As I have stated earlier somewhere else, I regard the current corruption model as not very convincing.
So, I would propose another approach to it, which I think would be more 'realistic'.
When will corruption occur?
1) In the absence of law enforcement authorities
2) If there is something / somebody to corrupt
3) If corrupting seems to be a matter of survival
4) If people are not used to obey the law - because there is no tradition to enforce it
5) In any case, just due to human egoism
That means, you will face corruption always and everywhere (pt.4). What will be different is just the level of corruption (pt 1-4).
That would mean, that you will face higher corruption, if:
your city is either rich (producing a good amount of gpt - that would be as in pt. 2),
your city is very poor (low income, but high population - that is pt. 3),
your city will lack law enforcement authorities (courthouses, policemen, police stations, and maybe local headquarters - that is pt. 4)
If this theory would be put into code, it could result in the following:
a) At your capital, you may face a low corruption, since it is expected that your capital has a rather good income/populaton ratio. Since the highest authorities reside in that town, corruption will be decreased at the maximum level, thus making it very low.
b) At the richest cities of your empire, regardless of the distance from the Palace, you will face the highest corruption, since there are all necessary ingredients for corruption: high population, high income. Nevertheless, at these cities you are expected to be able to put law enforcement means into place at an early state, thus decreasing the corruption almost from the beginning
c) At the medium cities you will have less corruption than in the richest cities, but your law enforcement means will be put into place later, since there is less production capacity.
d) At the poorest cities, you will again have high corruption. Since the production capacities are low, it will be difficult to built up an effictivly working law enforcement power.
Since d) would make any new town very corrupt in the beginning of the game (and maybe to a lesser degree during the whole game) the adoption of the 'riding summoner' surely would make the game being more 'realistic'.
With the invention of railroads (or, as I would like it more, with highways as giving unlimited movement) the distance to the capital would become unimportant, since state authorities could reach any city connected by those means in almost nil time.
The inversion of this would be, that the invention of the railroad/highway would have some negative effect in the beginning. As far as I see it, this would balance things as the railroads in the moment are just very positive. They don't cost you gold, but boost growth and economy significantly.
Regarding pt. 4 from above, I would propose to make any law enforcement building become more effective, as time goes by - similar to the effectiveness of temples, colosseums and cathedrals. Maybe, they could double every 500 years (just a proposal).
Of course, there still has to be a cap, an upper limit.
As in another thread it already has been stated that corruption (this term used for corruption AND waste) becomes so bothering due to the loss in shields, less due to the loss of gold, that cap should be lower for the waste component. An upper limit of 66 or maybe 75% seems fair to me. For the corruption component, it could still be at 90%.
Since corruption now would be based on both, distance from the headquarter (measured in travel time), gold/population ratio in the given city and presence of any law enforcing means (boosted by the time being in place), this would mean the the most outside town is expected to have the highest corruption, that is, 75/90% waste/corruption. Every town more inside your empire would face less corruption.
At first glance, it may look unlogical that building a town far outside should lower corruption at the inside towns but this would simulate the effect that with expanding borders 'civilisation' and 'culture' are expanding as well (as happened in the american west).
If there would be a linear relation between distance and corruption, might be a matter of discussion. Under the assumption (to make it easier to understand) that there would be such a linear relation, the calculation per turn could be:
Distance between capital and most outside town: 20
Distance of a given city (A) to calculate corruption for: 7
Distance ratio: 7/20 = 35%
Upper limit of corruption: 90% => corruption in city (A)= 31.5%
Upper limit of waste: 75% => waste in city (A) = 26,25%
Against both values the law enforcement component would work.
Of course, any modifiers for wartime, government, unhappiness, whatever can be applied as well.
I suppose, that this logic could be:
easily implemented (at least it seems not more complicated than the current system)
easily be explained (half a page in the civilopedia should be sufficient)
acceptable.
Any comments are welcome!