mikezang said:
Well, I can tell you the real percentage:
Capital, City1 on Trade Route, X=3, Y=3, 23% without WLTKD, 12% with WLTKD
Capital, City1 on Trade Route, X=6, Y=6, 48% without WLTKD, 25% with WLTKD
Capital, City1 on Trade Route, X=9, Y=9, 68% without WLTKD, 35% with WLTKD
So near half, as I said.
I think I found what was "wrong" with your corruption calculator
The calculator was correct, What was "wrong" was that you inputed a pretty unlikely scenario into the calculator. Namely, with the settings at: Tiny, Chieftain, 1 city, and distance (6,6) away from the capital, your numbers are correct. However, in a real game, you will never find a city at (6,6) distance away from the capital with a Ranking of 1. In most games, you will find a ring of cities at distance (3,3) to (4,4) around the capital. A city with distance of (6,6) will likely have a ranking of 4-8.
Look closely at the corruption formula, WLTKD reduces distance-based corruption by 50%, and rank-based corruption by roughly 20%. So in a case where distance-based corruption dominates, as in your example where the rank of the city is mistakenly set to 1, and the map size is Tiny, WLTKD does reduce corruption by almost 50%. But in most real games, that scenario isn't likely to happen.
To demonstrate, I inserted 4 more cities into the calculator, pushing the rank of the (6,6) city out to 5, and the numbers are shown below:
- Without WLTKD: 59%
- With WLTKD: 34%
Then, with the same set of cities, I increased the map size to Standard:
- Without WLTKD: 37%
- With WLTKD: 21%
Lastly, I changed the Government from Despotism to Republic, the number are now:
- Without WLTKD: 27%
- With WLTKD: 16%
It looks like you made a very powerful calculator, now we just all need to learn to use it properly
