v1.22 Forbidden Palace?

Ragnar_84

Chieftain
Joined
Oct 22, 2002
Messages
13
Location
Marin County, CA
I haven't played for a few months, heard about a new patch so I fired up a new game. To my dismay some of the same "old" issues seemed to resurface, mainly corruption and the Forbidden Palace. I realize that in the patches readme it mentions that they made adjustments to corruption but never specifically said what was addressed or how it effects gameplay.
In my first game back it took hours to build my Forbidden Palace, once built however I was shocked to see that it apparantly only affected corruption in the city that constructed it, the four or so cities size 6-10 close by where still only able to generate oneor two usable shields? So, next I consulted the civlopedia and it states someone like it acts much like a second Palace for corruption purposes.
I enjoy playing SP epic games and can't understand why they have so much trouble with the Forbidden Palance acting like a second Palace to a lesser extent. It's a waste to build if it only effects one city. Am I off the mark? Is a new patch going to re-address this? Any hepl or input would be appreciated. I love the game just frustrated with this aspect. Thank you!
 
First it doesn't affect just one city.

If you look closely you'll see that your far away cities have slightly lower corruption.

Effecticly, now FP is more global orineted and helps less in neighbouring cities. Best place to put it not too far away from original palace and it city with high production potential.
 
Thanks for the help. Great info. Alexman very indepth and appreciated. I'm still curious as to the "why". Originally the purpose was to serve as a second Palace of sorts, to a lesser extent. What was the reasoning behind the change? Some type of exploit? I spent hours of game time and many turns at a few shields/turn to build something, that under the amended rules is next to useless, save that one city. I hope they go back to their original intention.
 
Ragnar_84 said:
Thanks for the help. Great info. Alexman very indepth and appreciated. I'm still curious as to the "why". Originally the purpose was to serve as a second Palace of sorts, to a lesser extent. What was the reasoning behind the change? Some type of exploit? I spent hours of game time and many turns at a few shields/turn to build something, that under the amended rules is next to useless, save that one city. I hope they go back to their original intention.
The actual reason is that the PTW / Civ implimentation of the FP was not how the lead programmers / game designers actually wanted it to work...They tried (in C3C) to get it to work how they had originally envisaged that it should work. :)
 
Two more reason they changed the FP:
1. the former version opened up exploits (palace jump)
2. the AI were not very smart at placing the FP before

So, now you shouldn't build the FP too far away from your palace, and thats what the AI already did before...
 
So when you go Communist, how does the SPHQ play into all of this? I've read Alexman's jumps and think I have a handle on where to place the FP, but my usual strategy is to switch to Communism once I expand my civ through conquest and start facing corruption problems.
 
ainwood said:
The actual reason is that the PTW / Civ implimentation of the FP was not how the lead programmers / game designers actually wanted it to work...They tried (in C3C) to get it to work how they had originally envisaged that it should work. :)
That's the story we've been given by Firaxis. Amusingly another story they've given tells us that none of the original developers of CivIII were still at Firaxis at that time. :confused:

socralynnek said:
Two more reason they changed the FP:
1. the former version opened up exploits (palace jump)
2. the AI were not very smart at placing the FP before
Solid suggestions were made by CivFanatics about how to fix both of those things without taking away the two-core FP.

Ragnar_84 said:
I'm still curious as to the "why".
I don't think there is a reason which makes sense.
 
Ragnar_84 said:
I'm still curious as to the "why".

As others said the change was to address a bug uncovered in PTW.

But, as far as why it works the way it does now...

I feel it could be bad analysis of the old FP problem on the part of Firaxis/Atari staff.


It is not as nice as the old FP but I made the mental adjustment, and still build it regularly.
 
socralynnek said:
Two more reason they changed the FP:
1. the former version opened up exploits (palace jump)
2. the AI were not very smart at placing the FP before

So, now you shouldn't build the FP too far away from your palace, and thats what the AI already did before...


I have a screenie on my home computer of where the AI had built the FP and the Palace in the same city!! har har
 
I just build now build an FP in my current game.
Not as before, but it still works wonders. first i had 5 cities with less than 50% corruption, now i have 8 or so. My gold income has increased around 30%.

i build it about 8 squares away from my original palace.

(sid, medium pangea, despotism)
 
I think the palace jump exploit was way too easy to abuse. Imagine having 30 cities with little or no corruption and playing in republic. The current FP requires the player to place it close to their palace and commercial civs benefit from the corruption reduction which did not occur in vanilla/ptw games if the expoit was used.
 
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