Bandobras Took
Emperor
Here's a more in-depth explanation of why the corruption/waste model was horrendous in Civ 3 -- whether or not you could deal with it:
Essentially, corruption/waste in Civ 3 made cities less productive by a percentage based on:
1) the number of cities; and
2) the distance from the capitol.
Factor 2 led to the exploit of ring city placement, but there's no need to go into that here.
The theory was that these less productive cities would curb a person's urge to expand. This, however, was fallacious.
1) Troops, no matter where they were built, took support from the global treasury, while "free" troop support was counted on a per-city basis. Thus, any city, no matter how crappy, upped your available troop support, which allowed your core high-production cities to crank out troops.
2) There was no similar "free" building support -- no matter where a building was built, it cost the same maintenance, and upping the number of cities did not directly increase your ability to support infrastructure.
3) Cities could be set to build wealth, but not research. Thus, crappy cities could allow for even more unit support.
By making further cities less productive but still able to support larger military, the person who plops down cities is only encouraged to keep expanding -- and then taking cities by force -- because taking those cities supports fielding more troops, enabling more city taking. It's a nice, positive, upward spiral.
The corruption/waste model was horrendous because it did not accomplish its designed purpose, but instead pandered to the very thing it was meant to stop.
Here's a good suggestion for a War Academy article (and is, by the way, one of at least a few aspects of game design wherein Civ 5 is superior to Civ 3):
Optimal unit selection for a limited number of strategic resources.
Essentially, corruption/waste in Civ 3 made cities less productive by a percentage based on:
1) the number of cities; and
2) the distance from the capitol.
Factor 2 led to the exploit of ring city placement, but there's no need to go into that here.
The theory was that these less productive cities would curb a person's urge to expand. This, however, was fallacious.
1) Troops, no matter where they were built, took support from the global treasury, while "free" troop support was counted on a per-city basis. Thus, any city, no matter how crappy, upped your available troop support, which allowed your core high-production cities to crank out troops.
2) There was no similar "free" building support -- no matter where a building was built, it cost the same maintenance, and upping the number of cities did not directly increase your ability to support infrastructure.
3) Cities could be set to build wealth, but not research. Thus, crappy cities could allow for even more unit support.
By making further cities less productive but still able to support larger military, the person who plops down cities is only encouraged to keep expanding -- and then taking cities by force -- because taking those cities supports fielding more troops, enabling more city taking. It's a nice, positive, upward spiral.
The corruption/waste model was horrendous because it did not accomplish its designed purpose, but instead pandered to the very thing it was meant to stop.
Here's a good suggestion for a War Academy article (and is, by the way, one of at least a few aspects of game design wherein Civ 5 is superior to Civ 3):
Optimal unit selection for a limited number of strategic resources.