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C3C Corruption: Whoa!!!

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  • #46
    What not make a ring cause the result (* indicates city in a ring) of 1, 2*, 3*, 4*, 5.

    Randomly determining which city gets which corruption.
    Beer is proof that God loves you and wants you to be happy - Ben Franklin

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    • #47
      I really hate to see them punish OCP or a near OCP style.

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      • #48
        OCP?
        Beer is proof that God loves you and wants you to be happy - Ben Franklin

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        • #49
          What is the ring exploit?
          I've always placed my cities in a grid pattern with four squares in between so there is no resource overlap or waste.
          -Dagta

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          • #50
            Originally posted by joncnunn
            Changing from 1, 2 (tie), 2 (tie), 2 (tie), 3 to 1, 2 (tie), 2 (tie), 2 (tie), 5 would have fixed the exploit IMHO.
            No, that's the way it was.

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            • #51
              Corruption within each circle should be calculated by culture.

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              • #52
                Originally posted by WarpStorm
                Firaxis is looking at it right now


                I don't know why they can't keep the rings in, but just have a random corruption assingment, say within +/- percentage of other cities in the ring. make it less perfect than it was, but better than it is.

                edit: I really have no clue how it works, so maybe I shouldn't type random thoughts

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                • #53
                  Originally posted by WarpStorm
                  It wouldn't have mattered. This wasn't happening in the beta (the beta ended a while ago).
                  Yes, RCP was "fixed" after the beta test ended (which is why no tester could answer any specific questions about it!). They had to let us go sometime and start preparing the release version, and this is just something that slipped through the cracks.

                  Given all the stuff in C3C (the Conquests, for example!), I'm quite happy that this is the biggest patch-worthy problem encountered thus far.

                  How would you guys fix RCP? Keep in mind that simple, easy-to-implement solutions are preferred.


                  Dominae
                  And her eyes have all the seeming of a demon's that is dreaming...

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                  • #54
                    I think the fix should look something like:

                    Each city in a ring is ordered by rank. Ones at the beginning of this ordering suffer lower Corruption, ones toward the end suffer higher Corruption. To calculate this, a simple factor could be introduced, such as: b^(n-r), where b is some constant, n is the total number of cities in the ring, and r is the rank of a certain city. Choosing b would be the most difficult part here, but at least the formula is easily calibrated.


                    Dominae
                    And her eyes have all the seeming of a demon's that is dreaming...

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                    • #55
                      Originally posted by Louis XXIV
                      OCP?
                      Sorry it is Optimal City Placement. This is usually taken to mean CxxxxC. It allows you to use all of the squares in the city.
                      At lower levels a placement sort of like that can be use to not leave any open tiles say size 19. This is where you lay them out so that only 19 tiles are available in a given city, but you have no gaps or dead tiles either.
                      This type of pattern will lead to the early cities being at equal distance near the palace. It seems that will be punished now as a means of crippling the RCP.

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                      • #56
                        Dom I wold just let them come up with a number and that would be allowed for the first X cities after the capitol. The same for FP.
                        So if it is 4, then the first 4 will be rank one, then next four rank 2.
                        This is simple and we can understand it. It allows us to get the good corruption of being close to the two hubs.
                        Drop distance as it will sort of be included anyway. I mean the 22nd city wil not be all that close, so do we really care how far it is away?
                        Civs can control corruption at any distance if they choose to, they just use more resources to accomplish it, so we ignore distance.

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                        • #57
                          That would be a major change from the current Corruption system, vmxa1. I doubt they'll go for something like that.


                          Dominae
                          And her eyes have all the seeming of a demon's that is dreaming...

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                          • #58
                            I'm wondering, is there any interim fix that we could mod into the game, or is this stuff pretty hard-coded?

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                            • #59
                              Originally posted by Dominae
                              Given all the stuff in C3C (the Conquests, for example!), I'm quite happy that this is the biggest patch-worthy problem encountered thus far.
                              I think the gpt bug is bigger. Unless you think that AI civs should have 20 or 30,000 gold in the bank.
                              (\__/)
                              (='.'=)
                              (")_(") This is Bunny. Copy and paste bunny into your signature to help him gain world domination.

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                              • #60
                                Alexman on the analysis, on the results though

                                This is worse than I thought Ok, so RCP was a corruption exploit, but it was also a very valid defensive strategy(breaking the ring pattern won't break the defensive value but still...)

                                The simplest way to fix the RCP-exploit is to base rank on foundation time.

                                The 'best' fix would be to give best rank to the city that would benefit most from it. So if two cities are at the same distance, the one with the highest productivity gets the best rank.

                                No big deal in computer time either, ranks need to be recalculated only once each turn.
                                Don't eat the yellow snow.

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