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BillChin
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Communism is useful in a few cases when a player has a huge sprawling empire. In my mind, Monarchy is clearly superior in any game where the player still has a realistic chance of losing.
There are so many other really good Industrial Age techs that in many multiplayer games I predict Communism will be ignored. The exception is the player close to completing the Theory of Evolution. That player might get Communism in order to get another more expensive tech for free. I see no chance that that player would actually switch to Communism and forfeit their tech lead. If forced, he/she goes to Monarchy to quell the war protesters.
The 30% corruption figure sounds like Regent level. On Emperor or Deity and it is more like 50% to 60% for a large empire.
I do not understand why Firaxis made Communism the weakest form of government. Especially given some of their other politically correct design decisions, and that Communism is the last government tech available.
As I said, Monarchy is clearly superior in war time for any medium to large size empire. If a player rules half the world or more, the game is no longer in doubt, and any government will win the game, even one as weak as Communism.
- Bill
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Zero
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Bouncing back and forth
Sep 2002 time: 00:22
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quote: Originally posted by BillChin
The 30% corruption figure sounds like Regent level. On Emperor or Deity and it is more like 50% to 60% for a large empire.
- Bill |
u sure it wasn't just too many cities. Corruption counts higher when you have too much cities and that's not under 30% corruption base.
Please be sure to check things and base it on tests and if ur guessing make sure to indicate it because guessing just becomes misleading facts as they get passed on and on. I get very suspicious of people's information when it conflicts my tests (although they are not always perfect)... most people assume things as do i and it gets very all confusing... especially when patches come out. People still tell me comercial sux to this day, but with new changes it's actually quite good and sometimes I wonder if people who say it sux say it knowing the changes (which i fair enough) or w/o knowing the chnages.
quote:
Calc II,
Good thoughts, but unfortunately Communism has some major problems, the big ones being that BOTH of your great ideas under "Forced Labor" don't work... the bad feelings survive both changing government and even disbanding the city (I know, Stalin and Dzershinzki would have never approved).
As it stands, Communism is non-optimal except for very specific circumstances.
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and it sux that people's resentment doesn't stay just in that city. Though when I ran a test, it seemed to stick to only cities... are you guys sure that this is nation-wide problem thing or just guessing? most people don't even seem to know how communism works...
forced labor is kinda useless since it takes so much citizen lives to finsih nearly anything and could only be done w/ high population city... I ended up just abusing 2 draft rule for most part but that is alsoavailable in monarchy, so unless I come up with somethign else with communism, I can't make a different tactic I wouldn't be able to do with monarchy.
you can still make a hive empire tho... that works quite effectively, especially with communism's ability to handle corruption due to number of city is higher than other gov. But if you do get carried away (which i did on my test building every other square), corruption does scale rapidly, so you still have to be careful of how many cities your managing. It's most likely Bill encountered this problem.
I'm currently using France (commercial, industrious), with one ai (bottled up in one square island) random map i made in editor. I am just currently testing the domestic capability of the empire and it has yet to be tested in actual real game enviornment codition, but the empire has been very productive and despite many atrocities caused and drafts made, its been smooth so far. I noticed wheat helps alot in clumped cities cause they can grow rapidly and can take alot of forced labor beating on the city.
i will play more and post wat i learn here
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bbaws
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Use for communism. Captured a vast swathe of land on the other side of the map from home territory. in the subsequent interbellum I needed to shift palace with no GL, religious civ so just switched to communism while palace was built. Surrounding cities had factories complete or nearly so by the time I switched back to democracy.
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Ijuin
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Tokyo, Japan
May 2002 time: 14:22
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I think that Communism should have only 15% base corruption (prior to factoring in OCN corruption), instead of the current 30%. This would make Communism significantly more productive, and would make it worthwhile for smaller empires that don't experience any OCN corruption.
