Difference between revisions of "Crime and Corruption"

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===Some Notes on Revolt Risk===
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See also: [[Dealing_with_Rebellions#Some_Notes_on_Revolt_Risk]]
(originally hosted at http://victoria.nsen.ch/wiki/index.php/Dealing_with_Rebellions#Some_Notes_on_Revolt_Risk)
 
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*There are four factors that contribute to the revolt risk in your provinces: the '''militancy''' of your POPs, '''nationalism''', '''war exhaustion''' and the amount of money you are spending on '''crime-fighting'''. The effect of each of these is explained below.
 
*Apparently, the revolt risk in each province is supposed to be checked by the game engine daily (and rebellions generated accordingly). However, the revolt risk as displayed in the interface when you click on a province (eg “Revoltrisk: 1.92%”) does '''NOT''' represent the percent chance that a POP in the province will revolt per day. For example, a province with 100% revolt risk will NOT generate one rebellion per day (as it should if the revolt risk percentage was a per day figure)! At this point I am unsure as to what length of time the revolt risk percentage holds true for (but it is definitely longer than daily).
 
*POPs with a militancy of 7 or higher will generate / add to revolt risk in their province and may rebel.
 
*POPs with a militancy of 10 generate '''the same''' amount of revolt risk as POPs with a militancy of 9.
 
*POPs that are not one of your national cultures (and have a militancy of 7 or higher) generate '''double''' the revolt risk that national culture POPs do.
 
*The revolt risk for a province is the '''sum''' of the individual revolt risks generated by each POP with a militancy of 7 or higher that are in the province (excepting the effects of nationalism and war exhaustion as explained below). For example, if a province with only one POP with a militancy of 7 has a revolt risk of 0.25%, a province with only one POP with a militancy of 8 has a revolt risk of 0.63%, and province with only one POP with a militancy of 9 has a revolt risk of 2.50%, then a province with three POPs with a militancy of 7, 8 and 9 respectively will have a revolt risk of 3.38% (ie 0.25% + 0.63% + 2.50%).
 
*In a province where there is nationalism (ie one that you have annexed from another nation less than 10 years previously which is not one of your cores), '''any''' POP can revolt (even one with a militancy of 0). Nationalism adds revolt risk to each of your recently annexed provinces '''without''' changing the actual militancy of any of the POPs in the province. Nationalism lasts for 10 years after you have annexed the province, and then disappears suddenly and completely.
 
*War exhaustion appears to increase revolt risk by a uniform amount across your entire nation. Similar to nationalism, it can cause '''any''' POP to revolt (even one with a militancy of 0), provided that its province currently has a revolt risk greater than zero (ie, is coloured red on the revolt risk map). If your POPs are suffering from war exhaustion it will be listed amongst their '''consciousness''' modifiers when you look at the POP (AFAIK it doesn’t directly affect their militancy). The effects of war exhaustion will continue for from one month to several years after the conclusion of a war, depending on the level of war exhaustion reached during the war. (NB Even though the percentage war exhaustion disappears from being shown on the main page of the interface once you make peace with your last enemy, it still affects your nation, and will continue to do so until it no longer appears in the list of consciousness modifiers for your POPs) War exhaustion reduces at a slow but uniform rate from the time you make peace with your last enemy until it reaches zero.
 
*Revolt risk is modified by your crime-fighting spending. The higher your crime-fighting spending, the lower your revolt risk, and vice versa. At 100% crime-fighting spending revolt risk is multiplied by 0.5, while at 0% crime-fighting spending revolt risk is multiplied by 1.5 (with crime-fighting spending of 50% being the “neutral” setting where the modifier is 1.0).
 

Revision as of 11:58, 23 April 2017

Corruption.png

Mainly based on Walen 's and oxmonsta 's posts in the "Crime concepts explained" Thread at Paradox Forums.

Crime and Corruption Buildings

Crime buildings cannot be build and having them is actually a bad thing. They are a representation of different kinds of crime that may appear in your country. Every province may have no more than one crime building at a time, i.e. if there is already a crime building in a given province, it has to be gone before a new one can appear.

The speed and rate of appearance and disappearance is determined by your budget's crime fighting spending. The neutral setting is 50%. Here the amount of new crime buildings appearing is supposed to be equal to the amount of buildings fading away. At higher spendings more crime buildings are purged, while at lower spendings more of them show up. However, this process is random, so you still can get few new crime buildings at 100% spending, while at 0% some still might disappear.

While there is a total of nine crime buildings, in the beginning only six types can appear. After researching "Revolution & Counterrevolution" (#4305): 1880 earliest) three additional buildings become unlocked.

