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Aqualung71
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Lord Desolator of the Desolation Row, C3CDG
Oct 2002 time: 12:23
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Somebody help me!!!
After dominating my home continent, I decided to strike out and establish a base on the other major continent on my world.
I've put together about 6 cities by settlement or conquest now on the new continent (I guess about 30 on the old one), however I can't build anything!
I am using democracy, with my palace and forbidden palace both on the first continent. On the second continent, no matter how many people there are in my cities, all production shields except one are red (ie, wasted production). There is no way I can change this by re-allocating my workers between different city squares. So, it will take me 60 turns just to get a granary in any city on the new continent.
I "rush-produced" the courthouse in several of these cities, costing me a fortune, but it made no difference at all. I even rush produced the temple hoping it would make the citizens happier and produce more, but still can't get more than one producing shield. Of course, I can't switch my palace to the new continent, because that's about 400 turns, and you can't rush build it.
Is there some blindingly obvious strategy I am missing? I must admit, I've only just bought Civ III and am addicted to it, so maybe there's something I haven't understood when the civlopedia says that there is "minimal" corruption and waste in a democracy!
would really appreciate an answer.....my attempts to show the other pathetic civs who's boss are being frustrated by this problem!
Cheers
thriller
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Demerzel
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having commercial as one of your civ's traits sure does help, plus having courthouses and police stations too to some extent. However, regardless of the modifiers above coupled even with the least affected goverment type democracy, oversea cities are normally corruption riddled "forts".
What I mean by that is I find that the first city for me on a new continent is my entry point for troops and has an airport built if I've reached that tech level or if not, transports dropping off troops there. Then my troops simple fan out from that point, conquer another city, subdue & consolidate it and then use that as another "fort" jump off point where troops can heal & be defended. At no time do I expect the remote cities to ever really provide any meaningful manufacturing capacity for my empire.
The idea of preventing remote cities from being good production wise is to prevent Infinite City Sprawl but sometimes I have to admit that having all my oversea cities in my enlightened democratic empire producing 5 or 6 shields with 15 plus corrupted is a tad bit annoying.
C'mon Firaxis, surely there can be a better way to prevent ICS than making half your cities corruption filled cesspits? Forbidden Palaces are useful and being able to move the Palace too but when you don't have a GL to spare ( mebbe because you're a pacifist and are expanding peacefully for resources ) then having to wait 140 - 200 turns for a palace to build is just fubar.
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WarpStorm
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Right down the road
Nov 2001 time: 00:23
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Communism. It has it's flaws, but it is how you can make a big empire productive.
Forget the conventional wisdom that it sucks. It doesn't if you use it under the right circumstances. Taking over a second continent is the right circumstances.
Yes, you will take a gold/tech hit. Yes, your core cities will be 3/4 as productive as before. Yes, you will get to support 8 units per city for free. Yes, you will be able to develop those newly conquered territories.
I find that once I develop the non-core cities to full productivity under Communism (something you shouldn't do under Democracy, a waste of shields) my shield production can be double or even triple what it was under Democracy for a big enough empire.
Under Communism, there is no core.
Last edited by WarpStorm on 21-10-2002 at 16:16
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BillChin
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Best way to combat corruption is to limit the number of cities in your empire. Courthouses, police stations and We-Love-the-King-Day help a great deal, if a player keeps the optimal city number in mind (see editor for the number for each map size and difficulty level).
A well centered Palace and Forbidden Palace help. Many players have one on each continent for a two-continent empire.
Communism is very weak, especially on higher difficulty levels (Emperor, Deity). If your goal is winning the game in an efficient manner, Communism is rarely a good option. If your goal is to build a few buildings in outlying provinces, you are often better off raising gold in Democracy and rushing them with gold. If your goal is to build a large empire just for personal satisfaction, Communism is okay.
Communism is the weakest form of government in Civ III and shunned by most experienced players. It is one reason that human players are able to catch up to the AI in the Industrial Age. If Communism does not get a major overhaul for PTW, I expect many games will end without it ever even being researched. (Though one player may get it for Theory of Evolution.)
- Bill
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WarpStorm
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Right down the road
Nov 2001 time: 00:23
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quote: Originally posted by BillChin
If Communism does not get a major overhaul for PTW, I expect many games will end without it ever even being researched. (Though one player may get it for Theory of Evolution.)
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Warpstorms MP strategy that will tick you off - research Communism and declare war with everyone who is using a representative gov't and don't end it ever.
Last edited by WarpStorm on 23-10-2002 at 17:19
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Dr Strangelove
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It is use the editor to increase the maximum number of cities permitted, but I found that the corruption problem in distant continents was still prohibitive. I noted in the last game that it was possible to set the corruption percentage, but I left it alone. Does anyone know how this editor function affects corruption in distant cities?
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wvfoos
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WV=West Virginia
Sep 2002 time: 00:23
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Well, I set the corruption to 80% (or maybe 75, i forget) and I'm having problems on large map, pangea. Of course, I DO have god knows how many cities, and they are strung ALL over the continent. That's in a democracy.
I've been thinking, and I might try this later. Ive got a pretty good science base, lots of libs and univs. I might go into communism, and see how the outlying cities perform.
I wish there was a "total" column was available to see your cities' (ie, all cities added together) shield, commerce, science, gold, etc. production. That way, you could see if you were better off in a democracy, taking the huge hit on the outlying cities, but powerhouse inner cities, as opposed to getting more production out of those outlying ones and taking the hit at home under communism.
Is there any way to tell how many cities you have without simply counting them? I'm sure I"m over the optimal number, but have no idea how to check.
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alva
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Republic of Flanders
Sep 2001 time: 06:23
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you do seem to have alot of expirience regarding MP
EDIT:
* removed as promised *
Last edited by alva on 24-10-2002 at 20:47
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