Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

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Crispy Dec 17, 2017 @ 9:45pm
Corruption in Empire Divided is a real problem
Playing as the Sassanids, loving it so far but the corruption really needs a nerf. Got tons of territory but only making about 800 coin per turn due to the 65% corruption averaged throughout my kingdom. That's nuts and it really needs looking into IMO. Maybe a building chain that reduces corruption? Like the town guard for example.
Last edited by Crispy; Dec 17, 2017 @ 9:46pm
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MANWHATADONGA Dec 17, 2017 @ 10:10pm 
Try this mod Balanced Research Buildings Reduce Corruption.It works with P17 P18..
Migz - DH Dec 17, 2017 @ 10:16pm 
Hi, I suspect that you just need to build your cities in a different way to increase your income. Try out other building chains, or improve the income-increasing ones. That, or decrease your costs, such as expensive armies/navies.

In the Very Hard Gothi campaign in ED I completed the other day, I ended with over 1,000,000 in reserve and nearly 40,000 income per turn even with high corruption values and very high-quality armies.

90 percent corruption, but still good income in my capital province
http://steamcommunity.com/sharedfiles/filedetails/?id=1235283140

Not even high taxes
http://steamcommunity.com/sharedfiles/filedetails/?id=1235283184
Originally posted by Migz - DH:
Hi, I suspect that you just need to build your cities in a different way to increase your income. Try out other building chains, or improve the income-increasing ones. That, or decrease your costs, such as expensive armies/navies.

In the Very Hard Gothi campaign in ED I completed the other day, I ended with over 1,000,000 in reserve and nearly 40,000 income per turn even with high corruption values and very high-quality armies.

90 percent corruption, but still good income in my capital province
http://steamcommunity.com/sharedfiles/filedetails/?id=1235283140

Not even high taxes
http://steamcommunity.com/sharedfiles/filedetails/?id=1235283184
lol corruption is so rediculous i had 101.82% corruption, My tax collecters were stealing imaginary money from me at that point.
Migz - DH Dec 17, 2017 @ 10:42pm 
Meh. The numbers seem high if one thinks about them outside of the game, but they're not difficult to deal with in the game.
Originally posted by Migz - DH:
Meh. The numbers seem high if one thinks about them outside of the game, but they're not difficult to deal with in the game.
101% corruption is literally impossible to achive in real life, that means that every single person is stealing money from you and some fake people are as well
Migz - DH Dec 17, 2017 @ 10:48pm 
Originally posted by Lord Castellan:
Originally posted by Migz - DH:
Meh. The numbers seem high if one thinks about them outside of the game, but they're not difficult to deal with in the game.
101% corruption is literally impossible to achive in real life, that means that every single person is stealing money from you and some fake people are as well

So? I just said that the in-game number seems high when thinking about it outside of the game. Don't, because it's not important. Only dealing with it in the game is important.
Crispy Dec 17, 2017 @ 11:39pm 
After doing some tweeking around my settlements, I've stabilized my income and I'm pulling in around 5k coin per turn. Corruption averaging 70% through out my kingdom. Starting to discover the balance.... without it I figure I'd be making 12k coin. Which is OP. But I've pretty much removed all military buildings from settlements away from the front line to make room for income generating buildings.
Last edited by Crispy; Dec 17, 2017 @ 11:42pm
TallestDavid Dec 18, 2017 @ 2:55am 
does banditary buildings ;loweer corruption? thats ludacrous to think its can be that high :/ i would massacre my whole empire if i had that high of corruption xD joseph stalins way!
Migz - DH Dec 18, 2017 @ 8:02am 
Originally posted by Crispy:
After doing some tweeking around my settlements, I've stabilized my income and I'm pulling in around 5k coin per turn. Corruption averaging 70% through out my kingdom. Starting to discover the balance.... without it I figure I'd be making 12k coin. Which is OP. But I've pretty much removed all military buildings from settlements away from the front line to make room for income generating buildings.

There ya go. That sounds like a good way to deal with it. Good luck with the rest of your campaign!
DecayWolf Dec 18, 2017 @ 9:49am 
You should have specializated military provinces, in strategical locations.
Generally speaking 2 or 3 city province with iron are the best. Make as many as your empire size demands it, do not over do it, since they're food/money drainers. (even if you do not tax, you're wasting a space that could be generating food or money, and it's adding to your empire size, without contributing to your overall structure.)

All other settlements MUST be 100% focused on either food generating or money making.
Some times you could make a money generating with a very good food cost efficiency, aka a hybrid money making with food producing building chains. (You could build some temporary culture conversion and advanced outposts, but that's temporary.)

Just to give you an example, I've made a chain in Rome province that could net me 17k per turn, without adressing tecnology boost, dynitaries/agents, generals, resources boost income boost.
However it eaten about 80 food.
While that I made another set up that generated only 8k, but with a MUCH lower food consumption. When I divided the amount of money generated by the amount of food consumed, the 8k chain was actually more efficient. (I still did go for the first one, just because it's Rome and we don't care about spenses.)

Last but not least, when you're calculating your public order, you should get a flat -20 for the very high taxation, since you should be taxing very high mainly as the game progresses.
Then you should add your faction bonuses to public order, character bonus (if you have), tecnology bonuses and the passives that comes from resources. For instance in Augustus campaign there's 6 resources nearby that could generate up to +4 public order factionwide, for a total of 24 public order. After all this is calculated, then you add your building public bonuses. Obviouslys your goal is to have a positive public order in the end of the chain.
Just mentioning it, because you could have a much higher more public order demanding chain if you plan correctly/ thus a more specialized chain on generating money and food preservation.
Last edited by DecayWolf; Dec 18, 2017 @ 10:07am
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Date Posted: Dec 17, 2017 @ 9:45pm
Posts: 10