View Full Version : How do I control/mitigate corruption?
I'm thinking of playing Carthage. I remember playing them some time back, and one of my more distant provinces (Gades) was losing around 50% of its revenue to corruption. I've never really twigged what factors apply to this, so I'd appreciate a couple of clues.
Is it limited by the management skill of the governor? Or the law level? Or something else?
Are there buildings that will directly control it? Or buildings that will give my governors traits that control it?
Any other advice on limiting it?
Law bonuses help, I know that.
Foot
Law is a big factor when there isn't a governor there. If you do have a governor with traits that decrease law, you'll get more corruption.
Other than that, you could move the capital closer to the center of your empire as distance from the capital increases corruption.
Treverer
08-01-2007, 19:54
... Other than that, you could move the capital closer to the center of your empire as distance from the capital increases corruption.
I once found somewhere a tool calculating the 'optimal' capital for your empire. It was written for the vanilla RTW map. Does such a tool exist for EB?
Though it could mean that you must change your capital from, say Rome to ... (insert the name of the Corse settlement) :oops: , giving a RP-ing approach a hard time ...
Corruption is a huge drain on resources, and its based on distance to the capital - farther away, a higher percentage of income lost. Any temple, building or road that gives a law bonus offsets it, and can even remove it entirely in some cases.
Temples with Law bonuses are my primary Temple choice in every settlement outside of a short distance from the capital for that reason, over any other Temple choice - for Carthage the temple you will want is Baal-Hammon, which also gives a trade bonus so even better for cash flow. Law also keeps people happier, bigger populations are sustainable, more income. All round Law is great.
Colonies, military garrisons [the building type], roads, walls give law bonuses as well. Some other faction specific buildings like Roman baths give law bonuses too.
Any trait or ancilliary that boosts law helps too and its a good idea to move them to the trade hubs far from your capital. Schools can be worth building because they can generate law boosting traits/followers. The law temples generate law boosters as well I believe.
Other than that moving the capital helps, but for Carthage I think it starts off central to your main trading hub so moving it to help your outlying regions make money might leave you worse off overall in the homelands.
Governor management skill doesnt play a role - it just boosts the settlement income, but that means more lost to corruption as well.
Thanks folks. I'll kick off Carthage in a few minutes...
[Morte66 hate sunshine. Today hottest day of year in Britain. Morte66 hide in cave and play computer game.]
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