Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site and its forums as they stood in September 2005. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 1998–2001 UBB forums
Today on Apolyton WARDELL INTERVIEW PROMO A.C.S. HISTORY CHAPTER 4 GET CIV4 /w FREE PLUS! A.C.S. PHOTO GALLERY GET A.O.M. V1.1
Apolyton Civilization Forums
main| civ2| civ3| civ4| smac| ctp2| ron| moo3| galciv| galciv2| alt| about|
ApolytonPLUS | register | search | faq | new posts | pm (-/-) | upload | members
hall of fame new! | civgroups | civgroups news | interviews | the column | radio | chat | directory | news | store | PLUS
Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Civilization III > Civ3-General > Forbidden palace problem
Show a Printable Version | Email This Page to Someone! | Receive updates to this thread | Report this to Apolyton news!
16.Sep: 7 NEW FILES
15.Sep: TRIAL + NO SLEEP = ONE GAME
13.Sep: PATCH THE PREVIOUSLY UNPATCHABLE

bottom of page
   - CIV3 CONQUESTS $29.99 - CIV3 from $9.99
Author
Thread   
Pages (2): [ 1   2   ]
< Last Thread     Next Thread > Post New Thread     Post A Reply
skodkim is offline skodkim
Settler

Nov 2003
time: 05:35
  Old Post 22-04-2004 12:23
Edit/Delete Message Reply w/Quote
#1 Report this post to a moderator
Forbidden palace problem Support Apolyton, buy Galactic Civilizations: Deluxe Edition

I'm playing v1.22 (having upgraded all the way from 1.0 continuously), and I've noticed that the fobidden palace does not work properly. Even the city I've built it in has a problem with corruption.

I believe this was also a problem with earlier versions?

I've attached a screendump.

Skodkim

Attachment: civ.jpg
This has been downloaded 236 time(s).

Mr Justice is offline Mr Justice
Chieftain

Nov 2003
time: 05:35
  Old Post 22-04-2004 14:18
Edit/Delete Message Reply w/Quote
#2 Report this post to a moderator
Support Apolyton or Terrorists Win

that looks fine to meh,

under new rules (im sure alexman will confirm, im just jumping the gun)
FP removes rank corruption.
dose nothing aginst distance corruption,
to get ur city with FP to 0 corruption u need to build a courthouse and police station.

ive no idea when those respective changes took place/

DrSpike is offline DrSpike
Deity
Enthusiastic member of Apolyton
Sep 2001
time: 05:35
  Old Post 22-04-2004 16:31
Edit/Delete Message Reply w/Quote
#3 Report this post to a moderator
Get a bigger avatar today!

Actually the FP works for distance corruption, but does not create new city ranks. The conclusion that the screenshot is as it should be still holds however.

MrWhereItsAt is offline MrWhereItsAt
Emperor
New Year's Resolution: 2005 is the year of Where It's At - come get some.
Nov 2001
time: 17:35
  Old Post 22-04-2004 17:22
Edit/Delete Message Reply w/Quote
#4 Report this post to a moderator
Tired of ads?

The changes were introduced in stages, but with all the patches to C3C.

Aqualung71 is offline Aqualung71
Emperor
Lord Desolator of the Desolation Row, C3CDG
Oct 2002
time: 12:35
  Old Post 22-04-2004 20:28
Edit/Delete Message Reply w/Quote
#5 Report this post to a moderator
Full PM-box? Change here!

You will still get rank corruption even though distance corruption is zero. The FP city is somewhat of a "special case" due to the maximum corruption formula, that basically says maximum corruption/waste in any city is 90%, but this reduces to 20% for the FP city (or SPHQ city in Communism), and to 10% with a Courthouse and 0% with a Police Station. As soon as these calculations are lower than the rank corruption, the rank corruption number will become irrelevant for the FP city. However in your example, you have neither a Courthouse nor a Police Station, so the Rank corruption calculates as normal and is lower than the maximum corruption level of 20%, so takes precedence. As MJ says, build a CH and PS and corruption will reduce to zero.

