I was reading this very old thread: http://forums.civfanatics.com/showthread.php?t=83725&page=2
about corruption in CivIII, and it got me thinking about things I love and hate about CivIII, as an ex-CivII addict who's just come to CivIII. So I'd like to first take my hat off to the very interesting arguments put on all sides in that thread; and then put my own thoughts on it and other things.
I've realised from reading these boards that my play-style is relatively non-competitive (Regent/Monarch is as high as I go), and includes - a habit from CivI and CivII - what I believe you call an "Infinite City Sprawl" city placement. I'm a builder, really - more interested in acquiring a huge empire for the fun of managing it properly (apart from the pleasure in getting hold of it), a sucker for those throngs of happy faces - rather than interested in winning in the fastest and most efficient manner. Spaceship-win is generally my aim, with Conquest being my get-out if I get too bored. So if anyone's interested enough to read this, bear in mind that that's my approach - I may well be missing out on many subtleties of CivIII through my playstyle, but that's my choice.
However, CivIII has knocked a few habits out of me, and I think it's a fantastic improvement over CivII in many ways, which has forced my play to become more subtle and much more enjoyable:
1. My old CivI-style 'overwhelming tech-advantage/science at 90-100% from the start/income 0/Colossus + Copernicus in the capital/declare war on anyone you meet' strategy (i.e. "we have the Maxim gun and they do not" as the principle of survival right from 4000BC) no longer works. The advantages of at least temporising diplomacy are huge in terms of tech-brokering, especially in the early game.
2. The additional complexity of diplomacy - along with the concepts of strategic and luxury resources - is a stroke of genius. Resource-wars, but also forced resource-peace (because you rely on your powerful neighbour for Iron/Horses/Saltpetre) become a reality. In my current game I was ahead of everyone on Navigation, so I've discovered the obscure island which is the only source of Silk and sent a task force to settle and secure it, cornering the market. Resources are a fantastic addition to the game.
3. The concept of "cultural borders" defining what can constitute trespass on your territory is another fantastic improvement. This, along with the "culture-flip", makes culture a strategic map-control tool, which forces me to divert resources from my (frankly, pretty boring) "crank out military units" habit. (Playing Greeks, I've got so used to the "insta-culture cheapo prefab Library" tactic that I've made myself an avatar - attached - which turns out to be far too big to use!)
Cultural borders have made me think again about my ICS habit of city placement - I now have to think about covering my coasts with unbroken borders to prevent settler landings in peacetime.
4. Right-of-passage, along with the gpt deals and the need to honour them if you don't want your reputation trashed.
5. Bombard units. No more cranking out Catapults/Cannons in every city - if you're careful and look after them, you need never lose a bombardment unit. The "bombardment failed" aspect can be infuriating, but seems a fair exchange. (And the Byzantine Dromon animation is spectacular!)
6. Great Leaders and Armies. Another fantastic innovation.
Now onto what I hate: corruption. So much so that I play with modded rules bringing corruption down to about 70%, and the optimum city number disabled by setting it way high.
There's a lot to think about in that old thread I linked to; but I still think corruption is way too high in CivIII unmodded. As Halcyon said in that thread, what is most annoying is not corruption itself (I'm used to the idea that you won't get much income/research out of faraway conquered cities, at least in the short term), but waste. This makes conquered cities absolutely useless in terms of production, which makes it hardly worth even conquering them unless you're going to raze them. Try to build a Marketplace to introduce the unhappy inhabitants to your empire's sybaritic lifestyle? Or a Temple/Coliseum/Cathedral to make them happy? Forget it, it'll take 40 turns just for a Marketplace - in a size-10 city!
This means that you either end up with a city in constant civil disorder, with no possible remedy beyond military police, or have to raze/starve the conquered city down to a tiny size.
I'm already hinting at what I'd prefer as a better solution, which rests on a distinction between construction of city improvements and construction of further military units.
I agree that conquering a widely-spread empire should introduce problems, which act as a brake on runaway expansion. But the default level of corruption and waste seems a very blunt tool to achieve this. Its effect is to make a widely-spread empire not just difficult to manage, but impossible to manage, and not even worth going for.
