I have no idea whether this has been suggested elsewhere but ...
Instead of having great leaders assist in building improvements/wonders in a single turn, why can't great leaders be changed to work as corruption inhibitors - sort of like using them as governors for the far-flung reaches of one's empire. They would function like roving Forbidden Palaces, so that as your empire changes you can move them to better locations and help fight corruption on a wider scale.
If this were to happen, the rate at which great leaders are created might need to be increased a bit (from 1-2/civ/game to 3-5/civ/game), though. Great leaders could also expire ...
The great leaders could still be used to form armies ... but if they are used in such a manner, they could not also function as governors.
The idea came to me based on the following - if by introducing a great leader to a city, you can help build an improvement that would take 200 turns of game time (200+ years) in just 1 turn (2 years during the 1800's), just think how well that leader could motivate the people to be productive over a longer period of time.
Just a thought.
I'm addicted to the game even though I am frustrated to no end by the seemingly crippling levels of corruption in my outpost cities (courthouse, police stations, WLTKDs ... I'm not technical enough to want to use the editor to tweak anything for fear I will do irreparable harm and need to reinstall). I have no idea whether this is even a viable option for a patch but I figured I'd throw in my 2 cents worth ...
Instead of having great leaders assist in building improvements/wonders in a single turn, why can't great leaders be changed to work as corruption inhibitors - sort of like using them as governors for the far-flung reaches of one's empire. They would function like roving Forbidden Palaces, so that as your empire changes you can move them to better locations and help fight corruption on a wider scale.
If this were to happen, the rate at which great leaders are created might need to be increased a bit (from 1-2/civ/game to 3-5/civ/game), though. Great leaders could also expire ...
The great leaders could still be used to form armies ... but if they are used in such a manner, they could not also function as governors.
The idea came to me based on the following - if by introducing a great leader to a city, you can help build an improvement that would take 200 turns of game time (200+ years) in just 1 turn (2 years during the 1800's), just think how well that leader could motivate the people to be productive over a longer period of time.
Just a thought.
I'm addicted to the game even though I am frustrated to no end by the seemingly crippling levels of corruption in my outpost cities (courthouse, police stations, WLTKDs ... I'm not technical enough to want to use the editor to tweak anything for fear I will do irreparable harm and need to reinstall). I have no idea whether this is even a viable option for a patch but I figured I'd throw in my 2 cents worth ...
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