Official Corruption Solutions Thread

Yes, all those.
Luxuries + all Improvements which make your Citizens happy, as there are Temple, Cathedral, Collosseum and Market Place.
I also have a 10% Rate on transforming Commerce into Luxuries within my Empire (but this doesn´t affect totally corrupt cities, cause the one Point of commerce created always goes to Science [I´ve got a Science Rate of 50% + dependign on the Project my Scientists are working on])

In Connection with some wonders it should be enough, to give you more happy citizens than content + unhappy citizens, which is important for WLTK-Days to take place.
The last step is to check, if there are unhappy Citizens in your City. If there are any I transform some Laborers into Entertainers, until there isn´t any unhappy Citizen left in the City.
I often transform one more Laborer than I need into an Entertainer, cause if your City grows and gains one more Citizen it is likely, that this citizen will be unhappy (and thus would end an ongoing WLTK-Day)
Such the Prerequisites you need for a WLTK-Day arew met (no unhappy Citizen, More happy Citizens than content citizens).

The Effect of an ongoing WLTK-Day is (aside from some nice Fireworks above the city ;) ) a gradually Reduction of Corruption in this city (the longer the WLTK-Day lasts, the less corruption there is). This works for normally corrupt Cities as well as for totally corrupt cities (although there ist normally takes a longer time to show any Effects, as I´ve already written)
 
What's a 'long time'

Say I start a new city on an tiny island in the middle of nowhere on a massive map far from anything. I pay for a granary, harbor, temple, library, colliseum, and marketplace. I wait until it stagnates at 6 and start counting turns. I have 6 happy people and a WLTK.

Best guess from your experience on how long until I get more than one production/commerce? 20 turns? 50? 100?

Does it ever eliminate it completely?

How do you figure out when to build the courthouse in this situation.
 
That sums up my complaint...this whole corruption thing is very poorly documented. Communism doesn't work as advertised, the concept of increasing effects over time from courthouse and WLTKD is undocumented and may be an urban legend (I haven't proven it to myself yet, not that I've tried particularly.)

I don't mind if uncontrolled corruption is a problem to solve. Just give me the tools to solve it!
 
@ Paeanblack

I think rather 50 turns than 20.
It´s hard to tell, cause I had (aside from the Improvements you mentioned) also a Courthouse (which may also be of Importance) and a Cathedral in the cities which went from totally corrupt to less corrupt and also some Wonders (like Bachs Cathedral and Michelangelos Chapel which further affected the mood of the citizens.
The first thing you´ll experience is, that either commerce or Shields have gone up to 2 (dependend on which value [without corruption] is higher).
After that it will decrease gradually (but also at a slow speed[better to observe, if you have a totally corrupt city with very much Commerce/Shields, cause there even small changes result in one or more Shields won])
I don´t know if you can get rid of all Corruption in these Cities, but Losses of only 1/4 of all your Shields/Commerce by Corruption seem realistic.
 
Originally posted by costanza
Corruption solution:

Download the patch in a few days.

:lol:
 
There is entirely too much whining about corruption here. Look, we understand now how the system works. This is a strategy game, so we can work inside the rules to come up with an optimal strategy. The way to deal with corruption is to designate two "production areas", one around your capital and the other around the forbidden palace. Each area consists of cities that are maximally dense, maybe 30 alltogether. Then there are outlying cities which exist only to secure resources and support taxmen. Hey, what's so hard about that? You can easily collect 200 gold/turn from taxmen alone if you put your mind to it. (Large empire on a standard map, Monarch level, with railroads). Outlying cities can also be used to make workers and settlers, and under Communism they can even make some useful military units when necessary.
 
Originally posted by spork
There is entirely too much whining about corruption here. Look, we understand now how the system works. This is a strategy game, so we can work inside the rules to come up with an optimal strategy.

The basic problem is that the rules for avoiding corruption are unclear. For example, a Courthouse supposedly reduces corruption and waste, yet you build one, and that doesn't seem to be effective. Similarly, a democracy isn't supposed to have a big corruption problem, yet you build a large democracy and your edge cities bomb out to 1 production out of 100.

The theme of corruption is that it's supposed to reduce the effectiveness of massive military sweeps of city conquest. That makes sense to me, and is a laudable goal. The problem is that it applies to cities which are *not* the result of military conquest. For example, as a democracy in one earth-based game, I was a North American-based empire, but I established a group of 4 cities on the Indian subcontinent about 1400 AD. I built up a group of large cities there that were quite successful. Then I started a military campaign in Northern Europe. As I swept cities in Europe, my cities in India started becoming corrupt! I was a democracy, the cities had courthouses for over 300 years, they were populated entirely with my citizens, and two of them were even in WLKD! Yet their production dropped to 1 or 2 shields/turn because of the aquisition of new cities in Europe.

(For those that are wondering, Chieftan difficulty, I was playing the French, and I'd already built my Forbidden Palace.)

That simply makes no sense. They're my people, they've been my people for as long as the cities have existed. True, they were on the opposite side of the globe from my capital, but they *had* been productive cities which suddenly became completely corrupt due to factors not even remotely related to them. That's just silly. I crossed the 32 city threshold, but it wasn't the new, foreign-populated cities that were the problem. It was an old colonial bastion that was suffering not at all from my war mongering.
 
Does a city's culture score affect corruption?

I would imagine that if a city's score is a considerable portion of your total culture score that this indicates that the city's attitudes and outlook are more intrinsically your civ's, and thus less corruption.

In the real world, we can have provinces and capitols for each province, then a national capitol (state capitols, national capitol). If corruption is initially based on geography, it seems foolhardy to allow only two possible capitols.

-Tim W. Ault
 
Hi All!