I take the point in the thread referred to, about how it's interesting and challenging to have to find different winning strategies which don't rely on expanding to cover most of the globe; as a CivIII newbie I have no experience of this, but I am already getting a bit frustrated (given the fantastic complexities of CivIII diplomacy) to find that by now, in 1400AD, the other Civs have nothing apart from luxury resources to trade with me for my wonderful techs. I've already pretty much given away Saltpetre, Iron and Metallurgy to the lesser threats, hoping they'll use them against my main rival Carthage - but it gets pretty boring going to the trading screen (or to Trade Options on CivAssistII, a really excellent utility) and see that all the AI civs - again! - have no gold. Maybe my expansion shouldn't have been so easy - maybe the AI is just not good enough - or maybe I'm just playing on too low a level to get really fun diplomacy.
However, the OCN and the corruption model, far from opening up much more choice and challenge in how to win, seems to me to reduce the options, by making large empires impracticable; not a less attractive option, but just not an option at all.
I know this is just vapourware talk, but I see a much better solution in a partial revival of the old CivII "unit is owned by a city" model, for conquered cities only. I like the way CivIII limits the size of your army, through unit support costs rather than support as a deduction from the home city's shields - so I'm not proposing going back to the CivII model wholesale.
No, what I'm talking about is something to prevent you from building offensive units (or, maybe, any military unit at all) in conquered cities, until a certain "naturalisation" period has elapsed - a bit like the time taken to quell resistance, but much longer - e.g. 40 turns. This has a RL appeal - you wouldn't expect citizens of a conquered city to immediately go out and fight for you. And it would prevent conquest from contributing to a runaway situation, by forcing you to continue your expansion using only units produced in your core - or at least, in cities which were originally yours, or have been yours for a long time.
There are already things that make conquest more difficult in CivIII: resistance, culture-flipping, and unhappiness caused by "stop the aggression against the mother country". I like these innovations. On top of that: high corruption in conquered cities I can live with (I'm a big fan of Pynchon's "Gravity's Rainbow" and its description, among many other things, of the black market in occupied Germany in 1945) - but crippling, permanent wastage of shields is just way over the top, to a builder like me.
My preferred solution would be:
- Dramatically reduce the level of corruption and waste for far-flung cities that you build.
- For conquered cities, leave corruption as it is in unmodded CivIII, as an initial, very high level; but make shield-waste far lower.
- Make it so conquered cities can't build military units (or can only build defensive units, which can't leave the city), until a certain "naturalisation" period has elapsed.
- You can minimise the "naturalisation" period by having a high culture, and especially by building cultural improvements in the city; or by ending the war/completely defeating the other civ. You make naturalisation slower by razing other cities of the same civ, enslaving their citizens, or allowing the city to fall into disorder.
- Naturalisation proceeds citizen by citizen. Let's say you're the Greeks, like me. Each citizen in a conquered e.g. Japanese city then goes through these stages:
a) Resisting
b) Non-resisting Japanese (happy, content or unhappy)
c) Naturalised Greek (happy, content, or unhappy)
Citizens will also naturalise more quickly if happy, less quickly if content, and not at all if unhappy.
And the reason for all this is that a conquered city will only allow construction of e.g. 1 military unit per 2 loyal (naturalised) citizens. (You could even make production of Workers and/or Settlers subject to this restriction - or make any Workers produced without naturalisation 50% efficient like enslaved ones).
So there's my thoughts on corruption. Feel free to comment!
Finally, another thing I'd love to see in CivIII: an extension of the idea of "cultural borders" to "first-seen territory". Something like the classic explorer's phrase "I claim this land for the King of XXX". At the moment I get annoyed with AI civs landing settlers on non-cultured parts of my continent - but there's no way to express this annoyance, short of a full-on DOW. This is my land, I feel, and I don't want dirty Carthaginians settling it. I'd like some form of diplomatic protest to be possible in this situation, where:
- The land is not within my culture, but is "mine" in some sense. Maybe: it has a land link to my capital, and/or my land units saw it/passed through it before their units did.
- The intruding unit(s) include a settler.
