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  1. #1

    Default I do not understand the economy at all

    I begin saying that I have read the post regarding the economy of this mod but still some parts are still obscure to me.


    In particular the one regarding the tax income bonus or penality and this was to simulate the mantainanance cost but it is frankly exaggerated but still I do not understand how it is done


    If every turn I have both the bonus and the penality then the buildings are 100% useless, if it is one turn bonus and the year after malus they are still useless, if they are random building can become extremly dangerous and worst then useless so how does it work?


    Ps: oh I almost forgot a second question, there was a part where I read about inflation like CA did from Empire on, that basically if u keep the tax too high u are going to have unrest and it will diminish both the economic and population growth, how does it work in RS2?
    Last edited by Darkcrusader8; September 25, 2013 at 11:36 PM.




  2. #2

    Default Re: I do not understand the economy at all

    I don't think most politicians understand economics too - when actually it's not that hard (it's just that most people who aren't economists (who are too wrapped up in their own theories) need to get back to basics of 'housekeeping'!).

    RSII's buildings are quite sensible - if it provides 'people' benefits then it costs money - if you just want to tax, then it will make people unhappier - very simple and very intuitive. As a consequence it is quite possible to keep everyone happy and still make enough money. Most players have complained about having too much money, so this has been 'tweaked' rather lot. Enjoy.

    Raise taxes to VH and the population, via the Governors, will let you know.
    "RTW/RS VH campaign difficulty is bugged out (CA bug that never got fixed) and thus easier than Hard so play on that instead" - apple

    RSII 2.5/2.6 Tester and pesky irritant to the Team. Mucho praise for long suffering dvk'.

  3. #3

    Default Re: I do not understand the economy at all

    its listed as bonus or penalty but read the number , if its a bonus its a regular, positive number, if its a penalty it will be a negative number. the same building will alwys provide the samething.

    most starting settlements of a faction have the 200% tax bonus cultural building, this is to make you not snowball so hard when you take more settlements as conquered areas make much less money without this building.

    the benefits are additive, so tax penaltis in your starting settlements almost don't matter.

    Trade income is generally minimal compared to taxes in your starting settlements due to the massive bonus from your cultural building.

    making money in RS is very simple - build happiness buildings in your starting settlements to allow Very high tax setting, make sure each settlement has a governor and keep it there til it dies. you will make tons of money on any difficulty.
    very high tax setting is extremely overpowered, infact i consider it cheating, i force myself to play on low taxes in all settlements for a better experience. the game is quite pointless if you abuse vh taxes.

  4. #4
    dvk901's Avatar Consummatum est
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    Default Re: I do not understand the economy at all

    The 'economics' in RTW was essentially flawed in the sense that when you built things, it would give you what would basically be the profits that the common people would've normally made. For example, you build a market, then you get profits. You build a port, then you get profits. You build certain temples, you get profits and bennies....and so on and so forth. The entire game was based on 'gaining' bonuses and profits. But this is not a real economy....it is a gamey shadow of an economy that doesn't represent reality.

    In building the economic model of RS2, we used what was available to us in RTW to try and at least 'emulate' a more realistic economy. Yes, you build a temple, an aqueduct or a well, and certain other buildings that give you happiness, law or health bonuses....but these things come at a cost to the people who benefit from them, via taxes. A LOT of the economics in RS2 is in fact based on taxes....both in gathering them through buildings, and shelling them out for maintenance and the upkeep of your empire. Trade bonuses are very limited, and the best ones are even further limited to the areas where your played faction starts. This way, you can actually spend more than your profits will show (your end turn will sometimes show a negative figure), but actually make some money through taxation. Grossly over spend, and you can drive yourself into the red because you can't take in enough taxes to pay for it.

    I'll grant that this is a 'silent' and invisible aspect of RS2 for the most part, because RTW really had no 'mechanism' to report what we did with it, and often the end turn numbers don't 'add up' the way players think they should. Still, the model allows us to control the economy a lot better, and prevent the latter stages of the game from being 'Rome Total Shopping'.

    Creator of: "Ecce, Roma Surrectum....Behold, Rome Arises!"
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  5. #5
    Scipio praeditus's Avatar Decanus
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    Default Re: I do not understand the economy at all

    It's pretty simple really, the first twenty to thirty turns you build things that only give a taxation/income bonus, once you run out of those you start building the ones with a minor happiness penalty whilst keeping taxation at high where possible (build the tax decree buildings with that massive happiness penalty only in settlements with a happiness at around twohundred), if you've only got happines/tax-Penalty buildings left within this starting period just let them be.

    In the mean time you use up your armies to deal with scripted threats and take some settlements whilst hardly recruiting any new units, thus releasing upkeep funds needed to build more economy buildings.
    After those twenty to thirty turns you start building happiness/tax-penalty buildings like crazy, because if you don't your populace will become pissed off soon after.
    Don't expand too far, guard your borders sparingly and build the occasional economy building, soon after you'll be swimming in "more cash than you'll ever need".

    Oh, and if your familly members start getting the "Depression" trait or whatever it is called, get rid of your faction leader.
    "The only question that remained was whether the founders knew the final result of their creation, or if they themselves where the victims of a misunderstanding.
    In the latter case it was the duty of any thinking human, to press himself into the front of this depraved movement, to perhaps still prevent the extreme, in the former case the founders of this peoples disease must have been true devils; for only in the brain of a monster - not of a human - could the plan for an organisation take meaningfull form, whose purpose must lead toward the end result of a collapse of human culture and thus to the desolation of the world.
    In this case only battle remained as a means of final delivery, battle with any weapons that the human mind, intellect and will are able to comprehend, regardless, of whom fate would gift with it's blessing."

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