Anarchic Bomb-throwers

  • Description:
    Less money for crime fighting results in lowered ability to respond to security threats like anarchist uprisings.
  • Prerequisite Tech/ Invention: Revolution & Counterrevolution (#4305)/ Dogma of Violence (#460: 1895 earliest)
  • Effects:
    +0.5% chance/ building for the "Political Assassination" (#22023) event (-10 prestige, -£100, +1 MIL for conservatives, +1 CON for conservatives)


Citizen Guards

  • Description:
    Less money for crime fighting results in lowered ability to respond to security threats like battling street gangs.
  • Prerequisite Tech/ Invention: Revolution & Counterrevolution (#4305)/ Anti-Egalitarianism (#468: 1895 earliest)
  • Effects:
    +0.5% chance/ building for the "Battle for the Streets" (#22024) event (-5 life sustainability temporarily, -£10000 cash reserves for all POPs in the state; recovery of +1 life rating/6 months)


Immoral Business

  • Description:
    With rising crime rates and less government control, businessmen would become more and more centered on their own profits. This results in a higher risk of collapse for the entire system, as everybody strives for personal interests.
  • Prerequisite Tech/ Invention: none
  • Effects:
    +0.5% chance/ building for the "Stock Market Crash" (#23000) event (income modifier for rich stratum: -10%)
    "Stock Market Crash" can only occur after you research "Stock Exchange" (#3002) tech and choose Meritocracy in the "Meritocracy vs. Aristocracy" (#451) invention, which is tied to the 'State and Government (#4303)' tech.


Machine Politics

  • Description:
    The system of machine politics was in essence the bribery of mainly minorities by politicians using their influence. It was common to use the appointment for government jobs as a means of bribery within this system.
  • Prerequisite Tech/ Invention: none
  • Effects: (exact effect unknown)
    POPs from the poor class don't vote according to their ideology during elections.


Mafia

  • Description:
    If the crime fighting institutions in a province become overstretched, organized crime in form of a mafia would develop. Such organizations resulted in lowered productivity in the province.
  • Prerequisite Tech/ Invention: none
  • Effects:
    Province efficiency -5% (similarly to the railroads +10% effect, but without influencing state-wide efficiency)
    (With increasing infrastructure levels the resulting effect of -5% becomes less harsh.)
    Factory efficiency -5% (?) for the state, if the corruption building is located in the province with the factory icon (see infrastructure map mode)


Rotten boroughs

  • Description:
    The system of rotten boroughs was a system to create such small voting districts that a certain victory could be won through plain bribery.
  • Prerequisite Tech/ Invention: none
  • Effects: (exact effect unknown)
    Votes of POPs from the rich class count more than others during elections


Spoil System

  • Description:
    Lacking sufficient control institutions, politicians would eventually use their power and influence for their personal wealth and glory. This results in increased militancy of the whole population in the province.
  • Prerequisite Tech/ Invention: none
  • Effects: (exact effect unknown)
    MIL increases for all provincial POPs.


Terrorist Cells

  • Description:
    With less security personnel around in the province, terrorists have an easier time hiding and waiting for opportunities to strike.
  • Prerequisite Tech/ Invention: Revolution & Counterrevolution (#4305)/ Terrorism (#462: 1880 earliest)
  • Effects:
    Revolt risk: x2
    (therefore no effect for provinces with 0% revolt risk)


Trusts

  • Description:
    Less government investment into crime fighting results in a very unfair distribution of the wealth in a province. The rich would get even richer, while the poor would get poorer.
  • Prerequisite Tech/ Invention: none
  • Effects:
    Constant decrease of the poor's savings observed. Possibly increase of the rich's savings, although not observed so far.
    Since patch 1.04 and the increase of export incomes, this effect becomes hardly noticable.



Revolt Risk

Crime Fighting Spendings and Revolt Risk

When you set the slider at 50% (neutral setting) revolt risk is normal. At 100% setting (full overfunding) revolt risk is 40% smaller. At 0% setting (full underfunding) revolt risk is 40% bigger. The effect for in-between settings is proportional to the percentage of over- or underfunding.

Calculating the effect of crime fighting spendings on a given revolt risk:
revolt risk = normal revolt risk * (1.4 - 0.8 * crime fighting setting)

revolt risk: provincial revolt risk at current crime fighting spendings
normal revolt risk: provincial revolt risk at 50% crime fighting spendings
crime fighting setting: current crime fighting slider setting (value between 0 and 1).

See also: Dealing_with_Rebellions#Some_Notes_on_Revolt_Risk