Corrupt (threshold points, names of the levels, effects)
(1) Dubious: Tax -10%, Law -1, BribeResistance -2
(3) Underhanded: Tax -20%, Law -2, Loyalty -1, BribeResistance -3
(5) Corrupt Tax -30%, Law -3, Loyalty -2, BribeResistance -4
Embezzler (points, names of the levels, effects)
(1) DeepPockets: Trading -10%, LocalPopularity -1, BribeResistance -2
(3) Fraudulent: Tax -20%, LocalPopularity -2, Piety-1, BribeResistance -3
(5) Embezzler: Tax -30%, LocalPopularity -3, Piety-2, BribeResistance -4
Your generals get these traits if they visit (ie: end their moves)
the cities with the relevant buildings, or they live (stay at least 2 turns)
in the provinces with such cities.
Corrupt is related to visiting cities with governmental buildings and living in the cities with buildings of pleasure. If a general ends his turn in a city with Council Chambers (MinorCity), City Halls (LargeCity) or Mayors Palace (HugeCity) he will have 0,5%, 1% and 1,5% probabilities to get Corrupt. If he lives in a city with Inns+ (LargeTown) or Coaching House+ (LargeCity), he gets corrupted with 1% and 2% probabilities a turn. However, if he is learning (a born-in-the-family general younger than 22), he is immune to the risks from staying.
Furthermore, the trait is self-perpetuating for generals either not very loyal or not very pious: for each attribute less than 6 there’s 1% probability. It means that high levels of both Loyalty and Piety prevent from self-perpetuation, but if both are lower, there’s 2%.
Eventually, if a general visits a city farther than 100 from the capital, there’s another 1% chance.
Embezzler is related to visiting cities with trade buildings and living in the cities with ports. If a general ends his turn in a city with Fairgrounds (MinorCity), Great Markets (LargeCity) or Merchant Quarters (HugeCity) he will have 0,5%, 1% and 1,5% probabilities to get Embezzler. If he lives in a city with Port+ (LargeTown) or Dockyard+ (LargeCity), he gets embezzled with 1% and 2% probabilities a turn. However, if he is learning (a born-in-the-family general younger than 22), he is immune to the risks from staying.
Furthermore, the trait is self-perpetuating for generals either not very loyal or not very pious: for each attribute less than 6 there’s 1% probability. It means that high levels of both Loyalty and Piety prevent from self-perpetuation, but if both are lower, there’s 2%.
Eventually, if a general visits a city farther than 100 from the capital, there’s another 1% chance.
There's also possibility of losing both traits: a general on a crusade/jihad may have a moral reflection (1%), while a senile general cannot steal money as efficiently as before (10%).
Summary of the risks
Probabilities to get 1 point for any of the traits, if the respective buildings are built.
- A general staying longer than 1 turn in a city has the following chances: 2% in a LargeTown, 3% in a Minor City, 6% in a LargeCity and 7% in a HugeCity.
- If he just stops at the city, the chances are: 1% in a MinorCity, 2% in a LargeCity, 3% in a HugeCity.
- For a “learning general” (born-in-family, younger than 21 years, staying whole turn in the city) only the “stopping” triggers apply, but if a relevant guild is present, they get another 1% (Master) and 0,5% (normal) of Corrupt (Masons) and Embezzler (Merchants and Hansa).
- Plus 1% self-perpetuation for generals not pious or not loyal enough – up to 4%.
- Distance to capital higher than 100 – another 2% chance.
- losing it: general on a crusade/jihad 1%, a senile general 10%.
An example:
Let’s assume that a general gets Dubious at Coming of Age (age 14). If he’s not very pious and loyal, he should (statistically) get another 2 points in 50 years (age 64), what makes him Underhanded. To get to the third level (Corrupt) he needs (in the course of his life) to stay in a Large City for 33 years (that 3% makes him - statistically – getting a point in 16 years). Of course, he can get other points from the other situations (a Masons’ guild present in a city or distance from capital higher than 100).
For Embezzler the probabilities should be similar, given that although it’s less likely that the relevant ports are present in a city, it’s more likely that a guild (Merchants/Hansa) is present.