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BillChin
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quote: Originally posted by Ijuin
I think that Communism should have only 15% base corruption (prior to factoring in OCN corruption), instead of the current 30%. This would make Communism significantly more productive, and would make it worthwhile for smaller empires that don't experience any OCN corruption. |
An interesting proposal, unfortunately, there is no way to do this with the editor. I think most experienced players agree that Communism needs a major upgrade if it is to be used at all in competitive multiplayer games. Some ideas I have floated include:
1) Ten free unit support so small empires can field a large army.
2) Doubled unit support per town 4/8/16 up from 2/4/8, so players can role play the huge conscript armies favored by Communist states.
One of these for additional game balance:
3a) Six MP up from four MP.
3b) Free maintenance on all buildings.
All of these are readily doable and would make Communism attractive for small militarist empires (ten free units), and give more gold for spy missions or teching.
I have no idea what the Firaxis playtesters were thinking when they made an optional Industrial Age tech so much weaker than Ancients Age ones.
- Bill
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bbaws
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IIRC communism is a requirement for espionage and , um, police stations. I wouldn't say it was optional. The branch ends in a dead end but reduced corruption and the ability to spy are fairly critical IMHO.
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bbaws
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Yes, soap production at an all time high.
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CiverDan
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For people who want more governments, what would you want? In Civ 2 Fundamentalism was too unblanacing, and lets be honest, even if it wasn't removed as a government during Civ3 development, it would have been yanked before it hit the shelves for obvious reasons (the civ 2 Fanatic unit was basically a suicide terrorist unit). IMHO Civ 2 fundamentalism should have had production halved in addition to its science (since many fundamentalist governments only allow half i.e. male population to be productive anyways). What Firaxis should have done is renamed it "military" with the same penalities (due to jailing diissadents/inability to manage infrastructure)
As for Communism. I've never used it and dont plan too, especially since I'm not much of a warmonger.
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BillChin
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quote: Originally posted by bbaws
IIRC communism is a requirement for espionage and , um, police stations. I wouldn't say it was optional. The branch ends in a dead end but reduced corruption and the ability to spy are fairly critical IMHO. |
Police stations are useful, however, they are primarily for large to huge empires. For a medium sized empire, court houses are often enough. In a competitive game, the time to research the optional tech and build police stations is a major detour that may lose the game while other players are bulding units or other improvements. In any case, that player will not consider switching governments to Communism and that is why I push for a major upgrade.
Espionage is a separate optional tech. Communism makes spies more effective, but they have no gold to conduct missions so the spy bonus is close to useless.
I can see very few circumstances where Communism will be the government of choice in a competitive multiplayer game. For this reason it needs a major upgrade. Similar for Democracy, though there are a handful of times (faster workers) where it may be useful for Religious civs. I propose a major upgrade for Communism (ten free units, doubled unit support 4/8/16 and free maintenance on all buildings), and a minor upgrade for Democracy (0/1/2 unit support).
- Bill
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bbaws
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Communism is only as useless as your empire was before you switched to it. If you've built a goodly number of police staions as well as courthouses all round and nursed your WLTKDs you get the same corruption fighting effects spread throughout your empire. This will mess things up a bit in that you might have to fine tune most of your cities for efficient production. In the aftermath of a large belligerent acquisition, especially in the era of artillery, it is invaluable in restoring infrastructure. It's a good idea to get your cash reserves up before you switch but not necessary. Rather than letting population starve as they produce one shield a turn, get them producing more and build temples out of their rotting corpses.
Bill you seem to have missed the PTW section of the forum. This is the CIV3 strategy part. You see no way to use communism, fine, you reply to a post where I bothered to give an example. Here's another. If you are going to quote me then take the time to read what I have posted.
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Vlado
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I don't know whether this is just me but if I change my government to communism I find that the production in my cities keep the "old" shieldage. This doesn't change until I change my building. Eg, if I'm building the FP and change to communism I'll still only get one shield in this highly corrupt city. The same goes for the capital, whatever I'm building I'm still going to finish this with a non-corrupt shieldage, but the next thing in que will get built with 80% production.
Is it just me or?
/Vlado
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