1) Having read over the corruption guides, and understanding that the order in which one founds cities is very important
In C3C, your cities are ranked based firstly on the distance from your Palace, and secondly by founding-date at any given distance. So founding-order of cities really
only matters from the point of view of minimising the Rank(s) of the 'best' town(s) among those cities
at an equal distance from the Palace. At DG to Sid, this might be significant (because at these levels, every shield/trade counts), but it's less important at Emp and below.
, have I understood it correctly that any new city you found can never drive up the corruption costs of any previous cities? That is, the 'rank corruption' of my core cities won't raise even if I found lots of new cities?
Broadly yes, although it technically depends on whether or not you've already reached the 'Nopt' (OCN adjusted for Map-Size, Difficulty and presence/absence of FP), and the location(s) of the newly-founded town(s) relative to the core-towns, because of the way cities are ranked.
If a city's Rank < Nopt, that city will be core (i.e. <90% corrupt before improvements) -- although you may not be able to see that clearly until it's grown enough to bring in more than ~3-4 shields/trade per turn, and/or you're using a less-corrupt gov-type. If a city's Rank > Nopt, the city will be a '1-shield town' (90% corrupt, before building the FP or SPHQ, Courthouse and/or PoliceStn). Since food production does not get corrupted, many players turn 1-shield towns into fully-irrigated 'farms', with few if any city-improvements.
So if you found (or capture) a city:
- Closer to your Palace than your current outermost core-city, all core-cities further out than the new city will have their Ranks increased by +1, and
- If you hadn't yet reached Nopt --> the outermost core-city will remain core (although its rank-corruption will increase slightly)
- If you've already reached (or exceeded) Nopt --> the outermost core-city will become 90% corrupt
- At the same or greater distance from your Palace than your outermost core-city, existing core-city Ranks will be unaffected
- If you hadn't yet reached Nopt --> the newest city will get the highest Rank, but will still be core
- If you've already reached (or exceeded) Nopt --> the new city will be 90% corrupt
2) Rank corruption with regard to conquest/city sacking/city abandoning: How does rank corruption work if you 'remove' a city?
As Justanick explained, Ranks are recalculated every time a new city is acquired or lost, based on what's
currently on the map, not on what was on the map at some point in the past.
(NB the corruption model did indeed change significantly from Vanilla to Conquests -- for the better, IMHO. Shame about the bugs that were (re)introduced, though...!).
If I capture a city from the Zulus only to see it has no infrastructure and won't be worth keeping, will I then have permanently driven up my rank corruption cost for subsequent cities I found even if I burn this Zulu city down?
No. How a captured city affects your core depends on its distance from your Palace, as described above. Arguably, if a captured city fits in reasonably well with your current city placement, it may be 'worth' keeping/ improving, regardless of how many improvements it's already built (or not)...
Do cities I peacefully abandon follow the same rules?
Yes. But speaking personally, I consider abandoning (captured) cities to be wasteful. If I really want to remove a city, I'd rather (rush-) build Settlers/ Workers (out of mine) or Slaves (out of captures).
Remember, it costs two (or three) times as much food to grow a new citizen in a Pop7+ (or Pop13+) town as it does in a Pop6 town; and for every 2 Slaves you build, you can join 1 native Worker (back) to a Pop7+ core city, growing it faster and saving you ≥1GPT (if you're over your unit-limit). The new citizen in that core city can then earn you 1-3 GPT (or the equivalent in Specialist gold/ beakers/ shields), which means you will end up better off by an extra 2-5 GPT per Worker-join.