I'm going to post this in a new thread in the hopes of generating discussion on the idea:
I really think the tax system needs some love. Currently I set tax to 'low' and don't need to change it the entire game.
The tax system requires a second dynamic to it in order to make choosing your factions tax rate to be meaningful. The two following thoughts come into play:
- Tax Collected - Corruption = Moneys Gained
- Base Unrest + Corruption = Unrest Gained
The result is the following equation to be used to determine tax:
- BaseUnrest = ((TaxRate)^2/100) + Corruption
Now to describe this mechanic of corruption. The base is 15%. This equilibrum should always be reached by taking the number of 'Corruption Fighting Buildings'/(# of cities in empire); thus
- Corruption = 15% - (Buildings/#Cities)
Therefore, since your base will be zero buildings divided by (presumably) 1 city since it's the beginning of the game, the result will be 15%.
The following table can be made:
Name TaxRate Unrest (note that the +15% from corruption is added to each line in Unrest already)
Free Spirited 10% 16%
Low 20% 19%
Normal 30% 24%
High 50% 40%
Brutal 70% 64%
Oppressive 90% 96%
Note, since 'zero' tax is a system that is bound to fail in reality, it should not be an option. In addition, too many other sources of income collapse when 'zero' is selected anyways so most people playing this game wouldn't select that tax option anyways.
Finally, there should be buildings throughout the build tree of the town that alleviates corruption. There should be a tree within the Town where buildings like Tax Office or Courthouse provide discount into this system.
- Tier 1 building provides 5% discount
- Tier 2 building provides 10% discount
- Tier 3 building provides 15% discount
Now remember, these buildings add there bonus and divide by the number of cities. Also remember that the tiered buildings are part of a tree, so each city can only have 1 of these buildings at a given time, resulting in a 5, 10, or 15 percent discount. The following example of the system are as follows:
Example 1: If you had 5 cities, but only 2 of them were towns with each having a Tier 1 building, then the corruption would only be decreased by 2% [ (5+5)/5 = 2% ].
Your net Table, unrest impacted by corruption minus discount, would look as follows:
Name TaxRate Unrest
Free Spirited 10% 14%
Low 20% 17%
Normal 30% 22%
High 50% 38%
Brutal 70% 62%
Oppressive 90% 94%
Example 2: In this extreme example, if you had 7 cities, and all 7 cities were towns with Tier 3 buildings in each then (15+15+15+15+15+15+15)/7 = 15% discount. Essecially corruption is eliminated and you are left with just the first part of the equation. HOWEVER, in THIS case, ALL are towns.....VERY unlikely to happen in a regular game.
Name TaxRate Unrest
Free Spirited 10% 1%
Low 20% 4%
Normal 30% 9%
High 50% 25%
Brutal 70% 49%
Oppressive 90% 81%
Also, note to this system: This only effects the unrest from the tax. Unrest from all other sources must still be handled by the effects produced by the Fortress improvements, Commanders, etc.
Thoughts? Comments?