This is for those players that do not like the incredible amount of corruption added to Civ3 since Civ2.
In the scenario editor, go to "World Maps" and you'll see a 'Optimal # Cities' variable which controls the max. # of cities you can grow to before corruption is used to protect the AI from your growing empire.
For the different map sizes, here is the limit set by the Firaxis designers:
Tiny - 8 cities
Small - 12
Standard - 16
Large - 24
Huge - 32
I did an experiment and started up an earlier save game. I was playing the Greeks (commercial) and the furthermost city was having the following corruption, before and after rush-building a courthouse:
before courthouse: 4 good shields, 6 corrupted shields
after courthouse: 6 good shields, 4 corrupted shields
Then I used the editor to effectively remove the city limit by changing the "Optimal #of Cities" variable to a high limit (256). I reloaded the saved game and saw this:
before courthouse: 7 good shields, 3 corrupted shields
after courthouse: 8 good shields, 2 corrupted shields
This city was on the same continent as my capital, I was a Republic and playing a commercial civ. Corruption is not eliminated (which I don't want anyway), but it is at a more Civ2-like level. Basically, it will be based on distance now, not distance and # cities. Far-flung empires will still be hard to hold onto.
Note that this change does not unbalance the game in favor of the player, since the AI will benefit from reduced corruption as well. What it does do is restore the original intent of the Civilization game: to build an empire and try to conquer the world.
Problem solved!
In the scenario editor, go to "World Maps" and you'll see a 'Optimal # Cities' variable which controls the max. # of cities you can grow to before corruption is used to protect the AI from your growing empire.
For the different map sizes, here is the limit set by the Firaxis designers:
Tiny - 8 cities
Small - 12
Standard - 16
Large - 24
Huge - 32
I did an experiment and started up an earlier save game. I was playing the Greeks (commercial) and the furthermost city was having the following corruption, before and after rush-building a courthouse:
before courthouse: 4 good shields, 6 corrupted shields
after courthouse: 6 good shields, 4 corrupted shields
Then I used the editor to effectively remove the city limit by changing the "Optimal #of Cities" variable to a high limit (256). I reloaded the saved game and saw this:
before courthouse: 7 good shields, 3 corrupted shields
after courthouse: 8 good shields, 2 corrupted shields
This city was on the same continent as my capital, I was a Republic and playing a commercial civ. Corruption is not eliminated (which I don't want anyway), but it is at a more Civ2-like level. Basically, it will be based on distance now, not distance and # cities. Far-flung empires will still be hard to hold onto.
Note that this change does not unbalance the game in favor of the player, since the AI will benefit from reduced corruption as well. What it does do is restore the original intent of the Civilization game: to build an empire and try to conquer the world.
Problem solved!
Comment