What modify to stop corruption with courthouse?

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Archived from groups: alt.games.civ3 (More info?)

Hi there,

I'm hoping someone here may help me with a hint:

I play civilization since 8 years (first years CivI, now
Civ3 Vanilla), almost every game on a huge map with only
a few other civs. So there's a lot of space to expand and
develop. Because of this and other time consumting things
most games last for week or months.
I dont pack my cities in a pattern or something regular.
The cities are founded where they have the best 21 tiles
to get a fine metropol with best production.
With this I'm very fast at the point where the corruption
in the cities is at approx. 80-90% and they dont develop
that good ...

So now I would like to have/create the following rule:

In a plain new city the corruption is a half (or quarter)
of the normal value. When I build a courthouse its
reduced to 10 or 20% of the normal value.

Where and how could I get this behavior?
I researched in civfanatics and found "Civ3Ext" as a tool
to modify the corruption calculation. Has anyone tried that?
Are there other/better tools for what I want.

I never worked with the editor. Is it possible to implement
my rules and still play a random game as "normal", only
with different corruption? What would I have to create?


TIA

Lars
 
Archived from groups: alt.games.civ3 (More info?)

On Tue, 05 Oct 2004 10:23:23 +0200, Lars Thomsen
<lars.thomsen@email.de> wrote:

>Hi there,
>
>I'm hoping someone here may help me with a hint:
>
>I play civilization since 8 years (first years CivI, now
>Civ3 Vanilla), almost every game on a huge map with only
>a few other civs. So there's a lot of space to expand and
>develop. Because of this and other time consumting things
>most games last for week or months.
>I dont pack my cities in a pattern or something regular.
>The cities are founded where they have the best 21 tiles
>to get a fine metropol with best production.
>With this I'm very fast at the point where the corruption
>in the cities is at approx. 80-90% and they dont develop
>that good ...
>
>So now I would like to have/create the following rule:
>
>In a plain new city the corruption is a half (or quarter)
>of the normal value. When I build a courthouse its
>reduced to 10 or 20% of the normal value.
>
>Where and how could I get this behavior?
>I researched in civfanatics and found "Civ3Ext" as a tool
>to modify the corruption calculation. Has anyone tried that?
>Are there other/better tools for what I want.
>
>I never worked with the editor. Is it possible to implement
>my rules and still play a random game as "normal", only
>with different corruption? What would I have to create?

The game editor, for scenario creation, has limits on how much the
rules can be changed. However, the Conquests expansion offers the
most options.

Biggest issue with changing corruption is that you can't -- at least
with the game provided editor -- actually get at the core rules for
it. You can add buildings which modify corruption, and with enough of
them you'd get a good cumulative effect -- but not with any single
structure.

The two types of corrupt status -- inside the optimal number of
cities and outside -- also complicates changing it.
--
*-__Jeffery Jones__________| *Starfire* |____________________-*
** Muskego WI Access Channel 14/25 <http://www.execpc.com/~jeffsj/mach7/>
*Starfire Design Studio* <http://www.starfiredesign.com/>
 
Archived from groups: alt.games.civ3 (More info?)

On Tue, 05 Oct 2004 10:00:02 -0500, Jeffery S. Jones
<jeffsj@execpc.com> wrote:

> The game editor, for scenario creation, has limits on how much the
>rules can be changed. However, the Conquests expansion offers the
>most options.
>
> Biggest issue with changing corruption is that you can't -- at least
>with the game provided editor -- actually get at the core rules for
>it. You can add buildings which modify corruption, and with enough of
>them you'd get a good cumulative effect -- but not with any single
>structure.
>
> The two types of corrupt status -- inside the optimal number of
>cities and outside -- also complicates changing it.

Can't he just increase the optimal number of cities. Having such a
large empire is causing the corruption. The only thing I can think of
with the standard rules to do is switch to Communism. That will at
least even out the corruption.
 
Archived from groups: alt.games.civ3 (More info?)

Around 10/5/2004 3:23 AM, Lars Thomsen proclaimed for posterity:
> Hi there,
>
> I'm hoping someone here may help me with a hint:
>
> I play civilization since 8 years (first years CivI, now
> Civ3 Vanilla), almost every game on a huge map with only
> a few other civs. So there's a lot of space to expand and
> develop. Because of this and other time consumting things
> most games last for week or months.
> I dont pack my cities in a pattern or something regular.
> The cities are founded where they have the best 21 tiles
> to get a fine metropol with best production.
> With this I'm very fast at the point where the corruption
> in the cities is at approx. 80-90% and they dont develop
> that good ...
>
> So now I would like to have/create the following rule:
>
> In a plain new city the corruption is a half (or quarter)
> of the normal value. When I build a courthouse its
> reduced to 10 or 20% of the normal value.
>
> Where and how could I get this behavior?
> I researched in civfanatics and found "Civ3Ext" as a tool
> to modify the corruption calculation. Has anyone tried that?
> Are there other/better tools for what I want.
>
> I never worked with the editor. Is it possible to implement
> my rules and still play a random game as "normal", only
> with different corruption? What would I have to create?
>
>
> TIA
>
> Lars

If you want to play within the default rules, getting a courthouse and
police station in all cities helps dramatically. I've had triple the
number of optimal cities before where they all had a courthouse and PS
and the worst corruption was around 65-70% or so. I also kept the more
outlying cities at 12 population so a We Love The King Day was easier to
trigger and kept my government as a Democracy to keep the cash flowing
to pay for the PS and courthouses in each.

