It's all coded for in the export_descr_character_traits.txt file (EDCT for short).
I don't understand the Taxes thing. Whats the point of having a Very-High tax setting when it doesn't even work? Or do you any good, or whatever.
'Ecce, Roma Surrectum!' Beta Tester and Historian
Under the proud patronage of MarcusTullius
Might be fun.
Roma Surrectum Greek/Spartan Researcher/Tester.
Hi there, i was just wondering how the beta testing for the economy is going in RSII?
good to hear
what is happened with the slave resource ? I can find it only inside the descr_strat folder but not inside the game ?
And one little bug: The resource elephants at the trade summary scroll has the icon of gold
Love the new economy system. Can't wait for RS II to be released!
Campaigns completed: 1 (RTW Vanilla Julii campaign!)
Mods played: S.P.Q.R., 300 Warlords of Sparta, EB, RTR-PE ExRM, Imperator II(Here), RS, Rome Medieval, X.G.M., IBFD VII, Stainless Steel v6.3 (M2TW), Deus Lo Vult(M2TW)
Mods Currently Playing: TATW(M2TW), RSII, EB
Creator of: "Ecce, Roma Surrectum....Behold, Rome Arises!"
R.I.P. esteemed friend CALVIN
could we see a detailed guide for this economic system in the near future? with illustrations and examples etc just so everybody knows how to manage it.
"I know not with what weapons World War III will be fought, but World War IV will be fought with sticks and stones."
Started a Rome campaign building the economic buildings while my peeps are happy.Hopefully most of my cities will be putting out some decent cash before i have to start building things that have an infrastructure penalty.Roma is eating some serious cash though lol,hopefully Macedons coastal cities will feed the beast.
So in every settlement there this: Economic and Cultural building, and it says something about you having to please the people, also, some buildings give me a trade and tax bonus, while others only give me a happiness bonus, can someone explain how this works?
Hello... I've tried looking everywhere. Questions and answers, previous twcenter forums which apparently dont load for whatever reason and I know this has been asked before but every single answer I've come upon is always based on the philosophy rather than the numbers or an example that isn't in game.
dvk onced mentioned that if the AI builds the tax buildings that is how he knows, they are going bankrupt, referring to some "invisible debt" that will get taxed.
"but the whole thing is based on taxing a fixed growth trade system....so what happens is that your profits take a nose dive and you build a sort of 'invisible deficit'."
-What is the fixed growth trade % Is there is no number, can I know the formula to keep track of it?
-Where is this invisible deficit, if not a number can I gather data from the scrolls to come up with it?
"but it'll be a lot like 'borrowing from the future'. You'll drive profits into the red, the amount of money generated on a collapsing economy through taxes begins to evaporate, and then you get into trouble."
What is the rate of the borrowing? is there a number you can put on that?, if not maybe a % I can divide by the city's wealth or income?
I'm just confused, you say taxing in the long term is bad... yet only a few cities develop corruption. But that is the only other factor besides happiness to make me lower taxes or even destroy the tax buildings.
The questions I guess would be, aside from in Real life... why do higher taxes "not" work in RS2.5?
What is the "invisible cash cow" unseen god?
What and where, or even how can I track the "unseen deficit" demigod?
What, where or if not then.. how can I track the "trade growth rate" messiah?
Do import facilities get rid of penalties of some buildings for not having the resource found at the region?
I thought it was hard coded into RTW that bigger population yields higher profit?
.. hope your getting the religious umm not sure to call it jabs but ...m3h.
They dont work on Empire Total War for example... but that is because i know there is a real penalty on the average region wealth for taxing the upper/middle class too much thus decreasing profits overall, is a number I can track. I can divide it accordingly to see how far I can keep it up. I can plan ahead knowing the current state can only be kept for x amount of turns, thus influencing my war planning.
Maybe you can't give me a specific number but maybe you can give me a formula I can gather info and plugging in to find out the number I dont mind... anything that isn't the "invisible god of the cow cash"... or the 3 headed "invisible deficit" hydra beast from ancient tales.
I would thank anyone, anyone with any info in translating the mystical "cash cow" definition into a few numbers or maybe a formula... or maybe the "invisible deficit" unseen demigod unto a tangible definition.
Heck maybe there are charts that I haven't found I apologize in that case, I welcome them to give shape and/or meaning to the mythical Olympian gods of low taxes.
Thank you... and I know is repetitive but I am sorry if it sounds a bit too weird or arrogant, RS is the reason I got into pc mods to begin with. You are the reason I play Modern Combat for Company of heroes or any mods for any game. Metaphors are fine, they help put into perspective the answer, but not when they are indeed the answer to every question, my funny bone starts to tingle for some reason.
Is there a way to destroy buildings that are too far deep in your construction tab? I press the golden arrow to go down but it only goes down to one ..."box" below. Other buildings are now hidden. And fomr the building browser every grey hammer is greyed out. And no I'm not trying to destroy roads or walls, I mean simply things like the barracks or the a temple.
Last edited by Spartas Julius; February 23, 2013 at 07:29 PM.
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