December 23, 2002, 11:37
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#31
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Emperor
Local Time: 05:15
Local Date: November 1, 2010
Join Date: Dec 2001
Location: Canada
Posts: 5,755
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Quote:
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Originally posted by metalhead
They should tweak courthouses to guarantee an improvement of at least 1 unwasted shield and 1 uncorrupted gold, even if building it still has the math giving you 95% corruption in the city. It is extremely annoying to rush a courthouse in a city and get absolutely no benefit from it. It's even more annoying when you build a police station, and still only produce 1 shield.
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One thing you can do to make them more useful in that case is to give them some culture. I'm not really sure why they don't have any frankly, our laws are an important part of our cultures.
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December 23, 2002, 11:40
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#32
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Emperor
Local Time: 05:15
Local Date: November 1, 2010
Join Date: Dec 2001
Location: Canada
Posts: 5,755
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Quote:
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Originally posted by WarpStorm
I like the negative culture! That's a great idea.
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Another thing I've done is add some negative numbers for my Specialists as well. My Taxman for instance collects 3 gold, but also takes away 2 luxuries. So my citizens don't like having them around quite as much as before. And the other two both require 1 gold from the treasury.
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December 24, 2002, 18:31
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#33
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King
Local Time: 06:15
Local Date: November 1, 2010
Join Date: Sep 2000
Location: Liberal Socialist Party of Apolyton. Fargo Chapter
Posts: 1,649
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For these coruption problems when colonizing I have created 2 new goverments to the game. Empire is similar to Monarchy, but you can only draft 1, not 2, and it has communal corruption; It is availible with Feudalism. Social Democracy is the same as Democracy, but w/o the propaganda protection and is communal: it is availible with Communism.
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December 24, 2002, 19:38
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#34
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Emperor
Local Time: 05:15
Local Date: November 1, 2010
Join Date: Dec 2001
Location: Canada
Posts: 5,755
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Quote:
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Originally posted by Odin
For these coruption problems when colonizing I have created 2 new goverments to the game. Empire is similar to Monarchy, but you can only draft 1, not 2, and it has communal corruption; It is availible with Feudalism. Social Democracy is the same as Democracy, but w/o the propaganda protection and is communal: it is availible with Communism.
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It's very refreshing seeing an American sporting the UN flag these days. Good for you! And Merry Christmas, Peace on Earth.
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December 25, 2002, 08:41
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#35
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Chieftain
Local Time: 12:15
Local Date: November 1, 2010
Join Date: Jul 2002
Location: Germany
Posts: 30
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Quote:
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For these coruption problems when colonizing I have created 2 new goverments to the game. Empire is similar to Monarchy, but you can only draft 1, not 2, and it has communal corruption; It is availible with Feudalism. Social Democracy is the same as Democracy, but w/o the propaganda protection and is communal: it is availible with Communism.
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Very good idea !!! also in general it is nice if there are more possible goverments
...but did it changed the effect of your courthouses also ???
One question: Is it working fine to create own goverments?
Until now i just created some maps with the scenario editor of PTW... Can i also create new goverments with this PTW Scenario Editor?
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December 25, 2002, 10:08
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#36
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Emperor
Local Time: 05:15
Local Date: November 1, 2010
Join Date: Dec 2001
Location: Canada
Posts: 5,755
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Quote:
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Originally posted by Gwylim
...but did it changed the effect of your courthouses also ???
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It shouldn't. Courthouses work the same for all goverments.
Quote:
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One question: Is it working fine to create own goverments?
Until now i just created some maps with the scenario editor of PTW... Can i also create new goverments with this PTW Scenario Editor?
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Sure, it's no problem creating a new gov, in fact it's quite easy. There's only a couple things you have keep in mind. Like giving the head of your new gov a title, eg President etc. If you don't the game will crash. Other than that, it's pretty straightforward.
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December 25, 2002, 10:57
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#37
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Prince
Local Time: 06:15
Local Date: November 1, 2010
Join Date: Dec 2002
Location: Not where I was tomorrow, nor will be yesterday.
Posts: 471
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I once built the FP two cities away from my capitol. The capitol, the FP city, and the two between, as well as some others nearby, became a highly productive area. This led me to not worry too much about corruption in distant colonies: they were slow to build improvements, but that was alright. If I needed military units then that highly productive Capitol/FP area produced all those, and airports allowed me to quickly move them.
I've also noticed that when setting up a distant colony, overlapping cities (once they have harbors/airports and some culture) jointly have less corruption as time goes by.
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