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carioca
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Kirtland Stk, Clvlnd Mis, Republic of Deseret
Feb 2001 time: 05:16
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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.
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Libertarian
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What I don't like are those checkered floors they put in kitchens. They make me dizzy.
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Kolyana
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Walk with one eye closed and the other skywards. Works for me.
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Kolyana
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I'd alter Police Sations, but by what the mods say - this sort of customization screws up the tech tree, so bugger that.
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Antonin
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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.
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Moraelin
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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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