27-12-2003, 20:36 | #81 |
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So that will result in an ecliptical cores imo. I recall having seen that in many pbem game descriptions, so that should not really imply to much of a change in strategy. Unless it means building within 10 tiles or so on a standard map.
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27-12-2003, 20:47 | #82 |
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Well I have only seen my own game and some screenshots here, but the way I think it works now it acts as a second palace with regard to distance calculation from the orginal palace and not from the FP itself.
Because if the FP location would count in d calculation, why do I get 5 wasted shields out of 6?
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27-12-2003, 20:48 | #83 | |||
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Quote:
So just spreading very vague info makes me guess that the original intention about FP mechanics have nothing (?) to do with the software realisation. When I read 'corruption is fixed' I roughly *thought* of this (may have been just wishes...): -two seperate 'rank lists' exist when FP is built: FP rank- and Palace rank-list -a certain city's distance to FP or Palace defines to which rank list it refers to: closer to FP -> city belongs to FP rank list etc; this means: no OCN-corruption benefit from FP for cities belonging to the Palace rank system (="FP doubles OCN" in another interpretation...) tie breaker need for cities with same distance to FP and Palace -cities belonging to the same rank list cannot have the same rank; 2 cities belonging to different rank lists can have the same rank -a rank of a city is defined by # of cities being closer to Palace (resp FP); tie-breaker needed for equidistant cities to avoid RCP -commie corruption: no distance corruption, but every city gets kind of an avaraged rank for the OCN corruption part (every city has same corruption %). [IMO: changing to commie *should* let you get a slightly improved OCN by just choosing that gov - apart from SPHQ OCN benefit] Such rules would have been at least logical with regards to the corruption mechanics studies made so far on the one hand and fixing the contained glitches (RCP & FP/P rank bug) on the other hand. Of course, for us human players, this would still lead to creating two seperate cores - the ai might not be capable to do this. So... Quote:
What's getting on my nerves, however, is the vague description of the mechanics. |
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27-12-2003, 22:13 | #84 |
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Tried to test fp in capital vs FP on little distance from capital. Apparently you cant build an FP in your capital! Cant find a way to override this in the editor so I guess this is hardcoded. Dont feel like making a new test so that will be tomorrow.
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28-12-2003, 03:11 | #85 | |
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Quote:
By the way, I always thought it didn't matter what rank a city has. Just that there is a rank, but that that rank is determined by the distance to the capital. (When you build a city between two other cities, the corruption in the city farther away increases.) Was I incorrect about this?
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28-12-2003, 07:32 | #86 | |
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Quote:
Palace jump is probably the best/easiest way for testing purposes. |
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28-12-2003, 12:52 | #87 |
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Thanks for the tip GRille, I'll adjust my scenario to start with 2 leaders, So I can test
1) only palace. 2) FP close to Palace 3) Palace &FP in one city Will post results later
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28-12-2003, 12:58 | #88 |
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Still, check this one: it differs from the other tests. Maybe it is
the low rank of the cities? Load the scenario and rush the FP in the center of the 2nd core in turn 2 and watch the results! (Take Rome as civ!) Download Attachment: [img]icon_paperclip.gif[/img] erik2.zip 15.66*KB Rome and Cumae get 2 shields while the other 3 get one shield. It must be the rank! Corruption in the other core stays the same. |
28-12-2003, 14:24 | #89 | |
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Quote:
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28-12-2003, 17:39 | #90 |
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Minor gripe here...
Fuckin Worker bug is still not fixed, do I really still need to wake a fortified warrior to use SHIFT-D diplomacy? Arseholes. Melifluous
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