument that the FP has to be weakened because the AI doesn't make the best use of it, would eliminate artillery, tanks, bombers and other stuff as well.
Fanny, I "cherry-picked" from your post the things that I agree with! Hope that's ok!Originally posted by Fanny Brice
I get more enjoyment out of the game by having productive cities. The result I expect now is FRUSTRATION with rapidly growing conquered cities (because all the tiles are irrigated) that will be going into disorder every second turn because I can not build temples, marketplaces, and cathedrals fast enough (what should take 8-10 turns is taking 20-40). In addition, this increases the risk of culture flips because Ive got unhappy foreign citizens and Im not producing my own culture.
I am AMAZED at the decision of the Firaxis developers to radically change the game in this way. The original bug was one thing. ... But to alter one of main tools of the players ability to control the game is one more in a string of bad business decisions. It reminds me of the New Coke fiasco. ... Even if the FP was always broken it has been like that for two+ years. Even with the best of intentions, you cant toss out a change like this with no warning and no reason why. ... The kind of casual attitude that has allowed the release of a clearly broken PTW, immediately recognizable bugs with the original C3C, and this beta are burning up the good will that has been built up over so long.
Originally posted by Crazy Jerome
All the ensuing discussion is why I suggested (though maybe it wasn't understood that I meant a hard cap):