Hey, that's really interesting. I've been playing and posting since Novemeber and I've seen no mention of that.
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Corruption from number of cities
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Same tests, with a non-Commercial Civ
Despotism
7 - 34/51
8 - 37/51
9 - 39/51
10 - 42/51
11 - 44/51
12 and up - 47/51
Monarchy
7 - 29/53
8 - 31/53
9 - 34/53
10 - 36/53
11 - 39/53
12 - 42/53
13 - 47/53
14 and up - 49/53
Republic
7 - 28/53
8 - 31/53
9 - 33/53
10 - 36/53
11 - 38/53
12 - 41/55
13 - 43/55
14 - 48/55
15 and up - 51/54
Republic with Courthouse
15 - 41/55
16 - 45/54
17 - 50/54
18 and up - 51/54
Republic with Courthouse and Police Station
18 - 40/54
19 - 44/54
20 - 48/54
21 and up - 51/54
It seems on Tiny maps that the Commercial trait is worth ~1 extra productive city. Should be ~2 on a Huge map. A Courthouse extends the corruption barrier another 3 cities, and a Police Station 3 more. Not sure why the variations on max commerce were showing up (within the same government), the same terrain was always in use.
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I think you just showed that building courthouses are very useful on the edge of your "productive" empire. I'd agree with that.
How about including Communism in your study? I know it's a different structure, but it ought to work out to the same, and I think there are a lot of myths about its usefulness & overall corruption.
I like your test map, since it makes it easier to compare the corruption rates at an even level. I suppose it would be reasonable to assume the ratios would be consistent on a normal map? i.e. when the Republic/Democracy trade bonus doubles.
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Courthouses and Police Stations -
Remember that these outlying "corrupt" cities will usually only have a few total commerce and production in most cases. Adding a Courthouse is very helpful for a few cities, but only if they have high production and commerce numbers already (which are being corrupted). If you look at the 15th city in a Republic, 10 commerce was added by building a Courthouse, definitely worth it. But if that was a city using normal terrain, there might be say 5-10 total commerce, 4-9 of which would be wasted. Adding a Courthouse would probably decrease the waste by 1 or 2, just barely paying for it's own upkeep. It would be more efficient to take the shields being added to build a Courthouse and use them in some other manner. The larger the city though, the more useful the Courthouse would become.
Communism -
Communism works too differently to really do a comparison, especially with how I edited terrain. 25 commerce per tile makes Communism look much better than it does in normal circumstances. At 20 cities the corruption in Communism was about half of each city's production. In a normal setting this would mean that your "good" cities are producing at half efficiency, while your "bad" cities barely produce anything extra. It really isn't a good trade off.
I think the main myth about Communism is that it's good for large empires during war. The fact is that the larger the empire, the worse Communism becomes. Later in the game when Communism is available, rushing with gold is much more efficient than rushing with population. Because of this Monarchy is a better choice for wartime governments in most cases.
I'm sure there are a few situations where Communism shines. An empire of about "optimal cities" size with lots of spacing between each city could really benefit. Say an Archipelago map where cities are far flung and they all need to keep several garrison units.
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Originally posted by Aeson
Communism -
Communism works too differently to really do a comparison, especially with how I edited terrain. 25 commerce per tile makes Communism look much better than it does in normal circumstances. At 20 cities the corruption in Communism was about half of each city's production. In a normal setting this would mean that your "good" cities are producing at half efficiency, while your "bad" cities barely produce anything extra. It really isn't a good trade off.
I think the main myth about Communism is that it's good for large empires during war. The fact is that the larger the empire, the worse Communism becomes. Later in the game when Communism is available, rushing with gold is much more efficient than rushing with population. Because of this Monarchy is a better choice for wartime governments in most cases.
I'm sure there are a few situations where Communism shines. An empire of about "optimal cities" size with lots of spacing between each city could really benefit. Say an Archipelago map where cities are far flung and they all need to keep several garrison units.
Also, do the same ratios apply to waste? Sorry for the grilling here. I should do more work on it myself. Just you have that test map already set up...
Thanks
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I think I understand what you are asking, just ran some more tests on total commerce corruption under each government.
I built cities 1 away on the diagonal, this should weaken Communism's numbers a bit in relation. The no corruption by distance is one of Communism's biggest strengths. The high commerce per tile will also make Democracy and Republic seem much weaker, relatively cutting each of their numbers in half. 54 vs 50 total commerce (edited terrain) isn't as big an advantage as 8 vs 4 (normal terrain) would be.
Democracy -
7 cities - 285 gold/turn
8 - 332
9 - 381
10 - 400
11 - 437
12 - 445
13 - 468
14 - 476
15 - 512
16 - 506*
17 - 524
* triple checked this even, don't build just 16 cities in a Democracy!
