Originally posted by SirJethro
Okay...I took everybody's comments to heart and decided to "give communism a chance" one more time. I'm currently playing a total warmongering game as the Chinese and decided to change from Monarcy to Communism.
My original conclusion stands: Communism sucks.
How can everyone say it has less corruption? My capital went from 60 shields per turn to less than 10 due to corruption. Gold went down a couple hundred per turn and reseach of current tech went from 7 turns to 23 turns.
For all of that I get the ability to POP rush and better spying?? I already had no-WW in Monarchy.
Can someone convince me that Communism is better for a warmonger who also wants to be ahead in science (actually get techs first, not win them arm-wrestling)?
One useful trait of communism, even to someone who really prefers the other governments, is the "no corruption due to distance" thing.
Once you have your core cities pretty much sorted out, so that you have built most of the improvements you want, you are stuck (in democracy, say) with a core of maybe 20 cities producing ~50 shields per turn, but with only either expensive/useless improvements OR military units to build PLUS a whole pile of other cities, mostly producing 1 shield per turn. If you haven't got a Great Leader to hand, building the Forbidden Palace to get a 'secondary core' is going to take FOREVER. I see only two choices if you want to have some decent other cities:
1. Build units in your core, move them to the corrupted area, disband them. You effectively get 75% loss on those shields, but at least you get temples etc where they are needed. Or build up gold and pay-rush things - but that is very expensive and less efficient overall than disbanding. And even after you do all that, you have a bunch of cultured, happy but still very corrupt cities, because you still cant rush the FP.
OR
2. Become a commie. Start on the FP in the best city in your 'distant province' that you want to make a decent productive area. Rather than taking 200 turns, it might take only 20 or 30. After it's built, go back to democracy, say. You've lost 25 turns * 40 shields/turn * 20 cities in your core : perhaps 20,000 shields. But you're now going to gain perhaps 150 turns * 10 shields/turn * 20 cities - 30,000 shields
- in the area around the FP once it is built - clarification - . So your total shield production is higher
- over the 200 turn period - . And if you couldn't build much with the core anyway, and were having to transport shields, then you would have only got 25% of the 20,000 as useful builds anyway.
plus you probably manage to get some useful builds out of the rest of your sprawling empire too
I just did option 2 on GOTM9 in a distant province, picking a time period when I expected no wonders so didn't need the high core production, and have gained almost a second civ which is now busy pumping out units, culturally assimilating neighbours,etc. It'd be a 1 shield/turn wasteland otherwise.
I also used commie to draft all the unhappy people
- in the distant cities where there were no/few improvements - and used them to make other people content - more WLTKD, less corruption as a bonus.
I'm not sure what rationale there is for this behaviour in real life - my civ sort-of became a command eceonomy for a few years, in order to support a massive colonisation effort. But it saeems to work for this case
edited for clarification