Any tips for high corruption cities?

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

-->CxxC means spacing your cities like this: City-tile-tile-city
-->CxxxC means City-tile-tile-tile-city

I place cities at that range, regardless of whether their culture has expanded. One of the main reasons for that is to avoid unworked tiles.

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.

Cultural expansion and the fat cross are two separate, but related, concepts. In order for a citizen to work a tile, two requirements must be met. First, the tile must be within your cultural borders. This generally means that the tile in question is either immediately adjacent to your city, or your cultural borders have expanded. (I think there are certain situations when planting a city just right will sweep an extra tile under your borders, but I'm not very clear on that, so let's ignore it until someone smarter comes along.) The other requirement is that it be inside the fat cross. The fat cross represents the maximum tiles that your city will ever be able to work, regardless of cultural boundaries. It is 21 tiles large and looks like this:

UxxxU
xxxxx
xxCxx
xxxxx
UxxxU

where:
U = unreachable tile
x = workable tile
C = city tile.

So there's not much range to compute on the fat cross. If you look in the city view, or use Civ Assist II, they'll show you the fat cross.

Does that clarify things or did I totally misunderstand your post?
 
The first question is clarified:)

what i'm asking in the second question is that about the angle of the cross which always leave one tile unworkable between cities for the CxxxC placement,for example if 4 cities were placed like this:

UxxxUxxxU
xxxxxxxxx
xxCxxxCxx
xxxxxxxxx
UxxxUxxxU
xxxxxxxxx
xxCxxxCxx
xxxxxxxxx
UxxxUxxxU

the "U" represents the angle,and is never workable
 
I don't get what you mean... :confused:

Ok, lets keep it simple:

Vanilla: tax collector gives 1gpt and scientist give 1 beaker.

I have 3 cities, one core with 10 base commerce per turn and 2 specialist farm of size 5

The core city has a library(1gpt), aquaduct(1gpt), university(2gpt), market(1gpt), and barracks(1gpt) for a total maintenance of 6gpt.
If I set the specialist farms to scientist, they generate 6 beakers.
In order to pay maintenance, I have to set the science slider to 60%
The core then generates:
4 base gpt 6 because of market.
6 base beakers, 12 because of lib and uni.
Total beakers empire wide is 18.
all 6 gold used for maintenance.

If I set the farms to tax collectors, they generate 6gpt.
I can now set the science slider to 100%
The core then generates 10 base beakers. 20 because of lib and uni.
 
Looks to me like you just need to shift one row of cities:

UxxxUxxxU
xxxxxxxxx
xxCxxxCxx
xxxxxxxxx
UxxxUxxxU
xxxxxxxxx
CxxCxxxCx
xxxxxxxxx
UxxxUxxxU

The Us in the middle can now be reached by the bottom row of cities. With that said, I'll tell you that my cities never work out to a perfect CxxC. I try not to leave any unworked tiles. Given a choice between unworked tiles and overlap, I'll take ovelap, all other things being equal.

Edit: x-post w/ MAS
 
In C3C, do not place cities in strict patterns, instead, try to plan 12 tiles. for every city.
You can place some cities with cxc, and some others cxxxxc if you want. It could end up xxCxxxCxCxxxxCxCxx, or something. Whatever is most suitable for the specific situation.
 
If I set the farms to tax collectors, they generate 6gpt.
I can now set the science slider to 100%
The core then generates 10 base beakers. 20 because of lib and uni.

Ok,how i understand this:scientist for city w/o lib+uni,taxmen for city w/ it.
 
The Us in the middle can now be reached by the bottom row of cities. With that said, I'll tell you that my cities never work out to a perfect CxxC. I try not to leave any unworked tiles. Given a choice between unworked tiles and overlap, I'll take ovelap, all other things being equal.

Edit: x-post w/ MAS

I would rather choose unworked tiles,because when it overlap,it look twisted:lol:
 
Ok,how i understand this:scientist for city w/o lib+uni,taxmen for city w/ it.

No. Gold generated by taxmen does not get run through the multiplier buildings. What MAS has effectively done, in his example, if use the taxmen to pay the maintenance, freeing up the empire to run a higher % science, so that more of the raw commerce in the core does get run through the multiplier buildings.
 
Ok,how i understand this:scientist for city w/o lib+uni,taxmen for city w/ it.

No, what I was trying to explain is:
Specialist farms should be:
Tax collectors in Vanilla Civ3 and Play the World.
Scientist in Conquest.

Also, the output of specialist is never modified, not by corruption, but also not by city improvements.
Science beakers go directly to your research bin.
Gold coins go directly to your treasury. (after empire wide unit upkeep and maintenance is subtracted)
 
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