Results 1 to 6 of 6

Thread: Regarding city development and building information, and taxation

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default Regarding city development and building information, and taxation

    Hey all,

    First and foremost - love the mod. The level of depth achieved thus far is truly incredible and there is just so much to think about from turn to turn. I'm nearly 40 turns into a Rome campaign and it's safe to say it took me a few restarts to get an understanding of how to go about things. Now my empire is thriving and I'm still learning and experimenting.

    Now, the questions. Firstly regarding city development and building information. I'll give an example - Rome is a 'Heavily Urban Region' and thus has a +20% bonus to industry. When I hover over, for example, the suburra it says +750 income. Is the information in the building guide the base rate and I then need to apply this bonus for the Rome region to the +750 (so in effect it is an invisible buff over the base rate)?

    Secondly, taxation. I've started to run into trouble with taxation sometimes rising as high -80% and thus meaning that I get no income from the region. I did not build anything which increases this number, but found myself having to build courts in a number of provinces to get the number down. So my question are thus: does it just fluctuate, and what contributes to taxation problems aside from buildings? For reference, my corruption levels swing around in the -15/-25 region.

    Thanks guys!

  2. #2

    Default Re: Regarding city development and building information, and taxation

    Hey Ant191!

    Glad to hear your Roman faction is on path to greatness. In terms of your questions, the first one is correct: many buildings and effect bundles (e.g. seasons, urbanisation) provide modifiers on certain types of income, industry being one example. This doesn't increase the value on the UI if you would, for example, build a quarry. The displayed value is still the same, if I'm not mistaking. But there is an invisible bonus on top of that, so these income-modifying buildings can be very powerful when employed correctly.

    Secondly, some main chains like Civitas Libera and Amicus et Socious have an effect called Tax Exemption. With Amicus, I think it goes up to 80% tax exemptions. This applies regionally, meaning that all the income from that specific region is modified by -80%; this includes all other buildings besides the main settlement as well. Could this be the answer to your question?

    Cheers
    Campaign modder for Ancient Empires


  3. #3

    Default Re: Regarding city development and building information, and taxation

    Thanks for the quick reply! I had a feeling that they were invisible boosts seeing as the UI information did not change, thanks for clarifying that.

    I had completely forgotten to take into consideration the city/town first slot tax exemptions! I'm looking at my save file now and I've tended to gravitate toward the Civitas Foederata 'Allied State' (-15%) in most my regions outside of Italy, but I did experiment with the Civitas Libera in Carthage and this was a region where my income did drop to 0 so that may explain it. I'll definitely keep a close eye on my income rates as I switch between the main chains, it's a shame the overview UI only provides an overall tax rate and not individual settlements. Just to clarify - when you say region you mean the city (ie Roma) and not the province (ie Italia), correct?

  4. #4

    Default Re: Regarding city development and building information, and taxation

    Quote Originally Posted by ant191 View Post
    Hey all,

    First and foremost - love the mod. The level of depth achieved thus far is truly incredible and there is just so much to think about from turn to turn. I'm nearly 40 turns into a Rome campaign and it's safe to say it took me a few restarts to get an understanding of how to go about things. Now my empire is thriving and I'm still learning and experimenting.

    Now, the questions. Firstly regarding city development and building information. I'll give an example - Rome is a 'Heavily Urban Region' and thus has a +20% bonus to industry. When I hover over, for example, the suburra it says +750 income. Is the information in the building guide the base rate and I then need to apply this bonus for the Rome region to the +750 (so in effect it is an invisible buff over the base rate)?

    Secondly, taxation. I've started to run into trouble with taxation sometimes rising as high -80% and thus meaning that I get no income from the region. I did not build anything which increases this number, but found myself having to build courts in a number of provinces to get the number down. So my question are thus: does it just fluctuate, and what contributes to taxation problems aside from buildings? For reference, my corruption levels swing around in the -15/-25 region.

    Thanks guys!
    Just a quick tip, you can see all modifiers and income for each region in the province tab!

    I'm also working on adding campaign advice to those new to AE through the advisor.
    Vespasian's own: Up the Augusta! For Cato!

    AE: Battle Balancing and BAI.

  5. #5

    Default Re: Regarding city development and building information, and taxation

    Quote Originally Posted by Petellius View Post
    Just a quick tip, you can see all modifiers and income for each region in the province tab!

    I'm also working on adding campaign advice to those new to AE through the advisor.
    Much obliged! I think campaign advice is a splendid idea, although a lot of the mod is really just looking at your provinces and understanding what they're good at and thus building the corresponding buildings.

    One follow-on question - I feel as though I haven't progressed far enough through a campaign to see it yet, but do the characteristics of a city (heavily urban region, communal region, etc.) change over time and if so how, or are you looking at adding that feature in a future update such as with population?

    Thanks again

  6. #6

    Default Re: Regarding city development and building information, and taxation

    Quote Originally Posted by ant191 View Post
    Much obliged! I think campaign advice is a splendid idea, although a lot of the mod is really just looking at your provinces and understanding what they're good at and thus building the corresponding buildings.

    One follow-on question - I feel as though I haven't progressed far enough through a campaign to see it yet, but do the characteristics of a city (heavily urban region, communal region, etc.) change over time and if so how, or are you looking at adding that feature in a future update such as with population?

    Thanks again
    Currently they do not change, but me and Philip/Sheridan would really like to see this in the mod.
    Vespasian's own: Up the Augusta! For Cato!

    AE: Battle Balancing and BAI.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •