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Old November 13, 2001, 21:05   #1
Oncle Boris
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Suggestions to improve corruption model?
What would be your suggestions to improve the corruption model?

I'll start with mine: simply, depending on your government, cap it at a max percentage of total production (maybe, for example, 7/8 for despotism, 3/4 monarchy, 1/2 democracy)

This would still capture the designer's idea to make large empires extremely difficult to manage - but at least allowing you to do it *somewhat*
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Old November 13, 2001, 21:08   #2
TheDarkside
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Remove city's defecting due to culture or at least prevent your military units in the defecting city from being sucked into the void.

It also would be nice to have city growth rate a function of food and culture, so higher culture civs have cities which grow faster, while civs with low or no culture may even hinder growth rate. Use this isntead of cities defecting, so that instead of the city switching flags, the citizens technically emigrate to the other culture.
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Old November 13, 2001, 21:15   #3
Monoriu
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-a cap in the corruption, and the cap should go down as technology progresses. Its easier to manage a large empire in modern times. 1 shield cities are just.....intolerable.

-I don't mind rampant corruption, as long as I have some tools to deal with it. More city improvements to deal with corruption (police station, cathedrals perhaps), a special police unit that can be produced and requires upkeep, a specialist police pop. etc

-the courthouse is too weak.

-a curruption toggle before I start the game, like the barbarian one.

-higher culture should reduce corruption.

-garrisons reduce corruption under communism?


I'll have to emphasis this: I do not mind rampant corruption. What I need are effective in-game tools to deal with it. Telling me to limit my empire to 12, 16 cities is not acceptable and really takes the fun away.
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Old November 13, 2001, 21:27   #4
Kc7mxo
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Simple. Set the optimal city amount on each map to 1024. If you got that many cities, you deserve corruption. And you've probably already won.
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Old November 13, 2001, 22:05   #5
joey703
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have provincial capitals. using the forbidden palace as an example, you are allowed one sm. wonder (provincial capital) per a fixed number of cities.

Additionally, the provincial capitals dont have to be as powerful (or as expensive) as the forbidden palace. For example, the provincial capitals can reduce corruption in neighboring cities, but cities still get penalized for being far away from the capital.

But i dont think that a simple patch can implement this.
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Old November 13, 2001, 23:11   #6
ElitePersian
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Quote:
Originally posted by Kc7mxo
Simple. Set the optimal city amount on each map to 1024.
I remember reading about this. Someone tried this out and it didnt help at all.
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Old November 13, 2001, 23:39   #7
TheDarkside
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No it works great. I played around with my value until I got corruption to be similar to Civ2, except for the really far cities.

Now If only i can modify this damn pollution thing... global warming happens wayyy to fast IMO
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Old November 13, 2001, 23:50   #8
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It can cut right through this tin can...
My fixall is the following -

A courthouse reduces corruption to by half, so no more than 50% corruption with a courthouse.

A police station reduces corruption by another half from there, so no more than 25% for cities with both.

The first two shields are immune to corruption.

The argument can also be made for a 10% reduction for building barracks, but that's not essential.

With these you can make an empire work.

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Old November 14, 2001, 04:15   #9
player1
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One simple solution:

All cities without WLTKD should have waste reduced as they have WLTKD,
and cities with WLTKD should have reduced both corruption & waste a little more.
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