@GFireflyE
I like that curve.
But the way you have the bottom 2... with only 3% difference between Free Spirited and Low I don't think you'd ever use Free Spirited.
Yeah, that was one of my initial concerns, but since I never tried it out, I couldn't speak to it yet...
In order to address this, it might be prudent to linearize the curve on the low end.
The result could be as follows:
Name TaxRate Unrest Difference
Free Spirited 10% 8%
Low 20% 16% 16 - 8 = 8
Normal 30% 24% 24 - 16 = 8
High 50% 40% 40 - 24 = 16
Brutal 70% 64% 64 - 40 = 24
Oppressive 90% 96% 96 - 64 = 32
In this example, the difference of 'next' - 'previous' is always 8% greater than the one before with the exception of the first two are are linear.
I'm a little uncertain as to the unrest penalty in this example. I think it's too low at the bottom end of the curve and thus will be too tempting to just leave it low and play around tax. Since the cap still must be 100% unrest, perhaps the difference needs to be compressed (example 6%):
Name TaxRate Unrest Difference
Free Spirited 10% 6%
Low 20% 12% 12 - 6 = 6
Normal 30% 24% 24 - 12 = 12
High 50% 42% 42 - 24 = 18
Brutal 70% 66% 66 - 42 = 24
Oppressive 90% 96% 96 - 66 = 30
However, as I was playing with this, I just felt that the top end of the curve was too steep, resulting in never wanting to go near those upper level unrest penalties. In addition, the more you compress the curve, the easier it is to just stay at the bottom and work your way around gaining gilder.
This also bears the assuptions that the game (and AI) expects in some fashion for the bottom to be in the 10% realm and the ceiling to be in the 98% realm.