Aussie_Lurker
Deity
Actually, Rcoutme, I now think that corruption should be split up into corruption, waste and crime.
Corruption, as you noted, would be crime commited by the upper and middle classes: white-collar crime and dirty deals between industry and politicians.
It mostly causes a loss in consumables and city income-as well as making people unhappy. Corruption levels could be influenced by trade in contraband resources, government/religion types, % influence of private sector, distance from the capital and % of population converted to 'merchants' and/or 'bureaucrats' (bureaucrats/merchants earn you wealth/income in that city but, above a certain threshold, they should perhaps start losing you money and 'consumables'-especially if you have some of the other factors, mentioned above, at play!).
Waste: This is lost shields and income caused simply by inefficiency. This would be based on city size and technology levels. Waste not only causes shields to be lost, but also contributes to pollution. Small cities have 'economies of scale' problems, which can lead to high levels of waste. The bigger the city, the smaller the waste. In addition, when a new production improvement is built, there should be a 'built in' waste factor but, as you get new technologies, you could 'upgrade' your improvements in the same way as you upgraded barracks in Civ2!
Crime: This is working class 'corruption', it causes the loss of shields, consumables AND income. Like corruption, it is based on contraband trade, distance from capital, government type, unemployment levels, welfare spending and % of working class population. In addition to this, unhappiness levels will also have an effect on Crime. Infrastructure development and improving technology will help to reduce the distance effects of crime (basically, the distance effect is sort of your 'wild frontier' factor-like the Wild West!)
Anyway, under this system, different 'corruption reducing buildings' from civ3 might actually effect only 1-2 of the types of 'Corruption' mentioned above. Some might even lower one, whilst lifting the other!
I haven't really had time to think all of this through, but it would be great to hear what you guys think of my ideas.
Yours,
Aussie_Lurker.
Corruption, as you noted, would be crime commited by the upper and middle classes: white-collar crime and dirty deals between industry and politicians.
It mostly causes a loss in consumables and city income-as well as making people unhappy. Corruption levels could be influenced by trade in contraband resources, government/religion types, % influence of private sector, distance from the capital and % of population converted to 'merchants' and/or 'bureaucrats' (bureaucrats/merchants earn you wealth/income in that city but, above a certain threshold, they should perhaps start losing you money and 'consumables'-especially if you have some of the other factors, mentioned above, at play!).
Waste: This is lost shields and income caused simply by inefficiency. This would be based on city size and technology levels. Waste not only causes shields to be lost, but also contributes to pollution. Small cities have 'economies of scale' problems, which can lead to high levels of waste. The bigger the city, the smaller the waste. In addition, when a new production improvement is built, there should be a 'built in' waste factor but, as you get new technologies, you could 'upgrade' your improvements in the same way as you upgraded barracks in Civ2!
Crime: This is working class 'corruption', it causes the loss of shields, consumables AND income. Like corruption, it is based on contraband trade, distance from capital, government type, unemployment levels, welfare spending and % of working class population. In addition to this, unhappiness levels will also have an effect on Crime. Infrastructure development and improving technology will help to reduce the distance effects of crime (basically, the distance effect is sort of your 'wild frontier' factor-like the Wild West!)
Anyway, under this system, different 'corruption reducing buildings' from civ3 might actually effect only 1-2 of the types of 'Corruption' mentioned above. Some might even lower one, whilst lifting the other!
I haven't really had time to think all of this through, but it would be great to hear what you guys think of my ideas.
Yours,
Aussie_Lurker.