I don't know which modification has led to these crazy levels of corruption in your game, but you can't correct this halfway a game; the game will always continue to behave according to the rules set at the start of the game.
Apart from the optimal number of cities setting in 'world sizes', there are also settings that affect corruption in 'difficulty settings'. I have never meddled with those, so I can't tell you exactly what they're doing.
You might not want to, but I would simply advise to return to default rules. There's not much point in uploading a save here if this is a scenario that other players don't have, bacause the game would crash when it failed to find entries for those buildings you've described.
Interesting point. I'm busy having a serious dig into the corruption model myself at the moment (see my thread
here), and I'm playing with an - I thought -
simple "lower corruption" mod I made. Nothing changed apart from the Corruption rules, which are many:
- Basic Optimum City Number (OCN) for each map size.
- OCN modifier for each difficulty level
- Corruption modifier for each difficulty level (slider). Not sure exactly how this works at the moment.
- Corruption type for each each govt type (Problematic, Rampant etc)
- Corruption effect of buildings/Wonders (not changed in my mod).
My starting point is alexman's formulas
here. I believe these formulas were only tested in C3C (COnquests) v.1.15.
Anyway, with that detail out of the way, to address your point and Exodus's difficulty:
1. I'm guessing that a save-game must contain a reference to the mod-file (.biq) it was started with - otherwise how would it know how to continue the game/how to handle e.g. these weird units in the mod? But this would imply that it's possible to change the rules in the .biq halfway through the game, and have an effect - unless all the .SAV files from the very first take a snapshot of the .biq rules, and pass it on to each other like an inheritance. I'm still trying to understand .SAV files, but this seems unlikely given file sizes. (Excdus, I'm a bit unclear - did you post that you changed the rules halfway through the game and saw an effect in-game?).
[EDIT: ainwood
here states that C3C stores all the rules etc from the scenario in the save. I believe the author of CivAssistII... Exodus, what version are using?]
Exodus, sorry if this is off your topic - to address your point:
2. The corruption model is
deeply weird. If you take a quick look at
alexman's equations in the link, you'll see that though distance corruption is pretty linear, rank corruption is deeply non-intuitive. This is no criticism of alexman's work, rather exactly the opposite - I've no idea (but I'm very impressed) how alexman managed to reverse-engineer such a completely crazy equation.
I'm still uncertain how changing the Corruption slider in a mod affects the calculations: alexman makes no mention of this, and it's something I'm hoping to do some work on if I can figure out how to hack .SAV files.
What I'm getting at is that the interaction between the corruption model in the game, large numbers of cities, and changed corruption rules in a mod could well result in things that for lack of a technical word I'll call "freakouts". I mean situations where a system behaves normally and linearly in almost all circumstances, but just a few combinations of inputs make it suddenly go all bizarre. You could call these "bugs", but if the actual game code works as alexman describes it then these "freakouts" are really just normal, logical behaviour of complex equations - from a pure maths point of view at least!
The only thing that seems to be certain, as
eldar pointed out, is that max corruption is always 90% - or less with a Courthouse or Police Station (-10% each subtractive)/FP or SPHQ (-70% each subtractive, with a minimum result of 0%).
In my Excel worksheet I'm using as a first-version tool, which shows the intermediate calculations, I'm regularly getting corruption levels of 190% and above for distant cities (e.g. rank 103), before this "max" rule is applied. That gives an idea of how weird the calculations are.
I'd be very glad to have a look at your save-game if you post it, and include the scenario file that incorporates your rule-changes. Unfortunately I only have C3C (Conquests v.1.22), so I can't really help if you're using a previous version.