Corruption
#CorruptionOfficials embezzle resources. Investigate and purge to resolve.
Description
❖Corrupt officials siphon wealth and resources. Gold production drops 40%, valuable resources 20-30%, research 15%. Military remains loyal (no combat penalties). Costs 400 Gold over 300 seconds to investigate and remove corrupt officials.
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Corruption represents the decay of administrative integrity as officials embezzle resources and accept bribes. Gold hemorrhages (-40%), valuable materials disappear (-30% Gems, -25% Mithril, -20% Mineral/Marble/Dextronium), and research funding is redirected (-15%). The military remains loyal as corruption primarily affects civilian administration (no combat penalties). Resolution requires investigation and purging (400 Gold, 300 seconds - the longest resolution time). Spies (-20% Corruption) and Priests (-5%) help prevent this slow-burning crisis.
Activation
Costs
Consumed when used
Effects
All values are RATIOS. +% = bonus, -% = penalty. Effects multiply other systems.
Strategic Context
❖Advisory information only. Does not affect gameplay mechanics.
Disadvantages
- - -40% Gold production - embezzlement
- - -30% Gems production - stolen valuables
- - -25% Mithril production - diverted materials
- - -20% Mineral, Marble, Dextronium production
- - -15% Research, Wood, Coal, Elixir production
- - -10% Food, Herbs, Stone production
- - No combat penalty - military loyal
Warnings
- ! Resolution costs: 400 Gold, 300 seconds (longest)
- ! Autumn increases risk by 15% (harvest wealth tempts)
- ! Summer increases risk by 10%
- ! Dwarves have +10% base probability (gold love)
- ! Storehold cities have +30% risk (highest)
- ! Capital cities have +10% risk
Countered By
Scaling
Probability modified by Race, Season, City Category, Buildings, and Population types.