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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.
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.
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?
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.