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  1. #1

    Default Taxation politics

    Well, I would like to know the opinion and tactics used by other players regarding taxation.

    I was used to low 90% of the time in vanilla due to needing the cities to grow as I runned out of buildings. Here the grow seems somewhat faster and you have more things to build so a different approach may be interesting when you dont have unrest problems. Also I read it may affect governors traits.

    Whats your default taxation level (when unrest allows it)? Do you go for extra population in small settlements that are running out of buildings?

    Comment please

    We will either find a way, or make one.


  2. #2
    delra's Avatar Praepositus
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    Default Re: Taxation politics

    Always all cities on low at all times until max size.

  3. #3
    Biarchus
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    Default Re: Taxation politics

    Always max taxation depending on loyalty and pop growth. I turn it down if I get unhappy people or no growth. 80% of my cities will be very high tax, others slightly lower depending on happiness or growth.

  4. #4
    Darkan's Avatar Senator
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    Default Re: Taxation politics

    I try to keep happiness on minimum yellow and pop growth to at least 0.5, though sometimes I do keep it on 0 if the increase is at least 300 mnai between tax levels. I usually build the first 2 levels of temples and maybe an additional happines giving building but alternate between farms/temples at first. When I have more than 3 cities I build stuff so that I have only 1 per turn to build. (City 1 - temple, 2 turns; City 2 - farms, 4 turns; City 3 - a 6 turn building)
    Last edited by Darkan; July 06, 2015 at 09:19 AM.
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  5. #5

    Default Re: Taxation politics

    I keep everywhere on normal tax level unless I start running out of cash, in which case I'll go to high in larger settlements, happiness permitting.

    I find it a happy medium between income and pop growth.
    "I should like to see...the last king strangled with the guts of the last priest"

  6. #6

    Default Re: Taxation politics

    The only other mod for Med2 that I've played extensively is Stainless Steel, and on that mod having low taxation all the time is not a good idea because it gives your family members bad traits. On EB2 this does not seem to be the case, though I may not have played enough to know this for sure. For the time being I stick to low tax rates unless I particularly need the money because long term growth is more important than short term financial gain.

  7. #7
    Senator
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    Default Re: Taxation politics

    Normal to get some poulation growth and sometimes less if it is really needed for some special city,in war it's high or Very High to pay and raise troops.
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  8. #8

    Default Re: Taxation politics

    In EB I, taxes on high was ideal in order for family members to have good traits, but I'm not sure about EB II. I have stuck with the high tax rate strategy, but I would be interested to know about the tax rate affecting character traits like in the first one.

  9. #9

    Default Re: Taxation politics

    Quote Originally Posted by Tantum eruditi sunt liberi View Post
    In EB I, taxes on high was ideal in order for family members to have good traits, but I'm not sure about EB II. I have stuck with the high tax rate strategy, but I would be interested to know about the tax rate affecting character traits like in the first one.


    I did this back in v2.01 as I was also interested to see how tax levels affect traits. Note that I haven't rechecked whether newer game versions have changed these:

    Edit: Hmm, some reason the table isn't showing.

    Edit2: Ok I couldn't get the table to show(even though it shows just fine in the edit post window), so here it is in plain text:

    At low tax level:


    • if loyalty green, can become good trader
    • can become lenient
    • if loyalty green, can become kind ruler


    At normal tax level:


    • if loyalty green or yellow, can become good trader
    • if loyalty green or yellow, can become just


    At high tax level:


    • when unit trained, can become good admin(better chance with high int)
    • when building completed, can become good admin, good builder
    • if loyalty blue or worse, can become unjust


    At very high tax level:


    • when unit trained, can become good admin(better chance with high int)
    • when building completed, can become good admin, good builder
    • if roman and charismatic, can become suberbus
    • if roman and not brutal, can become brutal, good admin, crudelis
    • if urban amphitheater and selfish, can get bad traits
    • if uniqueroad1 and selfish, can get bad traits
    • if loyalty blue or worse, can become unjust
    Last edited by Poppis; July 08, 2015 at 01:31 AM.

  10. #10

    Default Re: Taxation politics

    Umm, nice info you bring there.

    Thanks Poppis. Keep it coming everybody. Its interesting to see each one strategies.

    We will either find a way, or make one.


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