Originally posted by Arrian
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Originally posted by notyoueither
Can you elaborate? I am not at all familiar with the first item you mentioned, and have only heard of the second in passing.
Can you elaborate? I am not at all familiar with the first item you mentioned, and have only heard of the second in passing.
So building a unit every turn in your capitol (or first city in the build queue) would allow for every other city to produce as many shields as is necessary to complete whatever they are working on each turn.
I think it was patched out in 1.27f, possibly 1.21f.
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There is another related problem due to the breakup of the food and production/commerce phases. By switching a high food tile to a high production/commerce during the production phase, the result is you get the high food (calculated before the production phase), and the high production/commerce (calculated after).
The obvious solution to both (if the mobilization bug still exists) these problems is to disallow any laborer re-assignments during the production phase.
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The FP/OCN problem is one recently discovered by Qitai over at CivFanatics. OCN rank was assumed to include cities closer to the Palace and/or FP, but it turns out it's figured just from the Palace, while cities 'around the FP' (closer to the FP than the Palace) are figured by their distance from the FP, but only ranked against cities 'around the Palace'. So if you were to have 2 rings of cities around the FP closer/equal to the distance of the 1st ring of cities around the Palace, all those cities around the FP would get an OCN of 1, even the ones in the 2nd ring. So cities in the first ring wouldn't count against the OCN rank of cities in the second ring in that case.
Taken to an extreme, all (or almost all) the player's cities can get the OCN of 1, as long as the Palace is way off in the middle of nowhere. So if all your cities are within 20 tiles of your FP, then just put your Palace 21 tiles from your next nearest city, and all your cities will have an OCN of 1. That just leaves distance corruption to deal with, and that is negligible.
In practice, it's not always viable (protection of the Palace city, Leader or Palace jump capacity for moving the Palace to the proper location), but the principle should always be capable of combating corruption in a manner that is far more effective than the means available through normal channels (commercial, courthouse/marketplace, wlt*d).
To some extent, this affects every game where the FP is built. Taken advantage of properly though, it nullifies corruption almost completely.
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