WhiteHojo said:
(...) 1) started a game under what i thought was the extended length setup (915? turns) but found out I am using the shorter version (540?).. Q is how can I alter the file to extend the game out past the current due end date? in other words, I want the game to continue past the set deadline, is this possible?
If you use version 1.02 or 1.03 (better 1.03, since 1.02 has those worker strength issue), you should have a "basic" and an "ext." biq. available under civ content.The extended has a length of 815 turns (time is measured in months however).Make sure you choose the right biq., if you end up still with 540 turns, we have s serious bug.
If you want to change things to 915 turns yourself, go into the editor load in the biq. you want to mod and go to scenario properties.You will find the time line options below.
However, regardless how many turns a game has, you can choose to go on after mandatory retirement.Just you score isn't effected any more.
WhiteHojo said:
2) does anyone use any government other than republic and if so why? for the life of me I can't figure out a really good reason to change out of republic once you get a good empire up and running on a huge map - what am I missing? (am sure it's something but I can't figure it out)
No, you have discovered one of the best governments for the first part of the game.There are situations, in which others have there advantages (if you have very fews units and a lot of cash, you might be better of with Democracy because you can cash rush things), but most of the time Republic is the best choice.Later, Republic can be become problematic to high corruption and the government specific improvement isn't that fantastic, too.
For peaceful endgames, Social Democracy offers better corruption and free building maintence over the Republic advantages.
WhiteHojo said:
3) some suggestions/comments: the explorer (can't recall the exact name but it's the one that comes in the MA) and the motorcycle scout seem a bit outdated - the map is usually fully discovered by then and sending a scout in to snoop seems a rather expensive waste of a unit... does the Forbidden palace & summer palace et al have an effect on corruption in surrounding cities and if so, could it be bumped? Also, the addons to the palace, summer palace, and the other one, do they decrease corruption even further and if not, please add it

(...)
Of course, exploring unknown countries is hardly possible in this stage of the game.But the scout-class units still have there advantages - they are very fast and can be used to clear out fog of war, which gives you a tacitcal advantage.And have you ever though about adding two Motorcycle Scoutd or Jeeps to an army? You get an insane amount of speed and attacks, which can be helpful to shorten a war against a techwise backwards enemy (jeeps have a decent attack value)
Yes, the three additional palaces lower corruption in the city they are build and the surrounding cities (however, the way they worked was changed by Firaxis in a Conquests patch - the general rule is that you will get most out of them, if you
don't build them too far away from productive core).It could be bumped and you could even give the garden expansion of the palaces this effect...but I don't see a reason for this? Palaces are already very strong, gardens too (tourism bonus and culture), it would rather overpower both and it is rather unrealistic for gardens to reduce corruption.
If you are experiencing serious corruption problems after you have build all the palace building you are doing something wrong.This leads me again to governments.Republic is strong, no question, but if you empire grows bigger, you are better of with a communal corrution government like Communism (if you plan to do late game wars against strong enemies, which can be expected to give you a lot of resistance) or Social Democracy.