Crusader Kings III

Crusader Kings III

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Like Pigs at the Trough - Corruption at Court
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9 月 12 日 上午 11:23
12 月 13 日 上午 11:33
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Like Pigs at the Trough - Corruption at Court

描述
TL;DR
A script mod to reduce income and increase costs at extremely rich courts, so that gold doesn't become meaningless during late game.

Description
By the late game most players have an income in the hundreds of gold per month, making gold essentially meaningless for most expenses. Meanwhile, for expenses scaled with income it leads to unrealistic situations like building a university is cheaper than sending your child there.

This mod tries to make gold meaningful for a longer part of the game by introducing income loss and expense growth due to corruption. Since corruption is captured by the base game in some abstract way, the goal of this mod is model what happens when a court gets obscenely rich. Then it becomes much easier for councilors/officials/merchants/etc. to skim off the top, leading to a loss of revenue and an increase in costs. The problem is worsened by incompetent rulers and disloyal councilors, just as in real life.

Note that the mod introduces corruption effects only for very wealthy rulers, so it does not increase early game difficulty.

Effects of Corruption
As the income of a ruler exceeds a threshold, it becomes harder to keep track of expenses, and larger and larger fraction of the remaining income is lost to corruption. Some of the lost revenue is distributed among corrupt councilors and court position holders.

Note that no matter how corrupt a court is, increasing your tax base will always increase your income, but with a diminishing return. At the same time the cost of new holdings and MAA will increase as well as the maintenance costs for the army. These cost increases are capped, so these will never cost more than double their original price.

The level of corruption at court is modified by the following factors:
  • Original monthly income (more income -> higher corruption)
  • Ruler's administrative skill, lifestyle perks and dread
  • Loyalty and administrative competence of councilors
  • Government rank and type (higher rank -> less corruption, small bonuses for administrative and republican governments, theocracies get a small bonus from learning)
  • Cultural era (later era -> less corruption)
  • Corruption severity setting (can be changed via decision)

Examples
To give a better idea of how corruption affects different courts, let's take a look at the following characters:
  • Emperor Mediocrates, a man with middling skills and a neutral council.
  • Count Supérieur, an administrative genius with competent and loyal councilors.
  • King Doofus, an imbecile surrounded by disloyal advisors.


While all of these characters are affected by corruption, the threshold where it takes effect is significantly higher for more competent rulers.


Notes on AI Characters
AI characters in the game generally have a hard time running their economy and are prone to fall into debt spirals that often leads to the breakup of their realm. To avoid making the situation worse, several guardrails have been added. Corruption effects are turned off for AI characters when they are at war or in debt. Corruption income loss is also capped so that it does not cause a deficit. AI characters are notoriously bad at handling army maintenance, so corruption does not increase maintenance costs for them.

Also, to keep the game challenging, conquerors and great khans are not affected by corruption.

Compatibility
Compatible with essentially all mods, it can be put anywhere in the load order.

It is safe to add this mod to an existing game, but I recommend making a backup save. To remove the mod enact the decision to disable the corruption mechanic (see screenshot). The mod can be re-enabled at any time with the same decision.

Localization
The mod is in English, but Chinese translation is available here .

Disclaimer
I have tested this with my mod list and without mods, but there might still be bugs. If you encounter any, please post a comment.
40 条留言
GG棒 7 小时以前 
I understand. It's a pity that I cannot currently experience your mod under the Celestial Empire system.

I will wait for you to have time to make the fixes. In fact, under the Celestial Empire system, corruption can be handled simply by adjusting the reduction in income from direct holdings. If you only add a percentage reduction due to corruption to the income bonus for holdings, it should be quite straightforward. However, I have seen other mods apply a global percentage reduction to holdings' income alongside this, without distinguishing between different forms of government.

You could consider implementing corruption under the Celestial Empire system by adding this percentage reduction to holdings' income. As for the manor income, that can be addressed later.
neutron_pressure  [作者] 13 小时以前 
@GG棒 I have looked into it and there are 2 problems:
1) having a very high tax rate and high corruption can cause income to be negative
2) The monthly_income_mult modifier is applied to BOTH gold income and treasury
I could easily fix 1), but 2) would likely require significant code changes.
For now I have disabled the corruption mechanics for governments with treasury.
GG棒 16 小时以前 
The main issue is that under the Celestial Empire's system, the development funds provided by a lord to his vassals are calculated based on the vassals' directly controlled income. In this module, the funds are simply deducted from the total income, which results in a mismatch between the player's treasury income and expenditure. Although the specific calculation interface shows positive values, the actual outcome is negative, which is very peculiar.
neutron_pressure  [作者] 16 小时以前 
@GG棒 I haven't yet had a chance to play celestial so I am not overly familiar with the mechanics. but it seems the issue comes from having very high liege tax rates. I will look into a solution.
GG棒 12 月 12 日 上午 6:56 
I discovered a serious bug in the Celestial Empire and its administrative system, because this corruption is directly deducted from all income instead of being accounted for in the central revenue, which causes the treasury to spend money. Under default, high, or severe corruption, the treasury income is always negative.
neutron_pressure  [作者] 12 月 7 日 上午 8:28 
@GG棒 Thanks for the bug report. It should be fixed now. Let me know if that is not the case.
GG棒 12 月 7 日 上午 12:21 
Hello, I found a bug.

I recommended this mod to someone else, and during the early stages of their development, they wanted to disable the corruption feature through the decision system. However, after clicking to disable it, the corruption was not removed. It’s clear that it didn’t take effect.

Can this be fixed?
GG棒 11 月 26 日 上午 7:07 
Thank you for your update. I am sending you some points as a token of my appreciation.
neutron_pressure  [作者] 11 月 26 日 上午 6:51 
@GG棒 Thanks for the info. I have added a new level called "Extreme Corruption". Its effects are similar to the previous "Increased Corruption" setting, but it also introduces a soft cap of 1000 on raw income. Hopefully this will help.
GG棒 11 月 25 日 下午 6:09 
Thank you for informing me of your suggestions for modifications. I am still more looking forward to you creating more options for increasing corruption.

Regarding the income cap and average earnings, roughly speaking, later in the game, balanced income can easily generate a few thousand gold per month. If possible, it would be best to limit it to below 1,000 or 500 gold per month.

Even when corruption is enabled, in reality, the population tax revenue is too high. With each property generating 8, 6, or 4 per month from population taxes, combined with income bonuses of 20%, 50%, or 80%, it leads to rapid expansion. A corruption limit of 75% is indeed insufficient, not to mention the additional impact from a player’s character abilities.