dirtworm said:
but then i can't complain and moan on here
Hi dirtworm. I would raise the optimal number of city number. That puts off when the corruption penalty kicks in for amount of citys in your empire
I say this cuz we play the same huge maps. I also say this cuz when done with the
Balancer Reloaded, You now got the extra sm wonder Corruption killer called "Interpol" or the other Great wonder up for grabs called sorry forget, but that kills distance corrruption and with a higher optimal city number, nothings stopping you from starting a new colony in a far away land .Oh a prison helps the bad spots to.
I never understood why they gave us cops and courts to catch n' convict them corrupted cons but where do they go to get reformed?
See! the time has come my man! You must use a pro grade mod that keeps Civ3 in its natural state but that takes care of these glaring omissions!
You will see a ton of mods here but many are "to historically dependent for a game where you're supposed to re-write history" Neo Andserson*
The Balancer Reloaded adds more refined unit lines and building improvments and brings a chance to create your own 5th era that will make the endgame what you look forward to most (if you build production to levels that will power you there)
IN the Famous Balancer Reloaded (aka3rd Xpak), the corruption problem is a fun part of the game, one you know is possible to overcome.
A great example of this hurdle, not hinder type gamplay is with pollution in "Reloaded". If your not built up, researching future techs, building parks and sewers to curb pollution may become a strain on your econmy but not on your patience I assure you.
The AI isn't usually into building the added pollution controls so much as corruption killers, its more like a choice of becoming the only Greenzone as a handicap rather then cheezy high level handicaps
Sorry for going on so
UPDATE:
link to Balancer Reloaded