Ring City Placement

I believe every time you place a new city (or capture one, etc) the corruption is recalculated. I've noticed this in a recent game where I got a hut settler and settled it a good distance away from the capital, and then once I placed my third city closer the corruption increased a noticable amount.

There also seems to be a minor slow down (especially with a lot of cities) when placing cities so thats a clue that some intensive calculations are going on. It can only be cultural borders and/or corruption.
 
Originally posted by Smirk
I believe every time you place a new city (or capture one, etc) the corruption is recalculated. I've noticed this in a recent game where I got a hut settler and settled it a good distance away from the capital, and then once I placed my third city closer the corruption increased a noticable amount.

There also seems to be a minor slow down (especially with a lot of cities) when placing cities so thats a clue that some intensive calculations are going on. It can only be cultural borders and/or corruption.

The corruption of a city is a function of the distance from the palace and the number of cities closer to the palace so any time you place a city closer than an existing city the corruption of the farther city is recalculated.

If you had an inner circle with 4 cities and an outer circle of 12 cities then decided to double the number of inner cities to 8 you would notice a marked increase in the corruption of the outer 12.
 
So is it confirmed that city rank rounds down the numbers?

I don't want to screw up my current games to find out. ;)
 
There is a bug where corruption isn't recalculated when you build a city. Once you move a slider it is though - it should be easy to reproduce:

- Check F1 corruption.
- Build a city near the FP/Capital (so it affects the city rank for many cities).
- Check F1 corruption, it is the same as before.
- Move a slider and set it back, it is increased.

I have not checked yet to see if not moving the sliders will actually give you the gold that should be lost to corruption, but I will do that later.
 
I suspect the bug is that the F1 screen isn't updated when you build the new city, not that the corruption in existing cities isn't recalculated at all. I can't test it right now (I'm typing this on my cellphone!), but when I was originally investigating RCP, I believe I did see that corruption and waste in outer cities would go up when I built a closer city.

There are other situations where the F1 screen doesn't update until you move a slider (e.g., if you add a new luxury, happiness on F1 isn't automatically updated).
 
Any ideas, rules of thumb how to build the ring(s) around the forbidden palace? Probably not to everlap, is that right?
Pls share the knowledge... ;)
 
I am going to give this strategy a go in my next game, my only worry is that the rings have too much cross over between cities.
this is i have found can greatly weaken cities.

i mostly build cities with none or only a few squares of cross over.
 
Originally posted by garner
I am going to give this strategy a go in my next game, my only worry is that the rings have too much cross over between cities.
this is i have found can greatly weaken cities.

i mostly build cities with none or only a few squares of cross over.

IMHO, a dense build, with a lot of overlap is far more powerful, as there is a lot less corruption this way, compared to widely spaced cities...
 
If you are talking about having your core cities overlap then surely you are going to suffer greater problems then if if your first eight cities which are going to be close to the capital anyway have nearly all their resources to themselves.

the dense build can make sense if you want to grow a large empire after this initial 8 city build. i agree a far flung empire suffers alot of problems in corruption.
but the cities close to the capital will lose more long term if they only can use 15 of their squares. thats more wasteful
 
The decisions you are talking about are to have a high productivity in the ancient and middle age or in the industrial and modern age. You don't need 15 tiles to work if your maximum size is 12. Many of the players here will dominate the game before the end of the middle ages. In that case, overlapping 3-4 or even more tiles allows you to work all of the tiles closest to your capital (least corrupt).

0-1 tile overlap is better for a modern age victory like spaceship, or if you're not fast enough to win earlier.
 
True if you aim is to reduce corruption to the point that you are stiffled late game.
Personally i find that corruption is only a problem outside your core cites. so there is no need for this huge overlapping.
whats more you are right, i do like to play it a little slower in the early game and dominate the industrial age onwards.
but the fact of the matter is, if you are conquering other nations, then they are going to be fringe cities any way so how does that help you.
 
Originally posted by garner
Personally i find that corruption is only a problem outside your core cites. so there is no need for this huge overlapping.
One of my biggest leaps forwards in playing the higher difficulty levels was in improving my initial settlement speed. A lot of this came down to settling the initial cities close together and micromanaging the allocation of shared good/improved tiles. This may not be so important on easier levels, but on harder levels you really need to start quick or the AI just runs away with it!
 
As promised earlier I've been working on a tool to help with RCP placement. It's pretty well complete now, so I'm intending to release it real soon now (this weekend, or Monday, so should be in time for all you GOTM nuts :)).

Here's a tanalizing screenshot for you all :

Click for a large version (159Kb)


I'll be releasing it along with my CIVReplay stuff here.
 
Does it read tile info out of the .sav file, or .gifs/.jpg/etc?

Can it highlight the 20 tile radius (and maybe even the overlap?) Select and deselect cities in the rings (are the highlighted rings selectable?) and show a ratio of single/shared workable tiles under each city site? (12/20=60%)

Sorry, to pummel with suggestions (that was what I was looking at when taking a dozen screenshots and doing a lot of point-and-clicking).

Otherwise, that program looks great, I can't wait to try it out. :crazyeye:

PS: I thought the .5 rings counted separately (3, 3.5, 4, 4.5....)
 
Originally posted by Dox4242
PS: I thought the .5 rings counted separately (3, 3.5, 4, 4.5....)
There's a post a page back in this thread by Yndy about Qitai's recent discovery that the x.5 distances count the same as x. So there are actually 1/2 as many rings as originally thought. This will give RCP another big boost in value of course :)
 
Originally posted by Dox4242
Does it read tile info out of the .sav file, or .gifs/.jpg/etc?
It reads out of a .sav file. It uses the FOW info and hides resources not visible in the game by default, so should avoid spoiling your game.

Originally posted by Dox4242
Can it highlight the 20 tile radius (and maybe even the overlap?)
Currently it highlight 3 rings, the distance is configurable. By overlap do you mean overlap between Palace/Forbidden Palace? Currently there is only one centre, so no.

Originally posted by Dox4242
Select and deselect cities in the rings (are the highlighted rings selectable?)
No, though I can see that would be useful. The only intelligent thing it does (other than showing the rings) is to not highlight locations that can't be settled because of terrain (coast/sea/ocean/mountains). I'll probably have to do some work on this in the future because it's possible to change which terrain is settleable, but it's fine for default rules.

Originally posted by Dox4242
and show a ratio of single/shared workable tiles under each city site? (12/20=60%)
No, it doesn't. What constitutes workable?

Originally posted by Dox4242
Sorry, to pummel with suggestions (that was what I was looking at when taking a dozen screenshots and doing a lot of point-and-clicking).
I'm interested in suggestions for future releases. I won't change much about the current version before releasing it though as there isn't much time before GOTM23 is release!

Originally posted by Dox4242
Otherwise, that program looks great, I can't wait to try it out. :crazyeye:
Cheers!

Originally posted by Dox4242
PS: I thought the .5 rings counted separately (3, 3.5, 4, 4.5....)
I see Sir Pleb answered this. Qitai's discovery was timed to perfection, just before I started this project, saving me having to change the display engine to be able to show floats rather than integers :).
 
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