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planetfall
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Incoming from CO
Jan 2002 time: 22:33
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First of all, Alexman thank you for the analysis. Some questions about your initial report:
quote:
For corruption purposes, distance is always an integer number, and is given by:
code:
d = max(x,y) + min(x,y)/2
where
max(x,y) denotes the maximum between x and y,
min(x,y) denotes the minimum between x and y,
x is the distance in the NW/SE direction,
y is the distance in the NE/SW direction,
and the integer division is rounded down. |
So X == distance at -45 degrees from vertical
and Y == distance at +45 degrees from vertical
If formula was exactly as you posted, it would seem best to have Palace at north pole to get negative number for distance. Isn't actual formula more like:
d= max(int(x), int(y) ) + min(int(x), int(y))/2
quote: In the special case of communal governments, the distance for all cities is taken as:
code:
d = (MaxD) / 4
where MaxD = (MapW+MapH)/4, MapW is the width of the map, and MapH is the height of the map, as given in the editor.
The distance, d, is used to get the adjusted distance, da, as follows:
code:
da = 0.5^Ni * min(Gd * t * d, MaxD) |
Is MaxD the same for all gov'ts? If not what is the value for noncommunal govt?
Finally, what is your recommendation for city layout to maximize production under non-communal govt?
An example of a good use of planning to minimize corruption/waste and of not so good planning would be helpful for understanding the impact of the formulas.
Again, thanks.
PF
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:33
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quote:
Is anyone interested in the industrial era save, to see how the FP area is doing when more built up?
...
That would be interesting, although if you also had a spare leader as well, so we can rush the Palace at different locations to see the effect, it would be perfect! |
Well I played on and on and on and I finally got that damned leader. I generated a SGL upon discovering Steel. I didn't have time last night to post the save, but I will early next week.
Trying for leaders was an excercise in frustration, I must say. I waited until my trade deals lapsed (I have this thing about breaking deals with the AI. I don't do it to them, only them to me) and attacked France. I figured with Infantry, Artillery (a lot of it) and Cavalry, I'd roll right over them, and have lots of victories for my 4 elite knights & 3 elite ancient cavs against 1hp frenchy units.
It didn't exactly go that way. A combination of the new-and-improved Muskteer, some bad luck (particularly with my elites hitting those redlined units... they did terribly!), and the sheer size of the French army (they built Knights Templar and at one point put together a formidable stack of musketeers and crusaders) meant the war was longer and more frustrating than I expected. I've broken them, but it wasn't a cakewalk.
Plus, the very turn I invaded France, England decided to move on the fur city I had captured from them the last time Lizzie messed with me. I was never in danger of losing the city (knights attacking infantry in a walled town), but I didn't have the forces to go on the attack, since I needed all the Cav I had to deal with the French. Speaking of the French, they dropped off a landing group next to the aforementioned fur city, and with everything going on, I forgot to wake up my Cav and kill it off. The result was them cutting my only fur supply, which knocked 1/2 my empire out of WLTKD. 
All in all, minor irritations, but it was adding up. Then, despite two simultaneous wars, how do I get the leader? SGL. Figures.
Anyway, I'll post the game when I get back from skiing, and hopefully people will find it interesting to move the palace around and see the results.
-Arrian
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robinguo
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quote: The sum of the distance and rank components of corruption can be greater than 100%. The game sets an upper limit for the total corruption in a city to be equal to 90% minus 10% for each city improvement and minus 70% for each Wonder in the city with the “reduces corruption?ability: |
Great works! Alexman!!
But may I ask a question about the upper limit,
does the "upper limit" actually worked in any situation?
is it means we can build courthouse and police station in
every city , and reduce the final corruption to 70%?
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Nor Me
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I've just done a quick test for it and I think that all the OCN increases apart from those from courthouses, police satations and WLTKD are affected by difficulty level That would make the formula something like:
Nopt = max(OCN * (L/100 * (1 + c + Gr + Gp*Nwe) + 0.25*Ni), 1)
So courthouses really are more effective at higher difficulty levels but the commercial trait is not.
I'm not sure where all the rounding happens in the parts we haven't seen the code for but it can be significant. In PTW, the the OCN increase for the commercial trait was rounded down so if the OCN modified by difficulty level was just below 12, the increase would only be 2 and the corruption reducing ability of commercial would about a third less effective than it should be.
Another thing, there's no mention of WTLKD reducing disance waste. I've not tested it but I've seen it in the code.
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Nor Me
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I'm not certain yet, but it certainly doesn't work in the way your formula suggests. I know that in my test, a courthouse reduced corruption in one city by a factor of 6, for a commercial civ with an FP in Democracy when I modded regent to 1% of the OCN. That would seem to suggest that all these are affected by difficulty and courthouses aren't.
As it was a standard map, it might be that the modified OCN was 1 before the courthous which increased it by the expected 20/4.
I did tests with PTW that gave exact values and was surprised by your formula given the values I'd seen. Notably, the commercial rounding didn't seem to have any other explanation. But then I was surprised that the modified OCN was an integer so they can't have been that precise.
As I didn't look at exact numbers, there's a slight possibility that it's all one big rounding error for such an extreme value.
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fishleaf
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I suspect the exactness of the formula ALEXMAN posted.
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vulture
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Leeds, UK
Jun 2001 time: 05:33
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It's not exactly exact - there are some rounding issues that don't appear in the formula. One that I remember from vanilla civ3 (don't know if it was changed in PtW or C3C) was that distance corruption, expressed as a percentage, was always an even integer. You could have 44% distance corruption, or 46%, but nothing in between, for example (possibly that was an artefact of some other curious rule, for all I know). And of course the distances are produced with a fairly odd formula as well, rather than the actual geometric distance between the cities.
But the formula doesn't need to be exact - what value does it have in the game to calculate corruption exactly, independent of the computer. The actual uses of the formula - determining where to put your FP, where to build courthouses and police stations, how to space cities - all these come from the overall form of the equations, which I'm confident that Alexman has nailed pretty accurately; they're not adjusted by the precise numerical details at the rounding-off-error level.
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