I'd like to be able to tell the other civ "Get off my land! You might or might not have a ROP - so send units out to have a look by all means, but don't build a city there or I'll be mighty pissed off". (The other civ can of course then withdraw, demand money/resources/techs/cities in exchange for withdrawing the settler, or just tell me to go do something to myself).
about corruption in CivIII, and it got me thinking about things I love and hate about CivIII, as an ex-CivII addict who's just come to CivIII. So I'd like to first take my hat off to the very interesting arguments put on all sides in that thread; and then put my own thoughts on it and other things.
I've realised from reading these boards that my play-style is relatively non-competitive (Regent/Monarch is as high as I go), and includes - a habit from CivI and CivII - what I believe you call an "Infinite City Sprawl" city placement. I'm a builder, really - more interested in acquiring a huge empire for the fun of managing it properly (apart from the pleasure in getting hold of it), a sucker for those throngs of happy faces - rather than interested in winning in the fastest and most efficient manner. Spaceship-win is generally my aim, with Conquest being my get-out if I get too bored. So if anyone's interested enough to read this, bear in mind that that's my approach - I may well be missing out on many subtleties of CivIII through my playstyle, but that's my choice.
However, CivIII has knocked a few habits out of me, and I think it's a fantastic improvement over CivII in many ways, which has forced my play to become more subtle and much more enjoyable:
1. My old CivI-style 'overwhelming tech-advantage/science at 90-100% from the start/income 0/Colossus + Copernicus in the capital/declare war on anyone you meet' strategy (i.e. "we have the Maxim gun and they do not" as the principle of survival right from 4000BC) no longer works. The advantages of at least temporising diplomacy are huge in terms of tech-brokering, especially in the early game.
2. The additional complexity of diplomacy - along with the concepts of strategic and luxury resources - is a stroke of genius. Resource-wars, but also forced resource-peace (because you rely on your powerful neighbour for Iron/Horses/Saltpetre) become a reality. In my current game I was ahead of everyone on Navigation, so I've discovered the obscure island which is the only source of Silk and sent a task force to settle and secure it, cornering the market. Resources are a fantastic addition to the game.
3. The concept of "cultural borders" defining what can constitute trespass on your territory is another fantastic improvement. This, along with the "culture-flip", makes culture a strategic map-control tool, which forces me to divert resources from my (frankly, pretty boring) "crank out military units" habit. (Playing Greeks, I've got so used to the "insta-culture cheapo prefab Library" tactic that I've made myself an avatar - attached - which turns out to be far too big to use!)
Cultural borders have made me think again about my ICS habit of city placement - I now have to think about covering my coasts with unbroken borders to prevent settler landings in peacetime.
4. Right-of-passage, along with the gpt deals and the need to honour them if you don't want your reputation trashed.
5. Bombard units. No more cranking out Catapults/Cannons in every city - if you're careful and look after them, you need never lose a bombardment unit. The "bombardment failed" aspect can be infuriating, but seems a fair exchange. (And the Byzantine Dromon animation is spectacular!)
6. Great Leaders and Armies. Another fantastic innovation.
Now onto what I hate: corruption. So much so that I play with modded rules bringing corruption down to about 70%, and the optimum city number disabled by setting it way high.
There's a lot to think about in that old thread I linked to; but I still think corruption is way too high in CivIII unmodded. As Halcyon said in that thread, what is most annoying is not corruption itself (I'm used to the idea that you won't get much income/research out of faraway conquered cities, at least in the short term), but waste. This makes conquered cities absolutely useless in terms of production, which makes it hardly worth even conquering them unless you're going to raze them. Try to build a Marketplace to introduce the unhappy inhabitants to your empire's sybaritic lifestyle? Or a Temple/Coliseum/Cathedral to make them happy? Forget it, it'll take 40 turns just for a Marketplace - in a size-10 city!
This means that you either end up with a city in constant civil disorder, with no possible remedy beyond military police, or have to raze/starve the conquered city down to a tiny size.
I'm already hinting at what I'd prefer as a better solution, which rests on a distinction between construction of city improvements and construction of further military units.
I agree that conquering a widely-spread empire should introduce problems, which act as a brake on runaway expansion. But the default level of corruption and waste seems a very blunt tool to achieve this. Its effect is to make a widely-spread empire not just difficult to manage, but impossible to manage, and not even worth going for.
