I was astounded that they were willing to pay through the nose for it!! Amazing.
Iron is needed for both Rails and Factories — it's an
essential resource for the Industrial Age.
I was thinking that the courthouse would decrease commerce corruption enough to get the 1 gpt maintenance back.
Probably not.
While a Courthouse (plus Policae Station)
can knock (distance-)corruption down below the 90% cap, this will only have a significant/noticeable effect (under Republic) if the town was only a little over that cap in the first place (the situation is different under Communism, where distance-corruption is applied at a flat 25% in all towns). But on a dedicated Specialist-farm (which by definition you're usually only going to build in the boondocks), that CH corruption-reduction is unlikely to help you (much).
A fully railed+irrigated Pop6 Grassland-Farm, running 3 Farmers (+ 3 Geeks) will have a total per-turn harvest (before corruption) of 14 food (i.e. 2 food excess), ~2 shields (1 from the town, plus 1/3 Grass-tiles), and ~8-9 commerce (under Republic). After 90% corruption/waste is factored in, that's going to be the minimum 1 shield (which could be converted to 1 gold via Wealth) and 1 commerce (converted to either gold or beakers, depending on which slider-setting exceeds >50%).
If the CH gets you no additional commerce, though, the 1 uncorrupted commerce from the town-tile would (directly) 'pay' the CH maint., or the beaker you'd get (if SCI% >50%) would balance the 1GPT payment from your Treasury, so you're now only breaking even (i.e. worse off than before you built the CH). Building a CH
might get you to 2 uncorrupted commerce,
if the farm was only a little way beyond your core, and/or you're Commercial, so yes,
technically a CH on a Pop6 farm could
possibly (directly) make a 'profit', but
only if you're running
at least 50% TAX or SCI%.
A Pop12 Grassland-Farm gives a slightly 'better' result: you should now be able to run ~6 Geeks, with 5-6 Farmers harvesting ~3 shields and ~14-15 commerce before waste/corruption. So you'll probably still only get 1 shield after building a CH, but your commerce might go up to 3, so now the CH can pay for itself with 'only' TAX% = 30%.
But do you see the problem? Both these situations assume that you
aren't running at max.-SCI% (i.e. SCI% + LUX% = 100%). If you
are, then you'll be converting no commerce into TAX% at all, so the only way you will be able to pay (directly) for the CH-maintenance is by building Wealth, or by converting one of that Farm's Geeks into a Taxman instead, which reduces the Farm's total output by 1 (because a Geek gives 3 beakers, but a Taxman gives only 2 gold). So whichever way you slice it, the benefit you'll get from a Farm-CH is going to be fairly marginal — especially considering that you had to put 80 shields (and however many turns) into building it in the first place.
I was looking down that path. Is Hoover also a critical wonder that I should be pushing for?
A free (non-polluting) HydroPlant boosting base-shield production by an additional +50% in every Factory-town on a Pan (or Cont)-map? I'd buy that for a dollar!!! (Well, 800 shields!)
Whether you want to conquer the planet or race for space, there's no question Hoovers will get you there faster (plus, I don't think any long-time CivIII player really enjoys playing "Pollution whack-a-mole"!). Ideally you should start a prebuild for Hoovers at the same time as you start your ToE-prebuild, so that when ToE gives you AtomTheory and Electronics, you've got a lock on Hoovers as well.
The problem with your going for Hoovers in the present game, though, is that to be eligible to build it, a town must have a River in (or bordering)
at least one BFC-tile.
Of your current holdings (looking at your screenies), only Entremont, Alesia or possibly Tutub are therefore potential candidates, and I would guess that all 3 are hopelessly corrupt '1-shield towns' (?). So to be able to build Hoovers in anything even
close to a timely fashion (i.e. while it will still help you win the game!), you would need to pick one of those towns, assign all surplus-population in that town as Civil Engineers, and start the (pre)build
right now — or even better, about 30 turns ago... (Is e.g. Alesia still at/near Pop12? Then 6-7 CivEngs = 13-15 SPT = 54-62 turns to build Hoovers...).
You
could consider getting e.g. Alesia (back) to Pop12, moving
all your military units into it temporarily, and then abandoning Ur (including any Gr/SmWonders you've built there), to insta-jump your Palace to Alesia to decorrupt it for the Hoover-build, but that's risky for several reasons: (1) without having CivAssist to verify it, you can't be 100% sure that Alesia would get your Palace, rather than one of your already Hospitalised Pop13+ core-towns, and (2) even if the Palace did go to Alesia, that would also vastly increase corruption in your northernmost (former) core towns, such that much/all of that painstakingly built infrastructure might instantly become deadweight (and tank your economy).
An MGL would also (I think) allow you to instantly jump your Palace to Alesia (
if that's still possible in C3C? Can't remember for sure though), but you'd need an elite-victory for that, i.e. you'd have to be at war already — and the core-corruption problem would remain. Otherwise, your only 'real' hope to build Hoovers yourself would be to (pray that you) pop a SGL sufficiently soon (e.g. for Electronics?), which would allow you to 1-turn rush it...
In such a situation on a larger map (i.e. a dry start with no rivers anywhere in/near your core), where you can't build Hoovers easily yourself, you might also consider selling Electronics to a neighbouring AI-Civ, letting them build it for you, and then conquering it. But on this map only Mursi and Wang are in a good position to do so (Willy's shortly for the chop, I fear), and given their locations and the geography, by the time you're in a position to conquer their Hoover-town, you'll likely pretty much have won the game already anyway (unless you're willing to consider RoP-rape — but then you'd likely be hard-pressed to hold the Hoover-town).
The sanitation tech has not been as useful as I'd expected, mostly because my main infrastructure projects have been to build factories, not hospitals. And my core cities are so dense that pushing them past size 12 doesn't even get them all that large.
(At risk of being 'that guy'...) I told you so, I told you so... ner-ner-ner-ny nyer nyer!
Seriously though, lack of forethought re. town-placement has been a weakness in both the games you've documented so far. For the next one,
after you've explored your starting area, but
before you start Settling your core-towns, I would strongly recommend your taking a screenshot (with the CTRL-G grid switched on), pasting it into a graphics program, and having a go at making a basic dot/foodmap, which we can then have a look at/critique.