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Sid Meier's Civilization III
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Sid Meier's Civilization III
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===Corruption=== Though corruption existed in ''Sid Meier's Civilization'' and ''Sid Meier's Civilization II'', it has been made much more severe in ''Sid Meier's Civilization III''. In addition to the commerce-decreasing corruption, ''Civilization III'' includes ''waste'' (Note: ''Sid Meier's Civilization II'' included waste as well, but it is considerably less severe), which decreases a city's productivity. The productivity of a city, measured in 'shields', is used to build units, city improvements and wonders, with each unit or structure costing a certain number of shields. Shields can have two colors: blue or red. The blue shields represent actual production, while red ones represent production lost to waste. In general, the farther a city is from the capital, the greater the waste will be. It is not uncommon for far-flung cities to have red shields that far outnumber the blue ones. The levels of corruption and waste are dependent on the system of government of a civilization and the distance the city is away from the civilization's capital city. Uniquely, in the communist system, corruption and waste are essentially spread equally amongst all cities. Also, depending on the map size and difficulty level, each civilization has an "optimal city limit." Once a civilization exceeds this limit, it will also gain corruption and waste overall for every new city it possesses. This feature was added to prevent total global domination (a typical result in the previous editions) by making it impossible for a global civilization to function.{{Citation needed|date=November 2007}} There are a number of ways to combat corruption which include building city improvements, such as the [[Courthouse]] and the [[Police Station]], connecting each city to the civilization's trade network (e.g. roads, a harbor or an airport) and by building two Small Wonders, the [[Forbidden Palace]] and the [[Secret Police Headquarters]] (Communist governments only). Originally these wonders functioned as second palaces in the cities in which they were built, but subsequent patches removed that function for corruption and merely made them reduce overall corruption in every city. Corruption will never reduce shield production to zero, but one shield per turn is virtually useless (at least in the later parts of the game as completing the production of many units and improvements requires many shields).
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