i dont remember - does civ3 have penalties for amount of cities and distance?
Oh boy does it ever! There's a (moddable) limit on how many non-corrupted cities you can own, which varies with map size and difficulty level (the smaller the map/higher the difficulty, the lower the number of non-corrupt cities).
As I understand it, basically each 'non-corrupt' city is assigned a 'corruption rank' based on both its distance from the capital (Palace, Rank 1, distance 0) and founding date, and these ranks are recalculated as cities are built, captured or abandoned/razed (or the Palace is moved). Far-flung cities with the highest rank numbers will be highly corrupted until you've built courthouses in them (and police stations in the late game) -- and also tend to be more vulnerable to culture-flipping.
Any city with a corruption rank beyond the allowed number of non-corrupt cities will automatically get 90% corruption/waste of all trade and production, with no meaningful way to change that. Any more than 1 or 2 cheap (1GPT maintenance) improvements built in such cities will therefore be a net drain on the treasury, and most unit-builds will either take a ridiculous number of turns to complete (e.g. a 100s Tank will take 100T!), or cost a huge amount to cash-rush (if that Tank has 1s in the box, rushing it will cost 4*99s = 396g). So the only thing those 1-shield cities are really good for is 'specialist farming', where some/most of the population grow food to feed scientists/taxmen (whose beaker/gold output is uncorrupted).
Also, until you've built your Forbidden Palace, the corruption rank at which the 95% corruption/waste kicks in is halved -- but you don't get the option to build the FP until you've built/captured
at least half your 'maximum uncorrupted cities'. Which means that you may be running quite a few highly-corrupt cities for a long time before you get your FP built (especially if you're trying to build the FP in one of the corrupt cities...)
i dont remember that one
what is it?
That was a great feature of the original Civ
The game had 16 civs, and a maximum 8 civ-colours on the board at any one time (e.g. Zulus and Babylon were both 'green', so you would never get both of those Civs on the board at the same time) -- but if one civ was eliminated, its colour-partner would then become available to respawn. The 'Civil War' mechanic kicked in under a specific set of circumstances:
if you managed to capture an enemy capital, and
if that AICiv's empire was (significantly) larger than yours, and
if a free civ-colour slot was still available, half of that AICiv's remaining cities would split off to form another AICiv (which would automatically be awarded around 50% of the 'currently known' techs, so it didn't start off at a disadvantage).