Corruption
City event

Corruption

#Corruption
Value: 0 pts

Officials 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.

📖 Full Encyclopedia Entry

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

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Costs

Consumed when used

Time 300000
5m
💰 Gold 400

Effects

All values are RATIOS. +% = bonus, -% = penalty. Effects multiply other systems.

Production Modifiers
💰 Gold Production -40%
📖 Research Production -15%
💎 Food Production -10%
💎 Wood Production -15%
💎 Herbs Production -10%
💎 Stone Production -15%
💎 Mineral Production -20%
💎 Gems Production -30%
💎 Coal Production -15%
💎 Elixir Production -15%
💎 Marble Production -20%
💎 Mithril Production -25%
💎 Dextronium Production -20%

Strategic Context

Advisory information only. Does not affect gameplay mechanics.

Role Moderate administrative decay event
Relevance All Stages
Type Unique

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
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Countered By

Spies reduce probability by 20%Priests reduce probability by 5%Orcs have -20% base probabilityElves have -30% base probability (pure)NoDeaths have -70% base probabilityTownship cities have -10% risk
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Scaling

Probability modified by Race, Season, City Category, Buildings, and Population types.