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Anti-Corruption Unit

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  • #16
    After pondering this thread, I like Pep's original idea best: a unit that lowers corruption in a city by being fortified there. It should be stackable with, not convertible to, a courthouse. (Let's face it, courthouses just don't so all that much in cities that are very far away.)

    For reasons mentioned by BillChin, you could only have a corruption unit of this sort - units for culture would be exploitable, and units for happiness, money and science would be redundant: we already have garrisons, entertainer, taxmen and scientists.

    An anti-corruption unit would not be unbalancing, though, because if it ever left the city, production, research and income there would shoot right back down. Plus, since it is a unit, you would have to pay for its upkeep, thereby reducing your potential military power. It's a trade-off. And, when it comes down to it, the whole point of this game is making trade-offs of this sort.

    Charge 120 or maybe even 160 shields for it, and make it available with Printing Press (thus giving some value to that otherwise useless tech).

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    • #17
      Forgot to mention: to balance it out, corruption would have to go back up to near 1.17f levels. I actually like the idea of high corruption (let's face it, it happens), as long as there are things like this I could do to fight it.

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      • #18
        good idea, maybe instead of a separate unit you could just have the leader do this...

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        • #19
          Re: Anti-Corruption Unit

          Originally posted by Pep
          One of the biggest problems of this game is the killing
          corruption. It's very hard when you found a town in
          an isle far away from your capital and you are stopped
          with 1 shield production. Unless, of course, you decide
          to buy a Courthouse...

          Another approach to this problem may be the use of a
          "Viceroy" unit, for example. It should cost the same
          as a Courthouse (in number of shields) and have the
          property of convert in a Courthouse in a town which
          doesn`t have it. Thus, you can colonize an island with
          a caravel filled with a settler, "Viceroy" and a
          military unit.

          What do you think?
          hi ,

          maybe we should ask for a prison , ....there is a courthouse , but the criminals only have to report to the police station , .....

          as for the rest , corruption is part of our every day live ,, .....

          and you can always change the levels all the way to "zero" in the editor , .....

          have a nice day
          Last edited by Panag; May 29, 2002, 18:24.
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          • #20
            I like the idea of having corruption reduced as long as the unit is fortified there, but I think that it would be far to powerful to allow it to transform into a courthouse, and I think that it would totally screw the corruption aspect of the game if it could create courthouses in multiple cities. If I had a clue hwo to use the editor, my fix to corruption would be to add the ability to fight corruption to most basic structues, i.e. temples and marketplaces....but I don't know how

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            • #21
              PP73, it's pretty easy, open the editor, go to file->open, open civ3mod.bic, go to rules->edit rules, click the 'improvements' marker, find the barracks (for instance) in the pull-down menu, and then check the box that says "reduces corruption." Then hit "OK," close out of the editor, and say yes to saving.

              You probably want to back up a copy of your civ3mod.bic foirst, of course. I didn't, of course.

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