Republic -
7 - 264
8 - 317
9 - 347
10 - 371
11 - 399
12 - 411
13 - 425
14 - 443
15 - 460
16 - 474
17 - 488
Communism -
7 - 255
8 - 288
9 - 323
10 - 348
11 - 382
12 - 391
13 - 423
14 - 441
15 - 472
16 - 487
17 - 517
Monarchy -
7 - 254
8 - 297
9 - 331
10 - 353
11 - 373
12 - 381
13 - 387
14 - 407
15 - 423
16 - 432
17 - 441
Despotism -
7 - ???
8 - 258
9 - 289
10 - 316
11 - 323
12 - 334
13 - 337
14 - 364?
15 - 365?
16 - 368?
17 - 371?
At size 14 there was a jump in Despotism's overall numbers. I have no idea why. Population of the cities and tile usage remained the same throughout.
The reason Communism's numbers seem so strong (other than the terrain's high commerce) is that all the cities were size 1 and producing the same amount of total commerce. There were no developed "core" cities being weakened so that outlying "bad" cities could get minimal gains. Even with this, Monarchy's numbers were very close or better until the optimal number of cities was exceeded.
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Originally posted by chiefpaco
Also, do the same ratios apply to waste? Sorry for the grilling here. I should do more work on it myself. Just you have that test map already set up...
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I think a Courthouse reduces corruption, and a Police Station reduces corruption and warweariness. Neither has an effect on waste.
I think only the Palace, FP, and WLKD can help there (other than gov't type).
R"Verily, thou art not paid for thy methods, but for thy results, by which meaneth thou shalt kill thine enemy by any means available before he killeth you." - Richard Marcinko
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I think a Courthouse reduces corruption, and a Police Station reduces corruption and warweariness. Neither has an effect on waste.
Good work Aeson. Huge thanks. A tip, perhaps: Looking over your tests, it's sometimes difficult to see/remember what the numbers mean. You last post was better with the title "Cities, Gold/turn". To be clear, I think it might be a little better to put exactly what number you're reading, like "Corruption total". That's for us slow folkor for those joining the thread half-way...
I don't mean this to you, rpodos, but I think there are a lot of people confused and therefore frustrated over the corruption/waste model. A clearer explanation, like what Aeson's doing for us, at least lets us know more how it works and therefore, combat it strategically.
(I hate to criticize, but I think I needed that out...)
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Originally posted by Aeson
I'll try to format the numbers a little better in the future. Is there any way to create tables or text columns in this message board format?
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Noproblemo, cp.
Aeson, thanks for going to the trouble of testing.
I am still confused though... in simple terms, what are the best methods to fight corruption and waste? In what order?
Who's got a prescription?
R"Verily, thou art not paid for thy methods, but for thy results, by which meaneth thou shalt kill thine enemy by any means available before he killeth you." - Richard Marcinko
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Well in simple terms. The only kind the matter anyway.
Build cities and don't worry so much about corruption. Build the Forbidden City in the best place you can manage when it becomes available. Use the best government for the job. Usually either Republic or Democracy. I like to stay a Republic unless I am playing a religous civ. The difference in corruption just isn't that much.
Later in the game if you get a Great Leader it may be a good idea to move your Palace. Which is why I don't worry about getting my Forbidden Palace a long way from my Palace. Even if its only one city away it helps. In fact it can be better one space away as that allows you to move the Palace without wrecking your core cities.
Build a courthouse when it becomes available in any city that can be helped. That can even be the capital late in the game. It only costs on gold per turn and can save one or more BEFORE the amplification effects of improvements. Later the Police station will cut corruption again.
From what the editor has for those two buildings they both have the exact same effect on corruption. So since a courthouse is cheaper build it first. If there is still corruption of more than one coin and you don't have anything else to build then build the Police Station.
To be redundant for clarity sake.
Corruption and waste are not different things. Corruption is the cause waste is the result and effects BOTH shields and commerce. Either building will have the same effect on both shields and commerce so build the cheapest one available first.
For seriously corrupt cities it is possible for a Courthouse and Police station to make them usefull. After a point though you will notice that NOTHING will help. In that case rush a temple and maybe a library. More population will add to your score but not much else.
Generally the distance effect is more important than the number of cities. At least in regards to making a cities corruption absolutely hopeless. I would guess that if you were to try to build a bunch of small cities than the city number might be more important than distance but generally more cities mean they must be farther away.
To me I think the best way to handle corruption is to not worry about it. Just build the cities. If there is corruption and eventually there will be then build one or both of the corruption reducing buildings. Its your core cities that will win the game for you. The AI has the same problem so if you develop those core cities they will produce all the war material you need to win. Distant cities are mere place holders. One culture producing improvement is all they really need. Who wants to fiddle a lot with more than the core cities anyway?
The thing is the details of how corruption works don't matter all that much on a practical basis except for the distance effects. Those effect where you place your Forbidden Palace and whether you want to move your Palace or not. The rest is something you simply deal with on a per city basis.
The details are nice to know though.
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