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Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Miscellaneous > Archive > Civ3-General-Archive > After testing, I agree (Coruption)
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carioca is offline carioca
Chieftain
Kirtland Stk, Clvlnd Mis, Republic of Deseret
Feb 2001
time: 05:16
  Old Post 04-12-2001 01:35
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#1 Report this post to a moderator
After testing, I agree (Coruption) Lose 30 kilos (of popups)

After playing several games, yes, coruption is way out of control.

As an example, playing on the map provided with the game with my capital at Buenos Ares, and a test city west of Fortelza, the sest city only produced 2 sheilds out of 14. and this under Democracy.....


Just not worth changing government from Despotism.

Libertarian is offline Libertarian
King

Nov 2001
time: 00:16
  Old Post 04-12-2001 01:46
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Support Apolyton buy from Amazon

What I don't like are those checkered floors they put in kitchens. They make me dizzy.

Kolyana is offline Kolyana
Warlord

Nov 2001
time: 23:16
  Old Post 04-12-2001 01:50
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Help yourself to an AD-FREE life

Walk with one eye closed and the other skywards. Works for me.

Allemand is offline Allemand
Warlord
Olympia
Feb 2000
time: 05:16
  Old Post 04-12-2001 01:55
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Help yourself to an AD-FREE life

Maybe you should stay out of the kitchen

I agree, corruption is too high especially on the huge maps. I would like a small improvement or the ability to change it. I might expect cities halfway around the world to be more corrupt, but not to the point of only one shield per turn production.

Bad Ax is offline Bad Ax
Chieftain
Right behind you
Nov 2001
time: 00:16
  Old Post 04-12-2001 04:50 Visit Bad Ax's homepage!
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Enter the AD-FREE zone

I'm just curious...

Has anyone tried altering Police Stations via the editor so that they also combat corruption? Does this improve gameplay?

uh Clem is offline uh Clem
King
Born in the US; damned if I know where I live now
Nov 1999
time: 23:16
  Old Post 04-12-2001 05:12 Visit uh Clem's homepage!
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Increase the size of your Attachments

quote:
Has anyone tried altering Police Stations via the editor so that they also combat corruption? Does this improve gameplay?


1. Yes
2. Slightly

Kolyana is offline Kolyana
Warlord

Nov 2001
time: 23:16
  Old Post 04-12-2001 17:07
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Avatar Enlargement: We've got the solution

I'd alter Police Sations, but by what the mods say - this sort of customization screws up the tech tree, so bugger that.

Antonin is offline Antonin
Chieftain

Nov 2001
time: 05:16
  Old Post 04-12-2001 18:02
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Help yourself to an AD-FREE life

If the patch addresses the corruption "problem," I hope it gives us a corruption slider with the choices "crybaby" for you whiners and "normal" for the rest of us.

LaRusso is offline LaRusso
King
appendix of Europe
May 2001
time: 06:16
  Old Post 04-12-2001 18:05
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Avatar Enlargement: We've got the solution

crybabies have to tatoo a teardrop just like johnny depp did

Moraelin is offline Moraelin
Warlord

Nov 2001
time: 05:16
  Old Post 04-12-2001 18:10
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Put an end to popups!

Actually, no, it doesn't screw the tech tree. You're editing a building, not a tech.

As for the corruption, IMHO the main problem lies elsewhere. Namely, in the map sizes tab of the editor. If you do the maths, the map surface (and thus the number of cities that fit) increases MUCH faster than the ideal number of cities. So if you expand to fit the map, on Tiny you won't have much of a problem, while on Huge you'll run into a problem very quickly.

There also seems to be no taking the water surface and stuff into account. I.e., they're not adjusted with the actual usable surface stuff.

The AI's colonization strategy doesn't help, either. Most of the time it seems to place cities every 3'rd square, or fit into every single one square free space on my border (or within my borders). So when they deffect to me because of culture, all I get is more corruption, and a useless city that can't even harvest anything from more than 5-6 squares.

Try making those ideal city numbers increase by a factor of two at each size. Personally I've set it on Tiny to 6, but the next map size gets 12, then 24, 48, and finally 96.

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