Corruption: Before and After

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Oct 29, 2001
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Burlington, VT
Well here is the corruption, before and after Patch 1.16 for my game. Looks like they fixed the even distribution of Corruption in Communism (can't wait to build Police Stations)
 
Before
 

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well, your corruption is down but it looks like sheild waste is up substantially
 
hahaha..so it is.Looks like they didn't do much.

C'mon Firaxis...how much do you need.?To me corruption is like a refunded sales tax.Why collect it in the first place?
 
I agree with Smash. Why is baseline corruption so high? Building a police station to reduce corruption is fine.... but who wants to wait 80 turns per city to do it?

I downloaded the patch, installed it and fired-up an old save-game that I had become completely frustrated by - trying to settle a new continent with 4 cities on it, each size 6, each producing one gold and one shield per turn.

Quickly quit the game again - no real change to corruption, and I REALLY couldn't face waiting another 237 turns to finish the forbidden palace.

As long as corruption is the same for all civs, does it really affect the game balance to have it so high? It is certainly affecting my enjoyment of the game - shields more than gold. Even if you lost 3/4's of your shield production to corruption, or 4/5's. But to lose an arbitrary all-but-one is ridiculous. It effectively means that building on a new continent is impossible, and I also now never bother with archepaelego (spelling?) maps....


By the way: For civ 3 GOTM, I assume that we need some consistency - either everyone plays with the patch installed, or everyone without?
 
It certainly seems you need to start a new game to see the real effect of corruption changes. I loaded an old save and saw no real difference, yet when I started a new game the change was drastic - no useless cities at all when I was ~50% over the ideal city limit. And I hadn't even build a courthouse or police station (didn't seem worthwhile given that the worst city was at 50% max shields/commerce)
 
Originally Posted by OneInTen

It certainly seems you need to start a new game to see the real effect of corruption changes. I loaded an old save and saw no real difference, yet when I started a new game the change was drastic - no useless cities at all when I was ~50% over the ideal city limit. And I hadn't even build a courthouse or police station (didn't seem worthwhile given that the worst city was at 50% max shields/commerce)


Thanks! I hope you're right - you have just restored my faith in CivIII!

Does anyone know how we can "force" a recalculation of corruption in saved games? I tried just playing a turn or two, thinking that it might be recalculated on a per-turn basis, but no-joy. Maybe the value is set when the city is first settled, then only rechecked when improvements are made. I got a (very) slight change when I changed the squares that were being worked within the city.

I must admit that I wasn't very persistent though....
 
Definitely a BIG decrease in corruption in newly started games. None of my 12 cities on my continent have serious corruption. The two cities on the other side of the world have about 50% corruption, but this is before courthouse and police station are built. Building the forbidden palace over there will not be an insurmountable problem.
 
To get the changes to take effect, you need to adjust your science or entertainment rate (the before shot was before I adjusted them) Once you change them back the patch update will take effect (unfortunately, the 40 turn max to reach an advance takes place immediately :( )

The shield production overall went up significantly, before the patch Communism wasn't working properly so the corruption/waste wasn't distributed evenly accross the empire. My top producing cities are producing a little less, but a number of towns that were stuck on 1 production per turn have jumped to 6. Now you can actually build a Forbidden Palace in a decent amount of time if you take over an enemy town with a large pop (just be sure to build culture to prevent it from reverting in the process)
 
Communism has definately improved with the patch. You get more corruption in your capital and cities close to it, but your outlying cities actually become productive... which, for the most part, is where productivity is needed more. Add to that the fact that you don't have to spend 1GP per unit and you've got a kick-arse government. True, you don't get the worker productivity and extra commerce that Democracy provides, but then consider that war warriness is no longer a major issue and that espionage is improved. Something to think about...
Not that I would want to live under a communist government, myself.... But I'll sure rule one in Civ. (post patch anyway).
I used to play Commie in the old Civ games mostly because I hated getting over ruled when it came to waging war. That's one thing I'm glad they got rid of.
 
Originally posted by Bob Hitchen
how does one get the screen prints? Be useful to demonstrate what I'm complaining about.


There's a button on your keyboard labelled "PrtScn" or "Print Screen". Hit that, then go into paint and Ctrl-V to paste.
 
As I know, most turns of researching an advance is 32 in version <1.16. But your first screenshot... Are you kidding or serious? Am I missing something?
 
its been changed to 40
 
Originally posted by Smash
its been changed to 40
But sorry for my poor English. Isn't this post discussing about corruption BEFORE and after applying 1.16f patch?
 
If you put a very small amount (say, 10%) of your research towards science you will get your advance at the slowest possible rate. It used to be 32 turns before the patch, but that's been changed to 40 turns. Since I had two turns in I was at (32-2) 30 before, so it went up to (40-2) 38

It's not a huge factor, but it would change whether I would consider putting in 10% or none at all (usually, if you put 10% in a tech that the computer never researches you will actually get the advance before you feel compelled to trade for it.) At the higher levels, you need to be putting in at least 60% to see any boost in science output at all, and since your rivals get tech so fast and it's so easy to trade for them, usually I end up putting 10%-20% luxury, 10% science and the rest in taxes.
 
Rather than wasting 10% on science why not just have one specialist scientist in a town. This mean that you will have 1 gold going towards science and you will still get a new tech every 40 turns.
 
I think the question was how the first picture could have been before the patch if it showed 38 turns to completion, since we know 32 was the longest it used to take.
 
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