Corruption
From Ikariam
Corruption is a feature of colonies. Corruption is reduced by building a Governor's Residence in a colony. In order to have zero corruption, the Governor's Residence level should be the same as the number of colonies (number of towns not including the capital.)
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[edit] Effects
Corruption reduces the rate of gathering resources by the rate of actual corruption. For example, if you have workers in the sawmill gathering 100 wood per hour, at 20% corruption, you will only gather 80 wood per hour, and likewise for luxury goods. Corruption reduces the research points gathered by scientists at this same rate.
Corruption affects satisfaction in a slightly different way. It imposes a penalty directly proportional to your positive satisfaction bonuses. To calculate this, take the sum of all the bonuses listed in your town hall, and then multiply by the actual corruption percentage. The effect of this is that attempts to raise happiness through research, taverns or museums is not quite as effective.
Corruption does not reduce the gold income earned by idle citizens.
[edit] Calculating actual corruption
The formula to determine actual corruption is:
- ( 1 - (Governor's residence level + "Absorption") / (Number of colonies+ "Absorption") )
The previous "Absorption" figure of Patch 0.2.5 was 10. Now that maximum corruption has been introduced with Patch 0.2.6, Absorption is 1. Therefore, for a level 3 Governor's residence in the fourth colony, maximum corruption, as shown in the table below, is:
- (1 - (3 + 1) / (4 + 1))
- 1 - (4 / 5)
- 20%
Due to a rounding error, the game displays this as 19%.
[edit] Corruption Levels
This table shows the corruption level that will occur, based on the number of colonies a player has versus the level of the Governor's Residence in the colony.
- As of Patch 0.2.6 the absorption has been set to 1, reaching maximum. This chart reflects maximum corruption levels.
| Potential Corruption | Governor's Residence Level | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| Not Built | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | ||
| Capital + | ||||||||||
| 1 Colony | 50% | 0% | 0% | 0% | 0% | 0% | 0% | 0% | 0% | |
| 2 Colonies | 67% | 33% | 0% | 0% | 0% | 0% | 0% | 0% | 0% | |
| 3 Colonies | 75% | 50% | 25% | 0% | 0% | 0% | 0% | 0% | 0% | |
| 4 Colonies | 80% | 60% | 40% | 20% | 0% | 0% | 0% | 0% | 0% | |
| 5 Colonies | 83% | 67% | 50% | 33% | 17% | 0% | 0% | 0% | 0% | |
| 6 Colonies | 85% | 71% | 57% | 42% | 29% | 14% | 0% | 0% | 0% | |
| 7 Colonies | 88% | 75% | 63% | 50% | 38% | 25% | 13% | 0% | 0% | |
| 8 Colonies | 89% | 78% | 67% | 56% | 44% | 33% | 22% | 11% | 0% | |
[edit] Historical Notes
Corruption was introduced near the end of March 2008 in Patch 0.2.0 and was to be progressively implemented. The initial release held actual corruption levels at a fraction of maximum strength, and a bug in the calculations reflected a very low "maximum" corruption level. With the release of Patch 0.2.5, the absorption value was changed to 10, and due to a bugfix, the potential corruption values were also raised. This increased corruption to about the same level as previously expected with the maximum. With the release of Patch 0.2.6, the full effects of corruption have been implemented, which are much higher than initially expected.