I take the point in the thread referred to, about how it's interesting and challenging to have to find different winning strategies which don't rely on expanding to cover most of the globe; as a CivIII newbie I have no experience of this, but I am already getting a bit frustrated (given the fantastic complexities of CivIII diplomacy) to find that by now, in 1400AD, the other Civs have nothing apart from luxury resources to trade with me for my wonderful techs. I've already pretty much given away Saltpetre, Iron and Metallurgy to the lesser threats, hoping they'll use them against my main rival Carthage - but it gets pretty boring going to the trading screen (or to Trade Options on CivAssistII, a really excellent utility) and see that all the AI civs - again! - have no gold. Maybe my expansion shouldn't have been so easy - maybe the AI is just not good enough - or maybe I'm just playing on too low a level to get really fun diplomacy.
However, the OCN and the corruption model, far from opening up much more choice and challenge in how to win, seems to me to reduce the options, by making large empires impracticable; not a less attractive option, but just not an option at all.
I know this is just vapourware talk, but I see a much better solution in a partial revival of the old CivII "unit is owned by a city" model, for conquered cities only. I like the way CivIII limits the size of your army, through unit support costs rather than support as a deduction from the home city's shields - so I'm not proposing going back to the CivII model wholesale.
No, what I'm talking about is something to prevent you from building offensive units (or, maybe, any military unit at all) in conquered cities, until a certain "naturalisation" period has elapsed - a bit like the time taken to quell resistance, but much longer - e.g. 40 turns. This has a RL appeal - you wouldn't expect citizens of a conquered city to immediately go out and fight for you. And it would prevent conquest from contributing to a runaway situation, by forcing you to continue your expansion using only units produced in your core - or at least, in cities which were originally yours, or have been yours for a long time.
There are already things that make conquest more difficult in CivIII: resistance, culture-flipping, and unhappiness caused by "stop the aggression against the mother country". I like these innovations. On top of that: high corruption in conquered cities I can live with (I'm a big fan of Pynchon's "Gravity's Rainbow" and its description, among many other things, of the black market in occupied Germany in 1945) - but crippling, permanent wastage of shields is just way over the top, to a builder like me.
My preferred solution would be:
- Dramatically reduce the level of corruption and waste for far-flung cities that you build.
- For conquered cities, leave corruption as it is in unmodded CivIII, as an initial, very high level; but make shield-waste far lower.
- Make it so conquered cities can't build military units (or can only build defensive units, which can't leave the city), until a certain "naturalisation" period has elapsed.
- You can minimise the "naturalisation" period by having a high culture, and especially by building cultural improvements in the city; or by ending the war/completely defeating the other civ. You make naturalisation slower by razing other cities of the same civ, enslaving their citizens, or allowing the city to fall into disorder.
- Naturalisation proceeds citizen by citizen. Let's say you're the Greeks, like me. Each citizen in a conquered e.g. Japanese city then goes through these stages:
a) Resisting
b) Non-resisting Japanese (happy, content or unhappy)
c) Naturalised Greek (happy, content, or unhappy)
Citizens will also naturalise more quickly if happy, less quickly if content, and not at all if unhappy.
And the reason for all this is that a conquered city will only allow construction of e.g. 1 military unit per 2 loyal (naturalised) citizens. (You could even make production of Workers and/or Settlers subject to this restriction - or make any Workers produced without naturalisation 50% efficient like enslaved ones).
So there's my thoughts on corruption. Feel free to comment!
Finally, another thing I'd love to see in CivIII: an extension of the idea of "cultural borders" to "first-seen territory". Something like the classic explorer's phrase "I claim this land for the King of XXX". At the moment I get annoyed with AI civs landing settlers on non-cultured parts of my continent - but there's no way to express this annoyance, short of a full-on DOW. This is my land, I feel, and I don't want dirty Carthaginians settling it. I'd like some form of diplomatic protest to be possible in this situation, where:
- The land is not within my culture, but is "mine" in some sense. Maybe: it has a land link to my capital, and/or my land units saw it/passed through it before their units did.
- The intruding unit(s) include a settler.
I'd like to be able to tell the other civ "Get off my land! You might or might not have a ROP - so send units out to have a look by all means, but don't build a city there or I'll be mighty pissed off". (The other civ can of course then withdraw, demand money/resources/techs/cities in exchange for withdrawing the settler, or just tell me to go do something to myself).