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Mike_W
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Montreal
Nov 2001 time: 00:16
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Does anyone know what the exact effects are in terms of corruption, production, commerce, etc.
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solo
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Lowell, MA USA
Jan 2001 time: 05:16
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The most noticeable effect are little puffs of smoke appearing next to celebrating cities.
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solo
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Lowell, MA USA
Jan 2001 time: 05:16
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I stand corrected, but still must insist that the fireworks give off puffs of something that looks like smoke. There's nothing "puffy" I can see about a burning city that is in revolt.
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dissent
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Soren said that WLKD would eliminate wasted production in cities far from the Capital, but it would suffer all other Corruption effects. I was baffled when I read that, because that was definitely not the case. After building all Happiness wonders, having a bunch of resources, and rush building a couple happiness city improvements, you can be assured that most of your cities will hit WLKD, but there was never any change in Shields. This does appear to be fixed in the patch, but not to the same level that Soren originally stated (if I remember correctly).
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Grim Legacy
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War Machine, Barbaric King, Relentless, Remorseless, Guiltless and Unclean!
Aug 2001 time: 06:16
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In order to test that, you'd have to build only one city after your capital, and found it as far away as possible. Check the corruption under that particular type of government and get it into WLTKD.
If all distance effects are eliminated, the remaining corruption is due to other causes.
In case of the last poster: how do you know the 1-shield situation in your cities wasn't s due to having *too many* cities (as opposed to them being far away)? It might be that that single factor nullifies all production already.
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DaBear
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Brampton, Ontario, Canada
Nov 2001 time: 23:16
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WLTKD Increases Production Lost To Corruption From the Minimum 1 shield to 25% of production. This is prepatch because I'm still doing a tournament game. This is really important for a FP the hard way as Jaybe stated.
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dissent
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quote: In case of the last poster: how do you know the 1-shield situation in your cities wasn't s due to having *too many* cities (as opposed to them being far away)? It might be that that single factor nullifies all production already. |
I don't think it would matter. Corruption is corruption, regardless of the cause. Also, Soren didn't qualify his statement by saying it was only due to capital distance.
Here are a couple excerpts from the Chat:
SITS: well, it is like a permanent We Love The King Day, which can help your production a lot. Needless to say, however, it is not one of the AI's favorite wonders.
(in reference to Shakespeare's Theater)
the chance of city defections can be lessened by a) troops b) no civil disorder c) we love the king day d) culture and e) distance to respective capitals. e) is especially important.
CyberGnu: to help keep your cities from switching sides try... filling the city with cheap combat units... capturing cities which are far from his/her capital and close to yours... rush-building culture in the city.... building culture in your civ... having a WLTKD... squelching resistance
I can't find the where he said keeping cities in WLKD should eliminate corruption production, but I do remember reading it and testing it during my next game, with disappointing results. Maybe someone in Fireaxis is around that can clarify.
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Grim Legacy
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War Machine, Barbaric King, Relentless, Remorseless, Guiltless and Unclean!
Aug 2001 time: 06:16
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quote: Originally posted by dissent
I don't think it would matter. Corruption is corruption, regardless of the cause. Also, Soren didn't qualify his statement by saying it was only due to capital distance. |
Yes yes - but one cause of corruption *culd* be so severe that it takes all production already. If then an improvement or WLTKD addresses the other cause of corruption, the effect on actual production would be nil.
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All times are GMT. The time now is 05:16. Apolyton Time is 00:16. |
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