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JesseSmith
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http://www.civfanatics.net/~tavis/files/C3CBETAv115.zip
BETA PATCH! Public Release will not be until the end of February so if you aren't interested in reviewing it please do not use it!
Make a backup of your original Civ3Conquests.exe, jgl.dll, and text\labels.txt
IT IS RECOMMENDED THAT YOU HAVE V1.12 & V1.13
Items for v1.15 BETA (1/12/04):
* Corruption was set by Soren to meet his design. The Palace is the only Corruption Free Civ Center. All other cities are affected by their distance from the palace, WLTK Day, Governments, Corruption Reducing Buildings, Corruption Policeman, and the # of cities in your empire. Courthouse effects inscreased from 5% to 10%.
* Updated AI Strategies in Conquests: Mesopotamia - Galley (Naval Power), Enkidu Warrior (Offense), Rise of Rome - All legions (Defense OFF), MesoAmerica - Acali & Great Acali (Acali:Unload/Upgrade & Naval Transport, Great Acali (Upgrade Unit OFF), Age of Discovery - Javelin Thrower (Offense), Missionary (Capture, Offense), WWII Pacific - Fighter Bomber (Bombard!)
* Fixed Random Civ MP Launch OOS
* Secret Police HQ no longer gives effects corruption OR OCN bonus when player leaves Communism. Fixed error with Government required buildings not turning off.
* Updated Civilopedia.txt Forbidden Palace to explain that all cities are still affected by distance from the Real Capital.
* Updated Civilopedia
* Updated PediaIcons.txt
* Fixed Credit Typos
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Jon Miller
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tell me how this is
I just played my first multiplayer 1.12 game
unfortunately it ended when my freind (and the host) had his harddrive fail (Really sucky)
Jon Miller
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Capt Dizle
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Ongoing product support is a good thing. There, I finally said something nice about Soren and his Firaxian buddies. I expect my penis to promptly fall off.
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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:33
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quote: Originally posted by BigFree
I thought the Courthouse reduced corruption by 25%. What's with this? |
Its never been that high, unless I'm horribly mistaken. Its only ever given me a shield or two back even in otherwise potent cities.
So its 10% from courthouse, and still 5 from police stations? not too shabby.
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Gunter
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Even if for several reasons I haven't yet tried Conquests, I can't avoid to express my huge satisfaction seeing Fireaxians are working very fine about the support and they are releasing BETA patches that IMO is the best way to perfectly tune a patch.
My copy will wait until the end of February before beeing tested but again, my best compliments to give players this kind of support !
Well done, and keep up the good work following players' suggestions
Gunter
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MrWhereItsAt
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New Year's Resolution: 2005 is the year of Where It's At - come get some.
Nov 2001 time: 17:33
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quote: Originally posted by BigFree
Let's say you had a city that was making 10 spt before waste and 6 after. Those 4 'wasted' shields represents ~40% corrutption rate for that city. Now, the Couthouse is built. It reduces the corruption rate for that city by 25%. So 25% of .40 = .10 or 10%. So, 10% is what I gain back against corruption; which in this case is one shield. At least that's the way I thought it worked. |
It isn't a straightforward 25% of corruption returned. Remember that some cities with say 10 wasted shields will not get back ANYTHING from a Courthouse. According to alexman's thread,
Corruption% = 100 * (Fd*Fg*Fi*Ft + Fc)
Where the Courthouse effect is in the Fc term.
Further,
code:
Ncity / (2*Fn*Nopt), if Ncity <= Fn*Nopt,
Fc =
Ncity / (Fn*Nopt) - 0.5, if Ncity > Fn*Nopt,
And the Courthouse part itself slots in as N in
Fn = d*(1 + g + fp + imp*N + c)/100
with Imp = .25 for non-Communist governments. For simplicity's sake (and the fact I have never used it) I will omit the Communism case, and only look at the case where there are less than the optimal number of cities built.
For a given constant value of all other values, building a Courthouse will result in Fn changing from d*(1 + g + fp + c)/100 to d*(1 + g + fp + c)/100 +d*0.25/100 (a difference of d*0.25/100). So the increase in this value Fn due to a Courthouse depends also on d, which is the %age of optimal city number for this map.
Then, Fc changes from Ncity/(2*Fn0*Nopt) to Ncity/(2*(Fn0+d*0.25/100)*Nopt), which is a decrease of (after a little expansion)
...
(d/200)*Ncity/(2*Fn0*(2*Fn0*Nopt+d/200*Nopt))
Note: Fn0 is what I have Fn to be before the Courthouse was built, ie Fn0 = d*(1 + g + fp + c)/100
Now the actual corruption in the city goes from
100 * (Fd*Fg*Fi*Ft + Fc) as above
to 100 * (Fd*Fg*Fi*Ft + (Fc - (d/200)*Ncity/(2*Fn0*(2*Fn0*Nopt+d/200*Nopt))) )
Which itself is a decrease in corruption of 100*(d/200)*Ncity/(2*Fn0*(2*Fn0*Nopt+d/200*Nopt))
So, as you can see (if not very clearly), building a Courthouse changes the corruption in a city by a value that depends on the city number, the optimal number of cities, the percentage of the optimal city number constructed so far, g (Government form), fp (whether you have an FP or not) and whether you are Commercial or not. Phew!
In other words, the Courthouse's effect is modified by every other corruption altering effect, so just do the spreadhseet to calculate it for yourself, unless you really need to practive your calc like I just did.

Oh, and BTW this worked for PtW - Soren alone knows what it is really like in C3C right now.
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