Any tips for high corruption cities?

shinsei

Warlord
Joined
Jul 5, 2007
Messages
108
What do people usually do to those cities thats far away from the capitol?the corruption was so high that even when i had like 10+pop,the shield output still remain below 2,and these cities can't really do a thing.i'm currenly in republic,owned a whole continent,and had FP built a millennia ago,the corruption is still so high that i have no idea for any use of these cities but to wait it to complete something that would take 100+ turns.I know that you could simply changing to feudalism and pop rush thing as a strategy,but i'm not playing an culture game,so thats out of consider.just what do you guys usually do except for changing to communism(i would change to democracy once the reasearch is done because i'm playing as Rome,wanted to take some advantage of the commercial traits)
 
Make them into scientist or tax farms. Those 10 citizens could be producing 30 beakers. Multiply that by all your corrupt, useless cities, and your research time just became 4 turns.
 
But the food wouldn't be enough should i build pure irrigate for those specialist farm cities?
 
But the food wouldn't be enough should i build pure irrigate for those specialist farm cities?

Yep. Don't worry about shields in those cities. Don't set production to wealth, though. Let the city build up shields and then you might be able to rush a unit for cheap if you really need it.
 
Ok i guess i'll use this strategy until i get to democracy which will make more of my cities useful
 
Ok i guess i'll use this strategy until i get to democracy which will make more of my cities useful

Not really. With democracy the corruption is marginally reduced, but not enough for it to even be worth your time going through the extra research and anarchy. Republic is just fine.
 
Ok i guess i'll use this strategy until i get to democracy which will make more of my cities useful

Even as a Democracy, WITH a commercial Civ and a Courthouse, Police Station, and WLTKD in effect, the far-away cities still lose over 50% of their shields and commerce to waste/corruption. As stated earlier, use them as Scientist farms instead because they will only ever be marginally productive.
 
woh,i've always thought that democracy will reduce corruption significantly!so there is no point to change into democracy?then what is democracy good for?republic support more unit with city and metro and had a low weariness,i only thought that democracy would reduce the corruption in a huge among...that sounds fresh to me.
 
woh,i've always thought that democracy will reduce corruption significantly!so there is no point to change into democracy?then what is democracy good for?republic support more unit with city and metro and had a low weariness,i only thought that democracy would reduce the corruption in a huge among...that sounds fresh to me.

Now you see why it's called DemoCRAZY 'round here. You'd have to be CRAZY to switch into it from Republic! :lol:

With the unit support granted to Republic in C3C, Republic is given one key advantage that -- when combined with lower War Weariness -- more than balances out all the minor advantages that Demo enjoyed: slightly lower corruption, faster workers, and immunity to propoganda. Add all this onto the fact that Democracy is an optional Tech that requires yet ANOTHER optional Tech and there's just no incentive to bother even researching it.
 
The conventional wisdom here appears to be science/tax farms. I learned of this concept from these boards and tried it out for myself. It works quite well. On vanilla the tax men seem a bit more effective but that +3 beakers in C3C sounds awesome.
 
Democracy is actually pretty useful if you build like the AI and have a bunch of Metros. You'll have fewer cities and the ones that are marginally corrupt will be further from the core. Democracy reduces distance corruption by a small amount, so it helps there.

With the way that the human players tend to build (lots of close together cities and a bunch of specialist cities), republic is much, much better - distance corruption is less anyway, and the specialist cities can often leave the civ with enough support so the army is free, at least late in the game when most of the worker actions are done.

And the AI never does much with propaganda, anyway...
 
With the way that the human players tend to build (lots of close together cities and a bunch of specialist cities)...


Any instructions on the way you should build your cities in what type of format?(like you said,what is the standard way for human player builts) as for me,i never care about the distant between cities but the terrain,as a result in late game after culture expands,my cities always end up squeezing each other.
 
The conventional wisdom here appears to be science/tax farms. I learned of this concept from these boards and tried it out for myself. It works quite well. On vanilla the tax men seem a bit more effective but that +3 beakers in C3C sounds awesome.

Tax Collectors generate 2 gpt in C3C and only 1 in vanilla. So they are better in C3C.
 
Tax Collectors generate 2 gpt in C3C and only 1 in vanilla. So they are better in C3C.

In vanilla, I'd use tax collectors to pay for the upkeep of units and city improvements in the core, enabling me to set SCI to 100% and get the maximum benefit of the multiplier buildings, like libraries.

In C3C a tax collectors generate 2 commerce worth of gold and a scientist 3 commerce worth of beakers.

Thats why I agree with ecuwins on this, in vanilla the tax collectors is a better choice.
 
Any instructions on the way you should build your cities in what type of format?(like you said,what is the standard way for human player builts) as for me,i never care about the distant between cities but the terrain,as a result in late game after culture expands,my cities always end up squeezing each other.

The distance between cities is actually pretty important. You want to grab the most powerful tiles, but you don't want to leave unworked tiles in the middle of your empire, either. CxxC allows most core cities plenty of room to work, without being too far apart. CxxxC will allow even more tiles, but it will be a long time before your cities get big enough to actually use all available tiles. Do you understand the "fat cross" of workable tiles?

In reference to specialist farms, there's a handy article in the War Academy called The Role of the Specialist Citizen. Generally, when I get to the 90% corrupt range, I start placing cities CxC, and shoehorn as many in as I can. Irrigate & rail everything to provide maximum food, then hire as many specialists as you can.
 
What a lot of humans do is CxxC spacing, or enough that cities can grow to size 12. Why size 12? well, cause that's as big as cities can get until hospitals.

I usually use spacing like that, though I'm not strict in it - usually, I violate the spacing to get cities on freshwater or not on food bonuses. I don't care about commerce bonuses, cause you get those anyway. And I also violate the spacing to getcities on coast, as opposed to 1 tile away. and, of course, to stay out of mountains.
 
In vanilla, I'd use tax collectors to pay for the upkeep of units and city improvements in the core, enabling me to set SCI to 100% and get the maximum benefit of the multiplier buildings, like libraries.

I don't get what you mean... :confused:
 
The distance between cities is actually pretty important. You want to grab the most powerful tiles, but you don't want to leave unworked tiles in the middle of your empire, either. CxxC allows most core cities plenty of room to work, without being too far apart. CxxxC will allow even more tiles, but it will be a long time before your cities get big enough to actually use all available tiles. Do you understand the "fat cross" of workable tiles?


For the CxxC part,is this for cities that without culture expanded?How exactly is CxxxC?

About the "fat cross"i try to compute the range,but i always end up having one tile unworked which in the angle of the cross.
 
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