Krill is offline Krill
Emperor
On a cold wet rock, in the middle of the Atlantic Ocean.
Dec 2003
time: 05:35
  Old Post 22-04-2004 20:34
Edit/Delete Message Reply w/Quote
#6 Report this post to a moderator
Full PM-box? Change here!

OT: what difficulty level is this? You seem to be using CxxxxC spacing, or is that a former AI empire

Willem is offline Willem
Emperor
Canada
Dec 2001
time: 00:35
  Old Post 22-04-2004 22:39
Edit/Delete Message Reply w/Quote
#7 Report this post to a moderator
Support Apolyton buy from Amazon

Even the city with the Palace will show some corruption when the population gets high enough. It doesn't look to me like there's enough corruption in that city to be concerned about.

joncnunn is offline joncnunn
Emperor
Maryland Heights, MO
Sep 2002
time: 23:35
  Old Post 23-04-2004 02:43 Visit joncnunn's homepage!
Edit/Delete Message Reply w/Quote
#8 Report this post to a moderator
Support Apolyton, buy Civilization: The Boardgame

Looks to me like a CH would boost net production under current workforce allocation from 17 to 18. and cut one gold loss to corruption as well which would either convert to 1 or 2 science or taxes with current structures.

You would get far better shield improvement by simply reallocating the workforce onto tiles producing shields. Your city is never to go reach size 13 without a Hospital or Shakesphere's no matter how large the food surplus is.

Aqualung71 is offline Aqualung71
Emperor
Lord Desolator of the Desolation Row, C3CDG
Oct 2002
time: 12:35
  Old Post 23-04-2004 06:56
Edit/Delete Message Reply w/Quote
#9 Report this post to a moderator
Put an end to popups!

Good point joncnunn....you can get 3 extra shields immediately and still have a "useless" 2 food surplus. Depending on whether any of the other grassland tiles are bonus (can't really tell from the picture), you may even get more shileds by further mining.

skodkim is offline skodkim
Settler

Nov 2003
time: 05:35
  Old Post 23-04-2004 13:23
Edit/Delete Message Reply w/Quote
#10 Report this post to a moderator
Inflate your Upload Space

Yeah.

I see what you're talking about here - just thought FP removed corruption alltogether

Thanks for the help guys

Skodkim

BTW: I'm playing at demigod level and kicking the crap out of them!

justjake73 is offline justjake73
Prince

Nov 2001
time: 00:35
  Old Post 24-04-2004 17:45
Edit/Delete Message Reply w/Quote
#11 Report this post to a moderator
Browse Apolyton AD-FREE

I noticed that near the endgame, even your Capital has 1 corruption

Gramphos is offline Gramphos
ACS Civ III Files Manager, Prince of Development
Chalmers, Sweden
Apr 2001
time: 06:35
  Old Post 24-04-2004 18:47
Edit/Delete Message Reply w/Quote
#12 Report this post to a moderator
Lose 30 kilos (of popups)

quote:
Originally posted by skodkim
I see what you're talking about here - just thought FP removed corruption alltogether

It was never intended to work as a second capital for the city rank (order from capital), but a bug with Civ3 and PTW had that effect. Corruption is now working as it was intended to from the begining, with FP affecting the distance corruption and the optimal city count, but not as a new rank center.

Theseus is offline Theseus

Emperor
The warmonger formerly known as rpodos. Gathering Storm! Apolyton Spirit!!
Apr 2002
time: 00:35
  Old Post 26-04-2004 05:24
Edit/Delete Message Reply w/Quote
#13 Report this post to a moderator
Remove this text

Actually, I still need a little clearing up on this, in practice.

So: Is the location of the FP city now basically irrelevant? Just get the damn thing built, and your overall empire benefits? The only city affected re distance corruption is the FP city itself?

Solomwi is offline Solomwi

King
Don King of the Apolyton HLA Movement
Dec 2002
time: 23:35
  Old Post 26-04-2004 07:43
Edit/Delete Message Reply w/Quote
#14 Report this post to a moderator
Suffering from ads?

