I would like to suggest changes to Civ3 "corruption Vs Palace" model:
a) The very first city built is always gifted a Palace.
b) Remove "Total #cities" as a factor in the corruption formula. (i.e. #city does not contribute to the build of corruption)
c) The rate of expansion (#city increased/#population grown) in every N turns (back from current turn) is used to calculate a percentage of corruption value (the higher the expansion rate the higher this percentage will be) in which can not be reduced by any mean. Let this be C%
d) A Palace 's effect in anti-corruption is reduced by distance and has a limited scope (e.g. 30 tiles, the further the less anti-corruption effect), beyond which there will be no anti-corruption effect. 0 distance, that means city with a Palace should have only C% corruption.
e) Each city can build a Palace, that is there could be multiple Palaces throughout the empire (may be in modem era it is called another way, e.g. government center) and their anti-corruption effect are accumulative.
f) After N cities is built, allow player to build a small wonder to discard the condition in b) I.e. once the samller wonder is built, a city can really become 0% corrupted.
*Give the pleasure back to those who are capable (have time and is willing to micro-manage huge empire), i.e. a) to f) are designed to allow huge empire under full control (but not easy).
g) Cut the cost of Palace. It should be close to other city improvement intially and it is increased by the #of existing Palaces. (not by the total #cities or any other factors)
h) Palace can be captured. If a captured Palace is the "nearest Palace" to a group of cities (before it is captured), all these cities will automatically fall into enemy's hand at the time the Palace is captured. Militants are sent back to "furthest" cities.
*This means feel free to exploit Palaces but beware of the consequence if any is captured.
This model is suggested based on the facts that:
1) No change shall make current Civ3 corruption model worse. It is already the worst!
2) The suggested model is for sure better than current Civ3 model which force player to squeeze and keep a small number of cities in a small area (I consider < 45 cities as small), no matter how big the map he/she has selected...and therefore make the game does not taste like its title Civilization... which I suppose to have Big empire, Big power, Big money and everything else BIG BIG...
a) The very first city built is always gifted a Palace.
b) Remove "Total #cities" as a factor in the corruption formula. (i.e. #city does not contribute to the build of corruption)
c) The rate of expansion (#city increased/#population grown) in every N turns (back from current turn) is used to calculate a percentage of corruption value (the higher the expansion rate the higher this percentage will be) in which can not be reduced by any mean. Let this be C%
d) A Palace 's effect in anti-corruption is reduced by distance and has a limited scope (e.g. 30 tiles, the further the less anti-corruption effect), beyond which there will be no anti-corruption effect. 0 distance, that means city with a Palace should have only C% corruption.
e) Each city can build a Palace, that is there could be multiple Palaces throughout the empire (may be in modem era it is called another way, e.g. government center) and their anti-corruption effect are accumulative.
f) After N cities is built, allow player to build a small wonder to discard the condition in b) I.e. once the samller wonder is built, a city can really become 0% corrupted.
*Give the pleasure back to those who are capable (have time and is willing to micro-manage huge empire), i.e. a) to f) are designed to allow huge empire under full control (but not easy).
g) Cut the cost of Palace. It should be close to other city improvement intially and it is increased by the #of existing Palaces. (not by the total #cities or any other factors)
h) Palace can be captured. If a captured Palace is the "nearest Palace" to a group of cities (before it is captured), all these cities will automatically fall into enemy's hand at the time the Palace is captured. Militants are sent back to "furthest" cities.
*This means feel free to exploit Palaces but beware of the consequence if any is captured.
This model is suggested based on the facts that:
1) No change shall make current Civ3 corruption model worse. It is already the worst!
2) The suggested model is for sure better than current Civ3 model which force player to squeeze and keep a small number of cities in a small area (I consider < 45 cities as small), no matter how big the map he/she has selected...and therefore make the game does not taste like its title Civilization... which I suppose to have Big empire, Big power, Big money and everything else BIG BIG...