Garran: The three things to look for: high population, high income, corrupt races.
Keep in mind that the change to corruption may not show up until the next turn, and a single house generally won't make a huge difference to the value. It's the cumulative benefit that you're after.
This is wrong.
You should build it in 100% of your provinces (except centaurs which have no corruption).
Here is a list of the races and their corruption:
http://translate.google.com/translate?act=url&depth=1&hl=en&ie=UTF8&prev=_t&rurl=translate.google.com&sl=ru&tl=en&u=http://eador.com/en/page3.html Corruption is a global effect, the income of the province is completely and utterly irrelevant. Corruption takes a chunk out of your gross (not net profit, gross income) overall worldwide income. Here is how it works:
%Corruption = (LordCorruption +sum(Province corruption))/10 + 2*difficulty - 18.
Each province has its own corruption score (race + modifiers), the corruption of ALL your provinces is SUMMED (rather than averaged; so more provinces = more corruption).
For example, if you have 50 human provinces, your lord corruption is 100, and your difficulty is lowest.
%corruption = (100 + 50*10)/10 + 2*1 - 18 = 44%
At 106 human provinces your corruption would be 100% and you get no money at all.
In late game, every province you conquer results in a reduction to your overall income due to corruption increase.
Corruption is a retarded mechanic and the absolute worst enemy of any late game world. The solutions are to minimize the provinces you conquer, build a deputy house in every possible province, and always choose corruption reducing stuff in random events. The pittance you get from the event is not worth the amount you lose to corruption. (ex: when traders come offering bribes, taking bribes gives money but raises corruption; when catching a corrupt official, do a show trial or execution).