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Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Miscellaneous > Archive > Civ3-Strategy-Archive > Corruption formula? + two other questions
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o:.: Kiwi :.:o is offline o:.: Kiwi :.:o
Settler

Jan 2002
time: 06:17
  Old Post 30-01-2002 15:57
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Corruption formula? + two other questions Enter the AD-FREE zone

Hello, I am new to these forums.

Questions:

1. Anyone knows the corruption formula? Would love to have it.

2. If I stack several workers together to do the same terrain improvement, would that be efficient? i.e. would each worker do their best?

3. Why do my domestic adviser look like she want to kill me when I don't have enough money to rush-build a structure?

jodiecon is offline jodiecon
Settler
Seoul, Korea
Aug 2001
time: 14:17
  Old Post 30-01-2002 20:04 Visit jodiecon's homepage!
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1. Sorry, I don't know.

2. Yes. If you tell one worker to clear jungle, it takes 24 turns (prior to the proper technology which can increase their speed). If you stack 2 workers, it takes 12 turns and so on and so forth.

3. Your advisors look crabby sometimes for the oddest reason. It doesn't make much sense sometimes. Don't worry about it. They only have a few faces to use and they certainly don't want her to look happy that you are rush building something and it's going to cost you population or gold (depending on your government).

Hermann the Lombard is offline Hermann the Lombard
Prince
Hoboken, NJ, USA
Jun 1999
time: 00:17
  Old Post 30-01-2002 22:39
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Some partial answers...

1. My understanding: beyond the "optimal" number of cities for your level of difficulty, cities are generally totally corrupt, meaning that you get one shield and one gold, regardless of courthouses and whatnot. You can squeeze an extra drop of blood from the stone by making the one pop a specialist (so one more gold or beaker). Below that limit (which can be found in the editor), corruption varies by distance from Palace or FP, by government type, and by police station.

2. If you look in the Civilopedia, each worker action has a base number of turns. That seems to be the time that it would take a foreign worker to complete the improvement, assuming no terrain penalty. Your own workers are twice as fast. If your civ is industrious, they are four times as fast, and so on. Two workers are twice as fast. Sometimes you find an "odd" number of turns required, in which case it can pay to have (say) two workers and one foreign worker as a team.

Unregistered is offline Unregistered
Chieftain

Dec 2001
time: 23:17
  Old Post 31-01-2002 05:08
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1) I'd like to know it too. & be able to tune it alittle bit more via the editor than we can presently. Mostly because on a huge map, a couple of cities over the optimal # (32?? I think?? not @ home now, so I can't ck) If you're further than about 20 tiles away from your capitol or forbidden palace your cities produce one gold & one shield. And since the top three ai players (not me, I'm #5 after a lot of effort) in the game have around 90, 60 & 50 cities apiece this seem a bit whack.

2) It's efficient up to a point. There is a point of diminishing returns with this.

3) Ignore the advisors. Except for the guy who tells you if the trade deal will fly or not & the military advisors estimates of your militaries strength vs the other civs. His estimates may sometimes be flaky ( I have 50 modern armor & they have 80 cav, so they are more powerful than me ) but this is the estimate the game uses for the other civs to determine how to treat you during negotiations, silly as it may sometimes be.

Skanky Burns is offline Skanky Burns
Deity
Skanky Bastard Quartermaster
Aug 2001
time: 14:17
  Old Post 31-01-2002 13:23
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about 2) Enter the AD-FREE zone

If a worker takes say 4 turns to build a railroad, then 4 workers will get that railroad finished immediately... allowing you to benefit from that improvement at the end of the turn.
If you put 2 workers on the job, then the improvement will take 2 turns. However, if you put a third worker on that same improvement, it will still take 2 turns, wasting 2 worker/turns.

However, if you can finish an improvement in one turn, another the next turn, etc, then your city will be able to use that improvement earlier. So you can add 1 railroad per turn, and have 4 after 4 turns, or have 4 railroads appear after 4 turns, but gain no benefit from them before them.

Hope that is somewhat readable

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