It still affects distance corruption like it did before, for all cities closer to the FP than the Palace. IOW, city A that's closer to the FP will get distance corruption as related to the FP, but still suffer rank corruption as ranked from the Palace.

Based on my limited tinkering with (and understanding of ) corruption, I'd say the location now needs to be close enough to the Palace that the cities it helps aren't still crippled by rank corruption, but that's about it. For instance, a city ranked 36 (OCN for this case) on a huge monarch map under republic has 39.88% corruption from rank alone. It's a tradeoff, I guess, on whether you want to turn some semi-productive cities into powerhouses or turn some crippled cities into semi-productive ones.

Aqualung71 is offline Aqualung71
Emperor
Lord Desolator of the Desolation Row, C3CDG
Oct 2002
time: 12:35
  Old Post 26-04-2004 07:44
Edit/Delete Message Reply w/Quote
#15 Report this post to a moderator
Support Apolyton, buy Call to Power 2

No....distance corruption is calculated using the lower of the distance from the Palace or the distance from the FP. So, distance corruption for a city next to the FP will be small compared to before the FP was built....assuming it's built a reasonable distance from the Palace.

For rank corruption, the existence of the FP increases the denominator of the calculation for ALL cities (ie, the adjusted OCN), so it has a slightly reducing effect on rank corruption of all cities.

The FP city itself is a special case, since the maximum corruption level for any city is 90% less 70% for any corruption wonder (Palace, FP or SPHQ in Communism), less 10% for CH less 10% for PS.

The consensus of opinion now says that since the FP no longer provides a new set of city ranks for its core, the best placement is no longer a long way away from the Palace, since distance corruption around the FP core may be minimal, but rank corruption could blow it out of the water. Instead, the best placement is a reasonable distance from the Palace so that the benefits of low distance corruption are not totally negated by excessive rank corruption. I've seen it described as an oval shaped configuration (one main core, and a second less effective core), instead of a bar-bell shape (two equally effective cores).

Communism changes the rules substantially. My understanding of the formulas is that for all but the very largest empires, rank corruption can be very low because of the large multiplier that communal empires have applied to their OCN. It also seems distance corruption under Communism is calculated irrespective of the presence or positioning of the FP/SPHQ, as the distance of all cities from the Palace is assumed to be the same.

Aqualung71 is offline Aqualung71
Emperor
Lord Desolator of the Desolation Row, C3CDG
Oct 2002
time: 12:35
  Old Post 26-04-2004 07:46
Edit/Delete Message Reply w/Quote
#16 Report this post to a moderator
Put an end to popups!

quote:
Originally posted by Solomwi
It still affects distance corruption like it did before, for all cities closer to the FP than the Palace. IOW, city A that's closer to the FP will get distance corruption as related to the FP, but still suffer rank corruption as ranked from the Palace.


Solomwi, you beat me to it by a minute!

Solomwi is offline Solomwi

King
Don King of the Apolyton HLA Movement
Dec 2002
time: 23:35
  Old Post 26-04-2004 08:06
Edit/Delete Message Reply w/Quote
#17 Report this post to a moderator
Inflate your Upload Space

And you're supposed to be younger than that now.

You probably don't even fear that you'll become your enemy the instant that you preach, do you?

Aqualung71 is offline Aqualung71
Emperor
Lord Desolator of the Desolation Row, C3CDG
Oct 2002
time: 12:35
  Old Post 26-04-2004 14:37
Edit/Delete Message Reply w/Quote
#18 Report this post to a moderator
Support Apolyton buy from Amazon

I'm impressed!

Melboz99 is offline Melboz99
Prince
Rockford, Illinois, USA
May 2000
time: 23:35
  Old Post 26-04-2004 16:26 Visit Melboz99's homepage!
Edit/Delete Message Reply w/Quote
#19 Report this post to a moderator
Support Apolyton

Okay, sorry to threadjack, but I have a FP question.

I was playing a PBEM game, when one of the players left leaving me his estate. So, basicaly, I have about 25 cities on the other side of an AI civ, maybe 50-75 squares away from my capitol.

At my capitol I have about 25 cities as well. The cites that are about 4 city radius's away are already feeling a lot of corruption as I am on Monarch.