It's not great, but it is far better than the bulk of my cities
producing 1 or 2 shields at most.

--
Brandon Supernaw - <bhsupernaw@sbcglobal.net>
---------------------------------------------
 
Archived from groups: alt.games.civ3 (More info?)

On Sat, 09 Oct 2004 15:17:08 -0400, P12 <nomail@all.com> wrote:

>On Tue, 05 Oct 2004 10:00:02 -0500, Jeffery S. Jones
><jeffsj@execpc.com> wrote:
>
>> The game editor, for scenario creation, has limits on how much the
>>rules can be changed. However, the Conquests expansion offers the
>>most options.
>>
>> Biggest issue with changing corruption is that you can't -- at least
>>with the game provided editor -- actually get at the core rules for
>>it. You can add buildings which modify corruption, and with enough of
>>them you'd get a good cumulative effect -- but not with any single
>>structure.
>>
>> The two types of corrupt status -- inside the optimal number of
>>cities and outside -- also complicates changing it.
>
>Can't he just increase the optimal number of cities. Having such a
>large empire is causing the corruption. The only thing I can think of
>with the standard rules to do is switch to Communism. That will at
>least even out the corruption.

Increasing the optimal number of cities makes it harder to use a
Forbidden Palace to create another region of reduced corruption. You
get more cities which are productive in total with the increase, but
pay for that with higher corruption in core cities which could have
benefited from the FP earlier. It *does* make sense to change it if
you make a map which is different from standard size -- really huge
maps need higher values (and also need a reduction in science rates,
otherwise the greater territory allows even faster science than
usual).

OTOH -- it is easy enough to change corruption effects by rule
changes; even easier with Conquests. Just add more "courthouse"
buildings, and you have the effect of higher modifiers for the
courthouse. You'll need to build more, but you can do that. A
similar trick works by allowing more FP type buildings (like the
Secret Police HQ in Conquests, or theSummer/Winter Palaces in Double
Your Pleasure mod).

Balancing this stuff is tricky. First thing is that the AI doesn't
"know" the effect of multiple anti-corruption buildings and so either
doesn't use them at all, or doesn't use them efficiently. That
applies to any rules changes, of course - it is easy enough to make
things which a human uses well but the AI doesn't, making the game
easier for the human. Second is that science and income are greatly
affected by corruption, so changing it can easily make tech run too
fast, things go by too quickly. And just adjusting the science rate
alone might not work well, because the early small empire doesn't
benefit nearly as much as the global-dominating later one (which is
why the corruption rules are as they are, so that global domination
isn't a sure runaway victory).

--
*-__Jeffery Jones__________| *Starfire* |____________________-*
** Muskego WI Access Channel 14/25 <http://www.execpc.com/~jeffsj/mach7/>
*Starfire Design Studio* <http://www.starfiredesign.com/>
 
Archived from groups: alt.games.civ3 (More info?)

In Vanilla, the most important thing is picking your FP as far from
your palace as possible. (Or perhaps easier, relocate your palace to
the middle of nowhere.) There's a feature that cities closer to your
FP than your P in vanilla have CN # 1. (Virtually no OCN based
corruption, just distance only from closet of P & FP.)

For conquests, the most important things are building Court Houses &
Police Stations bascialy everywhere and acquiring enough luxaries thru
ownership and/or trade to ensure all cities up to size 12 are in WLTPD
with a Market Place + Temple + Catherdrial + [if needed Collosusum.]
The second most important thing is good placement of the FP, far
enough from the Palace to get good use reducing the distance portion,
but not so far away that OCN based corruption severely hurts the
surrounding cities.)

Note that new to C3C latest patch also is that:

1. Max corruption in any city is 90% instead of 90%.

2. Each builiding with anti-corruption reduces max corruption allowed
by 10% in C3C only.

3. Each small wonder with anti-corruption reduces max corruption
allowed by 50% in that city only.

4. Police Men & Enginners specalists are both good at improving
through put. You do need to make sure you have the right one for what
type of improvement your building and current corruption levels.

Lars Thomsen <lars.thomsen@email.de> wrote in message news:<1096964603.989771@gzpc.tesis.de>...
> Hi there,
>
> I'm hoping someone here may help me with a hint:
>
> I play civilization since 8 years (first years CivI, now
> Civ3 Vanilla), almost every game on a huge map with only
> a few other civs. So there's a lot of space to expand and
> develop. Because of this and other time consumting things
> most games last for week or months.
> I dont pack my cities in a pattern or something regular.
> The cities are founded where they have the best 21 tiles
> to get a fine metropol with best production.
> With this I'm very fast at the point where the corruption
> in the cities is at approx. 80-90% and they dont develop
> that good ...
>
> So now I would like to have/create the following rule:
>
> In a plain new city the corruption is a half (or quarter)
> of the normal value. When I build a courthouse its
> reduced to 10 or 20% of the normal value.
>
> Where and how could I get this behavior?
> I researched in civfanatics and found "Civ3Ext" as a tool
> to modify the corruption calculation. Has anyone tried that?
> Are there other/better tools for what I want.
>
> I never worked with the editor. Is it possible to implement
> my rules and still play a random game as "normal", only
> with different corruption? What would I have to create?
>
>
> TIA
>
> Lars