Did the corruption overkill ever get better

caliskier

Chieftain
Joined
May 21, 2003
Messages
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I have not played this game in years, I just reloaded it on my computer and downlowaded the latest patch, have they ever fixed the corruption probablem everyone was complaining about when it first came out, where you could not build too far from your home city or your people would not produce?
 
It is much better now with the Conquests expansion. Corruption is now capped at 90% in towns, and courthouses lower that to 80%. Also, communism is much more effective for large empires than before. The Forbidden Palace got slightly nerfed, tho, due to exploits concerning ring placement of cities.
 
Granted, you could reduce corruption if you wanted in the editor, all the way to none. I recommend only reducing it slightly, though, so you can regain the feel for the game.
 
Another improvement made in the Conquests expansion pack was the change in specialists. Taxmen now produce 2 gpt, rather than 1. Scientists now produce 3 beakers, rather than 1. Two new specialists have been added...the Policeman and the Civil Engineer. There's an excellent article in the War Academy which explains their use.

Many of us have compensated for the corruption in distant towns by turning them into tax/science farms used for generating uncorrupted gold and beakers. If you create enough of this type of town, you can do 4-turn research in the Industrial and Modern ages with your science slider turned down to 10 or 20%...sometimes even down to zero.

None of this works very well in the original vanilla Civ or in PTW, so if you don't have the Conquests expansion, I'd strongly recommend you get it. :)
 
I have not played this game in years, I just reloaded it on my computer and downlowaded the latest patch, have they ever fixed the corruption probablem everyone was complaining about when it first came out, where you could not build too far from your home city or your people would not produce?

I think the real problem is the people who complained about corruption to no end.

[WARNING: RANT ]
Its just like people complaining about the chance element in combat, allowing a spearman to win vs a tank once in a blue moon. (get this, if your whole war campaign depends on that one tank, you did something wrong in your planning!)
Or complaining about the fact jungles take such a long time to clear. (why did they even bother to create jungle? in fact, why didn't they just create one terrain type, and made every map a single large field of bonus grass?)
complaining about the fact captured workers work at half speed. (why isn't there an insta-win button visible on turn1 ?)
[/ RANT ]

Its just an element of the game!

Also, its a non-issue: Every new city only adds to your empire, no matter how corrupt. This is true in all versions of the game.

Compare that to Civ4, where there is no corruption, but every city cost maintenance, and you can actually lose by getting to many cities!


The main difference in C3C, compared to PTW and vanilla, is that the FP no longer creates a second core, ring-city-placement no longer works, and specialists give more output.
 
IMO the laxed corruption model of C3C was a change for the worse from PtW and vanilla.

What the vanilla corruption model does is put a brake on the upward spiral where every land grab makes you stronger and makes the next conquest even easier, making you stronger, and so on.

Lowering the 95% limit means it becomes even easier to protect wide borders with your troops, because you can build so much more, when it should be harder to control and protect a huge empire.
Big corruption adds some challenge to the game when the player is winning and at the same time makes it easier for a smaller empire with a less succesful start to recover. I think that's a GOOD thing TM.
I've tried a mod that takes the improved c3c taxmen and scientists from c3c to vanilla (among other changes), but I found the improved specialists just too imba.
All the problems associated with a lower corruption model and also making the Republic government even more powerful than it already is. Monarchy and commie troop support bonusses are relatively small compared to +2 or +3 gold/beakers per face.

The only improvement I see is killing RCP, but it was replaced with something almost just as bad: the opposite. And I rather like early planning involved with ring placements.
 
I have recently been working on a good medium of corruption. Lowering it some due to larger maps in Multiplayer. But the mod I am working on, works better for multiplayer than for singleplayer possibly. I haven't really had much time to playtest it much and every game I play I spot a couple things I need to adjust. I am now considering nerfing the government unit suports outside of despotism but I am going to hold off on that until I have played a few more games. I will also end up increasing maintenance costs, but that is for further into the mod once I have added in new buildings. I believe, that if done right it is possible to lower corruption for increased production but still have maintenance hold you at bay. I guess building maintenance would be the new 'corruption' in such a system. But as I have recently began to piss and moan about alot, a much better system could be implemented if they would release the source code. :crazyeye:
 
By adding more cor reducing buildings like Prisons and raising the maintence costs of the other Gov infrastructure like courthouses and police stations, you begin to properly address cost and corrupiton clean-up effectivness

Part of this picture is your gov's interpol agency acting as 2nd forbidden palace taking out distance corrupton and raising the optimal city number to 40 or 50 to cut off the other penaly which comes normally after you exceed a small number of cities

Yes corruption was fixed. THe series is at its best with a mix of real amounts of corruption and real amounts of maintence.


Of course this cor free system is another way hundreds play. Ether way, those who say corruption is a killer in civ3 are just 'mod nieve' and havn't played real strat g :cool:





embryodead said:
CliffNotes: you can build ForbiddenPalace-like wonders only in conquered capitals. You can have several of those, but your vassals are determined by the form of government you're in. And if you can't claim a title of a king/caliph, you can at least claim a title of duke/emir, which has much smaller effect.

This way, a conquered capital won't be just another city, but a real capital. A common misunderstanding is that it doesn't matter where the FP is built, that it just reduces overall corruption. While, it doesn't work like in Vanilla/PTW, it still reduces corruption first and foremost in neighboring cities (except for communal governments). It's also cumulative. I have to thank Alexman for his research. It's an old thread, but I've missed it earlier, since it wasn't in C&C forum ;)

I tried different settings and played with lowered Optimal City Number in order to make it balanced (FP increases OCN by 37.5%, or 100% for communism), to eventually limit the specific vassal states to specific governments, and I think it makes sense. On a standard map you'll usually be able to build 1-3 FPs in the conquered capitals (it works on random maps as well, the phony wonders have some hidden flags to encourage the AI to build them).
 
Naïve, I guess...unfamiliar with, or uninvolved with, modded games.

Right. thanks man. Often sacrified for speed, my grammer can be very bad. I may have caught that one on a reread but I appreciate your relaying the correct term to the forum in my absence. :goodjob:
 
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