I was thinking of building a courthouse in the center of the cities that the other player gave me, and then building a FP. This of course would take a very long time, as the production in that town is only 6 to without corruption.

So, should I forget that whole idea and just build my FP on the outskirts of my original borders, between the two territories?

What kind of decreases in corruption should I expect from each?

There is another possibility I suppose. The land I'm on is very enlongated. If I were to build my FP on the outsirts of my original cities now, I suppose I could move my capitol to one of the AI cities once I conquer them. This would put an almost equal distance between the capitol and FP as I would have to the north and south coasts from the either the FP or capitol.

Well, this whole discussion on FPs really got me rethinking my strategy. Let me know what you think I should do.

Thanks,
Dan O.

alexman is offline alexman
Emperor
Hunt Valley, MD
Jan 1970
time: 00:35
  Old Post 26-04-2004 23:02 Visit alexman's homepage!
Edit/Delete Message Reply w/Quote
#20 Report this post to a moderator
Remove this text

It's probably not going to be worth it to build the FP in your inherited lands. If you had fewer cities in your core, it might have been, but as you describe it, the FP rank will be well over the OCN (assuming you are playing on a standard-size map), making the cities around the FP suffer from high rank corruption. Note that if you conquer the cities of the AI that is between your two lands, the corruption in your inherited lands will increase even more (assuming your palace remains in the same place).

If I were you, I would build my FP as soon as possible, in a central city where it can be built quickly. This will give you an OCN bonus, so all the rest of your cities will get a bit lower corruption. Then, if you get a leader, you can consider rushing your palace to a more efficient location.

Arrian is offline Arrian
Emperor
Kneel before Grog!
Jul 2001
time: 00:35
  Old Post 27-04-2004 00:47
Edit/Delete Message Reply w/Quote
#21 Report this post to a moderator
Inflate your Upload Space

In PTW, I would most often build the FP close to home and then try to move my palace (via leader) far, far away.

Now that isn't very attractive, because it wrecks your original core.

Theseus: my basic rule of thumb on FP's in Conquests is that I try to place 'em about 1/2 as far away as I would have in PTW. It gets you a nice boost, but isn't Uberpowerful like in PTW. Then, later, I probably switch to Communism (something I wouldn't have touched with a 12-foot electrified cattle prod in PTW).

-Arrian

Aqualung71 is offline Aqualung71
Emperor
Lord Desolator of the Desolation Row, C3CDG
Oct 2002
time: 12:35
  Old Post 27-04-2004 16:02
Edit/Delete Message Reply w/Quote
#22 Report this post to a moderator
Support Apolyton buy from Amazon

quote:
Originally posted by Arrian
(something I wouldn't have touched with a 12-foot electrified cattle prod in PTW).

-Arrian


Presumably this is a technological improvement on the traditional "10 foot barge pole"? Or do we have a cultural gap here?

DrSpike is offline DrSpike
Deity
Enthusiastic member of Apolyton
Sep 2001
time: 05:35
  Old Post 27-04-2004 16:34
Edit/Delete Message Reply w/Quote
#23 Report this post to a moderator
Support Apolyton, buy Civilization 2

Arrian is well known for advocating a beeline to the newly introduced advanced electrified cattle prod tech. This tech allows you to zap encroaching enemy units from a great distance.

Arrian is offline Arrian
Emperor
Kneel before Grog!
Jul 2001
time: 00:35
  Old Post 27-04-2004 17:44
Edit/Delete Message Reply w/Quote
#24 Report this post to a moderator
Support Apolyton, buy Call to Power 2



Just trying to, um, drive home my point about the difference between PTW communism and C3C communism.

-Arrian

DrSpike is offline DrSpike
Deity
Enthusiastic member of Apolyton
Sep 2001
time: 05:35
  Old Post 27-04-2004 18:37
Edit/Delete Message Reply w/Quote
#25 Report this post to a moderator
Support Apolyton, buy Civilization 2

Yes one's too cold and one's too hot. Unfortunately Goldilocks doesn't work for Firaxis.