I am more bothered by the waste (reduction in shield production) than corruption. I have not tried it myself yet; but I was wondering if the following option might help with reducing waste:

Using Civ3Edit tool
If I click Reduce Corruption for other Small Wonders other than Forbidden Palace, do they have the same effect as setting the city with this wonder as another center of empire? Thus reducing the "distance from center waste" factor?

I would try myself but unfortunately will be too busy with work for the next few weeks to play. Please let me know other ways of reducing waste! Thanks a lot!
 
The basic problem is that the rules for avoiding corruption are unclear. For example, a Courthouse supposedly reduces corruption and waste, yet you build one, and that doesn't seem to be effective. Similarly, a democracy isn't supposed to have a big corruption problem, yet you build a large democracy and your edge cities bomb out to 1 production out of 100.

I guess I don't find them so unclear. If your city is more than 10 steps from the capital or the Forbidden Palace, you can write it off. Cities closer than that will be able to produce more than 1 shield/gp, but not much more. The courthouse helps about 10%, but it's still worth it as long as it's not built in a town that's maximally corrupt already (in which case it's no use). Governments do nothing for corruption or waste; I think that's an urban myth encouraged by ambiguous documentation. "We love the leader" celebrations in cities improve productivity, if the cities aren't maximally corrupt already. That's all there's to corruption. I'm not saying that this is a realistic model of how corruption works in a society, but this is supposed to be a turn-based strategy game. It's like saying that you don't think a knight should be able to jump over a pawn. Well, maybe he shouldn't, but that doesn't doom chess to be an uninteresting game when played by the rules.
 
It seems like a fairly simple change to CIV3 could make the corruption calculation more realistic:

In place of the distance factor, use movement points.

During the early 19th century, the "wild west" was corrupt and ungovernable because it was too far from the US capitol, and no highly productive cities existed west of the Mississippi.

In the 20th century, with air travel and superhighways, the San Francisco Bay doesn't seem so far from the East Coast any more, and is no more corrupt than the capitol (in fact, less corrupt ;) ).

In Civ3 corruption calculations, the 20th century distance factor doesn't seem any different than in ancient times, which is totally absurd (not to mention making the game less fun). If the distance factor was more related to how many movement points it takes to get to the capitol, building a modern transportation system would reduce corruption *just like in real life*, and the game would be more fun besides :p

Does this sound like a good idea? Is there any chance it could be modded in (doubtful)?

Mike
 
Good Idea.
I remember CTP1/2 having such a Mechanism for Corruption.
Was always a big incentive to build Roads/Railroads.
 
Originally posted by Bugg
One of the better strategies though it is wasteful that I saw was building Forbidden Palace in Capital and then relocating the Palace closer to most corrupted cities(not the ones producing 1 usable shield)and then as the corruption decreases move the palace again to a better spot and then hopefully you will have two real productive capitals.

This is certainly a good strategy (probably the best so far), but there are a couple of drawbacks. If you are expanding both Eastwards and Westwards, the forbidden palace will still stay in the middle (where your core cities are) and one side of your empire will still be corrupted. The second thing is, there may be a large loss of culture associated with the loss of the original palace, which is by definition the oldest building in your empire, (though I don't exactly know how the culture formula works)
 
It looks like the "culture formula" is fairly straight forward - old buildings (and wonders) produce 2x their normal culture. That's what makes the Great Library and some of the other ancient wonders so nice. 12 culture per turn from the GL is pretty nice!
 
Civ3 defenatly has a coruption problem. But the game was made this way for several reasons. If there was no coruption problems, then the harder levels would be almolst impossible to play on the huge maps. You would have to build settler after settler, just to keep up with the AI's Strategy early on.

The coruption is there for a reason. You can't expand your empire to far without the right government. Even though it doesn't seem to help. 1 sheild can still do something:lol: but you have to think of great empires of the past and of even today. Cities falling into disorder and the like.

With out corruption cheiftein-regent games wouldn't even be worth playing. You just use the settler strategy to build up a huge empire then build up an infrastructure. The only thing stopping you would be the time it takes to walk to the city site.

You don't need that large of an empire really. The AI can't build cities to far out either so you are not at any disadvantage. The best strategy I have figured out for the Civ3 problems is play a game on Deity, then play until I die. Right before i die, I save and retire. I then watch what the AI did city/empire wise. And I compare that with the terrain, and the power graph. I write down what I see and Apply that to my Moarch Level games.
 
Originally posted by mps
In place of the distance factor, use movement points.

In the 20th century, with air travel and superhighways, the San Francisco Bay doesn't seem so far from the East Coast any more, and is no more corrupt than the capitol (in fact, less corrupt ;) ).

*just like in real life*

Does this sound like a good idea? Is there any chance it could be modded in (doubtful)?

Mike

Sounds like a good idea to me!
 
4 things:

1) Corruption seems to be less of a problem with the patch.

2) With the patch, the Police Station not only reduces war weariness, it also reduces corruption.

3) Chopping down a forest and replanting it can only be done once per tile with the patch.

4) How does airlifting work? I've never been able to do it, even when both cities have airports and the unit hasn't moved yet. The manual says I should be able to, but there's nothing about it in the Civilopedia. :confused: Was this deleted from the game just before release? Is anyone else having this problem?
 
Originally posted by Yeti
Are you sure a police station helps with corruption? According to the civilopedia it only helps with war weariness.

It helps after you patch to v116f, in v107 it only decreases war weariness
 
To airlift, just move the liftee to any airport which has not performed an airlift yet this turn. An airlift button appears with the other unit commands.
Push the button, select another airport. Voila! You can airlift as many units into an airport as you have airports, because incoming flights are not restricted. I don't understand the logic, but it makes for a great beachhed strategy!

Have to admit, I haven't tried any of this since the patch, but I don't believe it was changed.
 
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