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Thread: Tax and economy

  1. #1

    Default Tax and economy

    Hello everyone.

    I have a qualestion about modifiers (of modifiers?).

    When you point with mouse to left down corner, you can find region unique modifiers to tax, livestock, trade, industry...

    What I dont understand is how does it modify final income.

    Correct me please, because I really dont know.

    Example: you have buildings making subsistence income of 100, industry 100, local commerce 100, livestock agric. 100. Region is unique with tax -10%, livestock 0%, trade +10%, industry 5%.

    What modifies tax? Everything else? Or just subsistence?
    Income is:
    subsistence x tax = 90
    Industry x industry modif = 105 or industry x industry modif x tax?? = 95??

    Same math with livestock and commerce. Does tax modify it?

    At the end. Final modifier to all is empire maintenance (always negative). But at same level are slaves effectively working as positive maintenance.
    It means, it is easier to have slaves to directly counter empire maint. but on regional level (not factionwide)? In exchange to some public disorder...

  2. #2
    ~Seleukos.I.Nikator~'s Avatar Campidoctor
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    Default Re: Tax and economy

    First go all the modifiers to each source of income (local commerce, maritime commerce, subsistence, industry, etc.)

    Tax is a sum of income from all these resources for each region in a province. So for example;

    Martime commerce 200 (+20%) = 240
    Industry 100 (-10%) = 90
    Subsistence 400 (+10%) = 440

    Total tax equals 770

    Then this value is modified by the subsequent three other modifiers, namely tax rate, slaves and maintainance. So for example;

    770 (+10% tax rate)
    (+20% slaves)
    (-40% maintainance)

    = 693

    So in this case 693 is the actual amount you receive in taxes from this region next turn. You can see all these details in the economy panel of each province. The total amount of tax received from one province is obviously a sum of all taxes received from all it's regions (that you own).
    Last edited by ~Seleukos.I.Nikator~; August 27, 2018 at 05:39 AM.

  3. #3
    Jake Armitage's Avatar Artifex
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    Default Re: Tax and economy

    ^ and corruption? How is interfering?
    Thx seleukos

  4. #4
    Sonny WiFiHr's Avatar Campidoctor
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    Default Re: Tax and economy

    Maintainance = corruption + upkeepcost

  5. #5
    Jake Armitage's Avatar Artifex
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    Default Re: Tax and economy

    YO!

  6. #6
    Sonny WiFiHr's Avatar Campidoctor
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    Default Re: Tax and economy

    Corruption = Number of provinces (flat % per one - tends to increase with more provinces) + other stuff (characters, etc) + Imperum level.

    Don't know formula but it works.

  7. #7
    ~Seleukos.I.Nikator~'s Avatar Campidoctor
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    Default Re: Tax and economy

    Quote Originally Posted by Jake Armitage View Post
    ^ and corruption? How is interfering?
    Thx seleukos
    You are welcome Jake! And that's actually a good question about the corruption. I'm actually a bit unsure about it.

    @Sonny, are you certain that the corruption modifier is calculated into maintenance?

    I'm gonna check this out once I get home from work.

    EDIT: I've actually checked quite thoroughly all the modifiers in my current campaign and found not a single instance of corruption. Is there actually such a modifier present in the game, or do we call it simply maintenance? Can you give any examples?
    Last edited by ~Seleukos.I.Nikator~; August 28, 2018 at 10:18 AM.

  8. #8
    Sonny WiFiHr's Avatar Campidoctor
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    Default Re: Tax and economy

    Can say that(upkeep for building) is reduction in taxes.
    Maintenance or Corruption is based on region numbers + traits + hidden modifier (probably difficulty) + imperium level. I actually monitor only this numbers so I made mistake about upkeep going to Maintenance. I know they they will be bigger with every new region , it is not flat number and formula is not additive based . I just simplify it (difference is not that big)
    Maxed 4 generals are giving me 34x4 gold from trait (1% increase). Reducing corruption 52% to 51,6% or similar .

    You will not get flat 1% reduction . It will apply 1% reduction on current Corruption. It is percent on percent .Small corruption -no need for this traits. After 100 % corruption it is good trait (and free research).

    That I know from playing game. Currently having 7 anticorruption Generals/dignitary making it difficult to be more precise.

  9. #9
    ~Seleukos.I.Nikator~'s Avatar Campidoctor
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    Default Re: Tax and economy

    @Sonny,

    So do you actually see any modifier that is called 'corruption'?

  10. #10
    Sonny WiFiHr's Avatar Campidoctor
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    Default Re: Tax and economy

    rom_any_corruption_mod_global. This is from db files.

    It translates as Maintenance (tooltip)

    I always write corruption because of that

  11. #11
    ~Seleukos.I.Nikator~'s Avatar Campidoctor
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    Default Re: Tax and economy

    Right, so that makes sense. It's just simply called maintenance in the tooltip. Cheers!

  12. #12
    Jake Armitage's Avatar Artifex
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    Default Re: Tax and economy

    Txaknk for clarifications guys

  13. #13

    Default Re: Tax and economy

    thanks for your questions because of this it will help me to clear tax and economy things.

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