Melboz99 is offline Melboz99
Prince
Rockford, Illinois, USA
May 2000
time: 23:35
  Old Post 27-04-2004 18:41 Visit Melboz99's homepage!
Edit/Delete Message Reply w/Quote
#26 Report this post to a moderator
Enter the AD-FREE zone

Is there anywhere I can go to see all the updates to the game since Vanilla Civ?

I stoped playing for a long time, and I feel as thought I've missed out on some vital information. This summer I may be able to play again. Somehow I didn't even know that after replacable parts I could use engineers to increase production. Was that available in vanilla civ?

I'm feeling clueless,
Dan O.

Arrian is offline Arrian
Emperor
Kneel before Grog!
Jul 2001
time: 00:35
  Old Post 27-04-2004 19:52
Edit/Delete Message Reply w/Quote
#27 Report this post to a moderator
Support Apolyton, buy Civilization: The Boardgame

Dan,

Yeah, the changes from Vanilla CivIII -> Conquests patch 1.22 are MANY.

In fact, I don't think I could list them all (off the top of my head at least).

The big ones: New traits. Agricultural and Seafaring have been introduced (and new civs with new units), and Industrious has been somewhat nerfed. I bet you understand that stuff, though.

Corruption has changed a lot. Overall corruption has dropped, but in Conquests (once they patched it and sort some stuff out), the Forbidden Palace works very differently, as explained earlier in this thread, such that it's less powerful.

Governments have changed in Conquests too. Republic is now trickier, because it now has a certain amount of "free unit support" (1 per town, 3 per city, 4 per metro), but charges TWO gold per turn for each unit about that number. Communism is now quite strong, because Firaxis boosted the OCN, increased the power of the FP for communism (IIRC), and added the Secret Police HQ. You can have an empire that is teetering right on the brink of Domination victory, with a FP & SPHQ, and have every city (with a courthouse and policestation) be productive. Facism and Feudalism have also been added, but I've never used either one so I'll not try and explain those.

Great Leaders have changed. Scientific Great Leaders have been added (SGLs) and military great leaders (MGLs) have been changed a bit. SGLs can rush any project to completion or they can fire a "scientific golden age" which increases research across the board by 25%. You have a small percentage chance of SGL generation every time your civ is the first to discover a technology (3% non-sci civs, 5% sci civs). MGLs may only rush small wonders and regular buildings, or make armies.

Armies are now more powerful. They are now truely better than the sum of their parts. To start, they receive a 1/6 bonus to their attack & defense values - as so: add up the attack strengths of all units in the army, divide by 6, round down, and add the bonus to each unit in the army. Same for defense. Also, armies gain a bonus movement point, with blitz, and can pillage a tile they are on at NO movement cost. Thus, if you put 3 medieval infantries (4.2.1) in an army, you get a 6.3.2 monster. And that's before the military academy & pentagon. The MA increases the bonus to 1/4, and obviously the pentagon allows a 4th unit. Therefore, a 4x cavalry army becomes a 12.6.4 terror.

Bombardment has changed. Now units are targetted first (except walls, which leads to the Great Wall bug, but let's ignore that for now). This means a stack of catapults in the ancient age is now VERY effective. In short, bombardment is better now. There is a new unit - the Trebuchet, that fits in between cats and cannons.

Upgrade cost has changed. It used to be 2 gold per shield, so that upgrading a warrior (10s) to a sword (30s) was 40 gold. It's now 3 gps - so the same upgrade costs 60 gold. This makes mass upgrades a bit less of a no-brainer.

Specialists have changed. Taxmen now give you 2gold, and Scientists give 3 beakers. Plus, you now get policemen and civil engineers (nationalism / replaceable parts? I think). Policemen drop corruption a tad (typically this is most useful in core or close-to-core cities which have all the improvements, such that 1 saved shield or beaker is magnified) and civil engineers just add 2 shields/turn to any ongoing build (non-units).

New wonders:

Mausoleum of Maussolos (sp?): +3 happy citizens in that city forever. Sea/Sci. 300 shields (or is it 200?), Philosophy. Meh.

