Query re Taxation

How do people manage taxes?  I've looked at raising 'em sometimes, and the unrest hit seems ridiculous, so I've never pushed it.  Has anyone analyzed it, been systematic about working on the cost-effectiveness of altering the tax rate?  

9,341 views 3 replies
Reply #1 Top


How do I manage taxes? I rewrote them. XD (I think they work much better this way, but definately welcome the opinion of anyone wanting to test them out.)

Here is the copy/paste for TaxRateDefs.xml

<TaxRateDefs>
 <DataChecksum NoParse="1">
  <Ignore>DisplayName</Ignore>
  <Translate>DisplayName</Translate>
 </DataChecksum>
 <TaxRateDef InternalName="TaxRate_None">
  <DisplayName>Free Spirited</DisplayName>
  <TaxRate>0.0</TaxRate>
  <Unrest>10</Unrest>
 </TaxRateDef>
 <TaxRateDef InternalName="TaxRate_Low">
  <DisplayName>Low</DisplayName>
  <TaxRate>0.1</TaxRate>
  <Unrest>13</Unrest>
 </TaxRateDef>
 <TaxRateDef InternalName="TaxRate_Normal">
  <DisplayName>Normal</DisplayName>
  <TaxRate>0.3</TaxRate>
  <Unrest>21</Unrest>
 </TaxRateDef>
 <TaxRateDef InternalName="TaxRate_High">
  <DisplayName>High</DisplayName>
  <TaxRate>0.5</TaxRate>
  <Unrest>36</Unrest>
 </TaxRateDef>
 <TaxRateDef InternalName="TaxRate_Brutal">
  <DisplayName>Brutal</DisplayName>
  <TaxRate>0.7</TaxRate>
  <Unrest>59</Unrest>
 </TaxRateDef>
 <TaxRateDef InternalName="TaxRate_Oppressive">
  <DisplayName>Oppressive</DisplayName>
  <TaxRate>0.9</TaxRate>
  <Unrest>90</Unrest>
 </TaxRateDef>
</TaxRateDefs>

I've also changed a line in ElementalDefs.xml:

        <!-- ** Taxes ** -->
        <DefaultTaxRateDef>TaxRate_Normal</DefaultTaxRateDef>

Lastly, I've also increased propaganda back to +2gildar/essence. My tax rates produce a little more unrest and so the extra gildar from this enchantment helps offset that in CoreSpells.xml:

    <SpellDef InternalName="Propaganda">
        <DisplayName>Propaganda</DisplayName>
        <Description>City produces +2 Gildar per Essence.</Description>
        <Image>S_Inspiration_Painting.png</Image>
        <IconFG>S_Avarice_Icon.png</IconFG>
        <AutoUnlock>1</AutoUnlock>
        <CanStack>0</CanStack>
        <SpellBookSortCategory>City</SpellBookSortCategory>
        <SpellBookSortSubCategory>CityEnchantment</SpellBookSortSubCategory>
        <SpellType>Strategic</SpellType>
        <SpellClass>ImpResourceBooster</SpellClass>
        <SpellSubClass>Other</SpellSubClass>
        <SpellTargetType>FriendlyCity</SpellTargetType>
        <Prereq>
            <Type>AbilityBonusOption</Type>
            <Attribute>Air1</Attribute>
        </Prereq>
        <SpellResourceCost>
            <Resource>Mana</Resource>
            <Amount>20</Amount>
        </SpellResourceCost>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Gold</Attribute>
            <Duration>-1</Duration>
            <HasUpgradableValue>1</HasUpgradableValue>
            <PerTurn>1</PerTurn>
            <Calculate InternalName="Calc" ValueOwner="TargetCity">
                <Expression><![CDATA[[TileYieldEssence]*2]]></Expression>
            </Calculate>
            <Calculate InternalName="Value">
                <Expression><![CDATA[[Calc]]]></Expression>
            </Calculate>
        </GameModifier>
        <ValidTerrainCategory>City</ValidTerrainCategory>
        <AIData AIPersonality="AI_General">
            <AIPriority>60</AIPriority>
        </AIData>
        <HitSoundFX>Spell_Avarice_01</HitSoundFX>
        <SpellCastEffectName>Brilliance</SpellCastEffectName>
        <SpellCastEffectScale>.4</SpellCastEffectScale>
        <SpellDefEffect>
            <EffectName>S_Inspiration_Particle</EffectName>
            <LocalPosition>0,0,0</LocalPosition>
            <EffectScale>0.75</EffectScale>
            <EffectDelay>0.5</EffectDelay>
            <SnapToTerrain>1</SnapToTerrain>
        </SpellDefEffect>
    </SpellDef>

Reply #2 Top

Right on.  The current taxation system is really really bad

Reply #3 Top

I like it.  I'll try and use this for my next game.