Crusader Kings III

Crusader Kings III

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Like Pigs at the Trough - Corruption at Court
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12 Sep @ 11:23am
16 Sep @ 7:02am
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Like Pigs at the Trough - Corruption at Court

Description
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.

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)
  • 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.
9 Comments
Banjo Auditore 17 Sep @ 7:02am 
Can't believe you put a picture of paradox fans as the mod's thumbnail
neutron_pressure  [author] 16 Sep @ 7:09am 
@無壹 Thanks, I have added the link.
neutron_pressure  [author] 16 Sep @ 7:03am 
@Dallan Great idea! I have implemented a simple version of that, so now some of the income lost to corruption is given to corrupt councillors/court position holders
無壹 15 Sep @ 11:14pm 
@neutron_pressure Such a great mod!I want more Chinese player to use it, so I've translated it into Chinese, could you please add a link in description?

Here's my translation: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3090564070
Dallan 15 Sep @ 7:08am 
This is definitely an interesting idea, though I haven't gotten to try it out. I wonder if you've thought increasing councillor/courtier salaries in line with these factors, so some of the gold ends up on them (and if they're landed, they can use it for their purposes?) IDK if AI characters bribe others for schemes etc, come to think.
neutron_pressure  [author] 13 Sep @ 5:14am 
@One Proud Brazilian That is a neat idea, although that would widen the scope of the mod and turn it into a full economic rebalance. While I would love to have something like that, I know that it would take someone with a lot more CK3 modding experience than I have.
One Proud Brazilian 12 Sep @ 8:42pm 
How about creating positive or negative modifiers for counties with more or fewer economic buildings than military ones, to incentivize the construction of economic buildings despite their increased price? In short, a county with more economic buildings than military ones is "happier," while a county with more military buildings than economic ones is "rebellious."

As a vassal, building more economic buildings (more "happier" counties) could also lead to a more favorable "liege opinion."

Just an idea to complement this mod!
neutron_pressure  [author] 12 Sep @ 1:09pm 
@kalanyr Fair enough, I was on the fence about that too. I have removed that, but kept the increase to building new holdings.
kalanyr 12 Sep @ 1:02pm 
I don't think increasing the cost of building upgrades further is a good idea, the final tier or 2 of the economy buildings already cannot pay for themselves in a normal length game unless you either have cost reductions when you start them or spec around increasing the income from them for the rest of the game.

(The last couple of tiers of buildings in general are pretty abysmal, with what are fairly incremental increases for very high costs, since the improvements for each level are pretty much identical but the costs go up dramatically )

Even if the player can work around this, this makes these things into AI traps.