Statue of Zeus: generates an ancient cavalry unit (3.2.2, +1 hp, only can be created via the wonder) every 5 turns until you have metallurgy. 200! shields, requires mathematics & Ivory. Badass in the extreme.

Temple of Artemis: free temple in every city on the continent (complete with culture output) until Theology, at which point all those temples vanish. 500 shields, Polytheism. I'm not a fan.

Great Wall: old wonder, new effects: free city walls in every city - just like it was in CivII.

Knights Templar: generates a Crusader (5.3.1., can build forts, only created via wonder) every 5 turns. Req Chivalry. 400 shields.

Shakespeare's Theatre: old wonder, new abilities. Still gives 8 content faces, but also acts as a hospital. Cost increased to 450 shields.

Also, some wonders may eventually become "tourist attractions" and start generating gold per turn. I forget which ones (Pyramids are one, for instance) and exactly how it accumulates.

Technology: the 1.22 patch, which I've yet to apply, removed the Radio tech, and moved Radar Towers (eek, those were a PTW addition, weren't they?) to Advanced Flight.

Ok, I'm running out of steam...

-Arrian

Aqualung71 is offline Aqualung71
Emperor
Lord Desolator of the Desolation Row, C3CDG
Oct 2002
time: 12:35
  Old Post 27-04-2004 20:03
Edit/Delete Message Reply w/Quote
#28 Report this post to a moderator
Support Apolyton, buy Civilization: The Boardgame

That's a pretty good list Arrian....great job!

Solomwi is offline Solomwi

King
Don King of the Apolyton HLA Movement
Dec 2002
time: 23:35
  Old Post 27-04-2004 20:38
Edit/Delete Message Reply w/Quote
#29 Report this post to a moderator
Get a bigger avatar today!

Thanks, Arrian. I had been having trouble finding out just what the Army/MA boni were. Now that I know... .

This means my 4xMarine armies are now 24/12/2 with amphibious ability. That's stout. Also, I believe they boosted amphibious attack by ignoring any defense bonus, or was that just a rumor?

Arrian is offline Arrian
Emperor
Kneel before Grog!
Jul 2001
time: 00:35
  Old Post 27-04-2004 20:39
Edit/Delete Message Reply w/Quote
#30 Report this post to a moderator
Support Apolyton, buy Civilization: The Boardgame

I don't know that one, sorry. I'm not much for amphib attacks myself. I think it has been tested, though. I just can't remember the results.

-Arrian

 
Pages (2): [ 1   2   ]
< Last Thread     Next Thread > Post New Thread     Post A Reply
All times are GMT. The time now is 05:35.
Apolyton Time is 00:35.
    top of page
Rate This Thread:
Forum Jump:
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
 




Contact Us - Apolyton Civilization Site - Support Us!

Building a better Apolyton through better information. Click here and take our poll!
Non-US visitors, click here!

Powered by: vBulletin Version 2.0.3
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Page generated in 0.0596 seconds (93.41% PHP - 6.59% MySQL) with 30 queries
Page Loading Time:

Support Apolyton: Amazon USA | Amazon UK | Amazon DE | Amazon FR |
Support Apolyton and get FREE PLUS, Buy from Chips&Bits: Galactic Civilizations | Galactic Civilizations: Deluxe Edition | Call to Power 2 | Civilization: The Boardgame | GURPS/ Alpha Centauri | Alpha Centauri | Civilization IV | Civilization III: Complete |


Front Page | Civilization IV | Civilization III | Civilization II | Call to Power II | Alpha Centauri | Master of Orion III
Rise of Nations | Galactic Civilizations | Galactic Civilizations II | Misc
Alt.Civs | Civ I | C:CtP I | About | News | Directory | Apolyton Store | Forums | Chat | Columns | Interviews | Newsletter
Scenario League | CSC | Clash of Civs | Spanish Site | CtP Maps | Cradle of Civ | WesW's Ctp1/2 Site | Civ3 Haven

apolyton.net | apolyton.com | civilization2.net | civilization3.net | civilization4.net | civilizationiv.info | calltopower.net | galciv.net | galciv2.net | moo3.net