Corruption issues

Corruption has certainly been put in the game for balance, but I assume you guys know this.
I don't have Civ4, but I believe there you pay maintanance for cities. It seems Firaxis really wanted to do something against those big, sprawling empires that you'll see all over the place in Civ3.
 
Corruption has certainly been put in the game for balance, but I assume you guys know this.
I don't have Civ4, but I believe there you pay maintanance for cities. It seems Firaxis really wanted to do something against those big, sprawling empires that you'll see all over the place in Civ3.

Absolutely, I understand the intention to dampen down the runaway effects of huge empires. Something isn't quite right, though. Looks like me and Firaxis don't see eye to eye on this: because managing a big, sprawling empire is exactly what I love about Civ. Sure, I have to earn that empire, and look after it, and accept that having a such a big empire carries a price - but having outlying parts of the empire simply not worth managing seems boring to me.

I'm not quite sure what "isn't right": that's why I'm taking a deep look into how corruption works. Maybe my findings (which, once I've got the basic game mechanics firmly understood, will be concentrating on the effect of modding the corruption parameters) will allow me to make a mod that definitely leaves corruption in (I'm not looking for a CivII/CivI experience here - I like CivIII, warts and all!), but makes it more manageable - something you can seriously reduce by devoting effort/shields/money/attention and management to it.

My thoughts are a bit vague at this stage, but I think it's waste as opposed to corruption that makes the game frustrating for me. Waste is a good idea in itself - with wasteage happening, you can't rampage through an enemy's cities at a faster and faster rate, using each captured city to immediately pump out more units, quickly and right on the front line. In that scenario, common in CivI/CivII, it was pretty easy to ignore corruption in conquered cities, with a big enough treasury. But in CivIII, your invasion army has to be self-sustaining and come from the core (resistance also contributes to this) - I like this.

But waste to the extent that it occurs in CivIII goes too far IMHO. It makes conquered cities beyond a certain point irredeemably useless, except as:

- culture-border generators. Devices to tone down that annoying AI habit of sending out Settlers to build cities in tiny gaps.
- places for units to get defensive bonuses
- specialist farms

As production centres, they're just a waste of time, even in the long term. And for me, managing and improving production is a tie with making war as the top attraction of playing Civ. Yep, I'm a schizoid warmonger/builder!

I'm fine with the short-term effects of waste. But I'd like to be able to do something about it long-term. OK, I can't get that newly-conquered city to build its own defensive Infantry garrison - it would take 50 turns, so I have to provide my own. That's a fair game mechanic. So how about building a Temple/Marketplace to at least work towards WLTKD, or a Courthouse? This is about paying attention to corruption and trying to do something about it. But, beyond a certain city rank, any of these sensible measures - which involve sacrificing the city's production for a long-term gain - has an absolutely marginal effect. There is simply nothing you can do to reduce corruption/waste below 70-80%.

So maybe some careful tweaking of corruption-reducing buildings in a mod (or adding new ones, increasing their cost) is the way forward. I don't quite understand the equations well enough at this stage.

</rant>!

Ex0dus, I've attached my mod. It's probably a bit clumsy. Open it up in the editor, take a look at these bits under Rules:

a) Difficulty Levels tab; Percentage of Optimal Cities (increased), Corruption slider (decreased).
b) World Sizes tab; Optimum Number of Cities (increased).

and you'll see what I've done.
 

Attachments

@undertoad: possibly what you want is that the OCN changes over time in the game, and is dependent on the size of your empire (with a minimum as defined by the current settings). You could combine this with a delay, so new cities founded or conquered above some limit take 40 turns before they get into the equation of recalculating the OCN.

The effect is that your core will slowly grow outward as corruption in semi-corrupt towns decreases when your empire grows.
 
@undertoad: possibly what you want is that the OCN changes over time in the game, and is dependent on the size of your empire (with a minimum as defined by the current settings). You could combine this with a delay, so new cities founded or conquered above some limit take 40 turns before they get into the equation of recalculating the OCN.

The effect is that your core will slowly grow outward as corruption in semi-corrupt towns decreases when your empire grows.

That's a very interesting idea. I think this is exactly what I'm after.

The data seems to be there in the data files - each conquered city citizen has an "affected by [other culture] since date XXXX" data element, so how long you've owned a conquered city is a retrievable piece of data.

However, I have a feeling that corruption calculations are buried deeper than the data files - in the code. I guess one way to implement this would be to read the OCN out of the .BIQ section of the save, modify it (if appropriate) using a hand-coded mechanism like the one you suggest, and then resave the game. I'm not sure whether modifying save files on-the-fly within a game session has an actual effect; unless you make the player reload from the autosave after each IBT.

It's a pity if this can't work, as I think it would fit the bill very well. Continuous ownership of a captured city works to reduce corruption in it on a long-term basis - a bit like how Indian converts eventually "naturalise" in Colonization.
 
One of the way to introduce more "Corruption reduced" buildings and make it cheaper. Effectively courthouses increases OCN.
 
Back
Top Bottom