Hi
So this mod is pretty straightforward, if you understand what I put in the title that is. It adds a gradual tax to buildings; the higher level the building is the more tax revenue it will cost your faction to maintain. *For now*, only religious buildings have been modified and are culture specific because let's face it, Roman and Hellenic (which were structurally comparable as the romans copied the greeks for the most part) were > Barbarian buildings, and this is somewhat true for Eastern buildings as well.
Why did I think up this mod? Well I've attempted several campaigns and usually find the economy/settlement building to be rather static, I wanted more dynamism. So I thought about it and realized there aren't really upkeep fees for having super awesome buildings, the only real upkeep penalties a faction has are from its military. That's well and good but there is far more to empire than military might so I wanted taxes to play a more realistic role. You may find yourself asking, Hey Moonflower, aren't you as the player supposed to be receiving tax revenue as the proprietor of these buildings, not losing? Great question. The purpose of these tax penalties is to reflect the payout by you, the proprietor (the ruler, council, etc), to those citizens who operate and maintain these structures. They simulate your tax revenue being put to use, so as not to be available in a lump sum to be used just for building more buildings or recruiting more troops or agents or for diplomatic purposes. And lastly, I've added another bit of realism by making the penalties larger for when the building is damaged to reflect payment for the labor necessary to repair the structure, not just payment for the structural resources necessary for repair which I think is reflected by the current sum cost that we get when we mouse over a damaged building.
I've seen other mods struggle with the concept of empire maintenance. DeI comes to mind for sure(love DeI <3 )... DeI implements more corruption as your empire grows and this is termed "empire maintenance." I like the idea, but I feel the concept as a whole is more dynamic than that to be addressed in a singular fashion.
SO:
The gradual tax model: base + double the building level (e.g. base 4% + (lvl 5x2) = 14% tax)Spoiler Alert, click show to read:
Breakdown: (for those of you who don't like math ;D [I don't either, so give me a cookie for this, yes?])
Spoiler Alert, click show to read:
Future Plans? I'm thinking of introducing taxes to sanitation buildings as they are public institutions, like temples, and main chain buildings as well, with notable variation between major and minor cities and minor city types, and education buildings, cultural/entertainment buildings such as amphitheaters... also considering military buildings, still undecided, but leaning towards yes. And as more structures are given a gradual tax, the tax penalties will be adjusted and balanced across the board. Main chains will be the most costly, then sanitation, temples, and so on, but some buildings may ignore those boundaries--for example, a lvl 4 temple may be more tax heavy than say a lvl 4 bathhouse or something like that, it will just depend on the individual buildings real life function and value.
Compatibility? Should be compatible with everything as it just adds additional effects to the buildings specified... I don't believe future patches will break it but will update as necessary.
Feedback is most welcome. Thank you, enjoy
Temple_Tax_MF.7z