Curroption is CRAP!

Perhaps, and

War is Peace
Freedom is Slavery
Ignorance is Strength
Making AI Harder is Easier

Modding the game generally gives the same advantages to the computer if done well. I had games where they have taken serious advantages of things I implemented, which really slowed down my expansion.

I also notice how dispropportianate people mention how they love Sn00py's grapics mod whenever warpstorm is participating in a thread. Is this just me or Warpstorm have you seen this too?
 
Well, I like Sn00py's graphics, too. I used them until I finished my own.
 
Modding the game without giving an advantage to the human player is very difficult. For instance, if you simply lower the corruption slider it may look like it help both human and AI equally, but the AI will still not build above their OCN, so a human player with a larger empiere will benefit more.

But it is possible to make mods that may even help the AI - but the modder must really know what he's doing (and I don't doubt warpstorm knows what he's doing).

Have you seen the AUM - the Aployton University Mod. The goal with this mod is to make a better AI while still being as close to the original game as possible. It is thoroughly tested, and its readme file is quite an interesting read.
 
The AU mod that mentions is some really good stuff. Besides the readme, the huge thread about it is also a good read for someone serious about modding the rules.

The mod is also very fun.
 
If you already haven't read alexman's study on corruption read it:

http://forums.civfanatics.com/showthread.php?s=&threadid=19922

It's truly an awesome analyzation of the civ corruption and how it works. Understanding the factors that cause the corruption also gives you strategies how to reduce it.

As a side thought I wonder why Firaxis doesn't reveal these things? And not just corruption, but there are the other formulas, too, like AI trade values. Oh, I know, it's said that adding a formula to a book will drop the number of buyers by 50% :) but that's easily sidestepped by making it a footnote in some appendix of the civilopedia...

In fact, the best option would be to improve the advisors so that they would even be useful: They could explain the cause of a problem and maybe even offer some solutions. In an appropriate "in character" language, of course. For example, if you have clicked a remote and corrupted city in the F1 screen your domestic advisor could tell you the main cause of the corruption in this case (distance, number of cities, government, etc.) and offer a solution, like adding a courthouse (if it really would help, of course!) or perhaps even suggesting the best city (with the current game situation) where to build your Forbidden Palace, or if the city is truly a case of hopeless 95% corruption then she should mention that, too.
 
Pembroke: I'm a little ambivalent when it comes to revealing all formulas. Although realism arguments have little meaning in Civ3, I'll use one anyway: In the real world, you cannot say exactly how much you'll benefit from building a police station in an area, you only know that it will probably help against crime.

OTOH, I am old enough to be a veteran strategy board game player, and there I was used to knowing exactly how everything worked, and thus was able to know exactly how my decisions influenced the game (disregarding random elements).
 
someone implied that snopopys graphics were mentioned as a kind of dis....not the case, i did not even realize that "warpstorm" is the warpstorm in ptw with a scenario mod! To which i say, warpstorm's creation is not only better than i could do, i would not have even thought to do it.
 
Troy, it took me a while to make that connection too! I didn't mean to call you for dissing Warpstorm, I was just noting how often I notice people mention Sn00py when Warpstorm is in the thread compared to when he's not.
 
I'm sure warpstorm doesn't take any offense. After all, he does excellent graphics, and he knows he does excellent graphics. He also knows it's a matter of taste. Some people prefer his tileset, others prefer snoopy's.

And why are we discussing terrain graphics in a thread about corruption? :confused:
 
The way i deal with corruption in far away city ( conquier ) is like that.

1.- Rush built cultur ( temple if i have less than 4 luxuires, library if i have 4 or more luxuries).

2.- Increase city size to at least 6 and manage to have WLKD ( we love the king day), you need 4 happy citizen and 2 contend for a size 6 city, specialist are contented so use them if necessary.
WLKD will cut shield waste. Ex. a city size 6 give you only 1 shiled out of 10, but create WLKD and then you got 4 shield per turn. WLKD is much easier to get under monarchy, because you can use up to 3 military police to change unhappy to content citizen.

3.- Once your city is in WLKD ( on going so you may need to stop growth), built the courthouse.

4.- once the courthouse is built, built marketplace( happiness boost with luxuries) and let city grow again.

5.- Once the courthouse and marketplace are built, you can switch to democraty and get a very good city.

So the key is, WLKD under monarchy, built courthouse, switch democraty later.
 
and get a police station too. THEN your city would be a good one. IIRC, you need 3 happy and 3 contents for a 'WLTKD' because you need no unhappies, and as many or more happies as content.
 
Originally posted by Hygro
and get a police station too. THEN your city would be a good one. IIRC, you need 3 happy and 3 contents for a 'WLTKD' because you need no unhappies, and as many or more happies as content.

This is what the book said but it is false, you need 1 more happy than content citizen without unhappy, specialist like taxmen or scientist are content while entertainer are happy. When your city is in WLKD you will get a quick display about it and there is firework over the city.
 
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