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[Freeciv-Dev] Re: Thoughts about corruption

[Freeciv-Dev] Re: Thoughts about corruption

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To: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: Thoughts about corruption
From: "Mike Jing" <miky40@xxxxxxxxxxx>
Date: Mon, 26 Nov 2001 01:52:18 -0500
Reply-to: mike_jing@xxxxxxxxx

I think it's a great idea. I like the idea of transportation infrastructure helps to reduce corruption. But I also want to point out there should be a minimum amount of corruption that can't be reduced any further no matter how fast you can get from here to there, so that even teleport won't magically reduce any corruption to zero. It is also realistic that you can't eliminate corruption altogether, so there will be corruption even in your capital, although most likely it will be very small. As for railroads, we can just assign it a reasonable number for this purpose.


Kevin Brown <kevin@xxxxxxxxxxxxxx> wrote:

But corruption is really just an expression of how much a city will
deviate from the ruler's wishes (and, in the case of production, how
much of the economic value of said production winds up in the hands of
the corrupt local rulers instead of where you, the supreme ruler, wish
it to go).

The distance of the city from the ruling capital is a very rough
approximation of how this effect plays out in real life, but I think
we can do better.  In real life, the thing that would really matter
isn't distance on the map but how easily you can get good intelligence
about the situation in the remote region and how easily you can
project military might over that distance, both of which depend mostly
on the speed of your transportation infrastructure between you and the
remote region.

So it seems to me that the corruption value should be determined by
how long it would take someone to get from your capital to the target
city.  And hence one way to reduce corruption in a remote location
would be to build transporation infrastructure between the capital and
the remote location.

Note that this has certain implications with respect to various modes
of transporation, rail in particular.  It becomes a lot more important
for the movement values of various transporation mechanisms to be
fairly realistic, at least relative to each other.  So walking gets
you a couple of squares per turn, riding a horse gets you twice that,
the rail gets you twice that of horse, and flying gets you perhaps 5
times that of rail.


Kevin Brown                                           kevin@xxxxxxxxxxxxxx

It's really hard to define what "unexpected behavior" means when you're
                       talking about Windows.

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