Change to NPC Citizen's Tax

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Change to NPC Citizen's Tax

Postby Shadowood » Wed Apr 05, 2017 9:15 pm

Looking back through forum posts, I don't believe this suggestion has come up.. All I can find is Captain Jacks original post on when Taxes were put in place (viewtopic.php?f=19&t=961&p=8979&hilit=NPC+Citizen+tax#p8979)

Captain Jack wrote:There will be the following mandatory taxes:
1)Tax paying citizen (npc inhabitants of kingdom ports)
A fixed amount of 10 Gold coin per citizen per 365 days, paid daily in installments. This amount will not be tweakable till we end up in some delighting mechanism that will affect citizens growth rate (and possibly will be linked with the deprecation of Black Death/Transport Immigrant cards - these are ideas for future though).


I would like to discuss the idea of a new "delighting mechanism", that CJ refered to 6 years ago. The idea acutally comes from a game call Sim City. I am sure a lot of players here have played this game through the ages. As Mayor of a city you could set your "Taxes" to what ever level you like (0-20%). This tax code would have a direct effect on "citizens" behavior.

If the taxes were low and appealing, New Citizens would flock to Shadowood-Ville and be happy. But coffers would start to drain quickly as you had expenses (Roads, EMS, Etc.) to pay for. The reverse was the same. Set taxes high, and citizens leave your metropolis..

I would like to propose that Nations can adopt new NPC Citizen tax laws with certain actions tied to them. I don't math well (as previously stated) so I would like help from players like Haron and Meliva, who can work out the best "structure" for this. But off the cuff, here is what I suggest.

10 gc is the benchmark. If a nation leaves this alone, nothing new will happen. All current mechanics stay the same.
If a nation elects to "Lower" this NPC tax, new Citizens will begin to populate in all nation controlled ports at a XX% rate per every -1% rate the tax code is lowered.
9 gc Tax rate = .1% increase in population per day per port controlled.
8 gc Tax rate = .2%
...
1 gc Tax rate = .9% increase in population per day

Reversely...
If a nation chooses to Raise taxes to get more money in coffers, they will lose population in EACH port at a rate similar to above.
11 gc Tax rate = .1% decrease in population per day per port controlled
...
20 gc Tax rate = .9% decrease in population per day per port controlled

To avoid abuse, this mechanism could be controlled by restricting it to only being able to change every 15 or 30 days.

Now this is just a basic idea to get some creative juices flowing and some nice discussion feedback. Thoughts??
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Re: Change to NPC Citizen's Tax

Postby Meliva » Wed Apr 05, 2017 9:37 pm

Shadowood wrote:Looking back through forum posts, I don't believe this suggestion has come up.. All I can find is Captain Jacks original post on when Taxes were put in place (viewtopic.php?f=19&t=961&p=8979&hilit=NPC+Citizen+tax#p8979)

Captain Jack wrote:There will be the following mandatory taxes:
1)Tax paying citizen (npc inhabitants of kingdom ports)
A fixed amount of 10 Gold coin per citizen per 365 days, paid daily in installments. This amount will not be tweakable till we end up in some delighting mechanism that will affect citizens growth rate (and possibly will be linked with the deprecation of Black Death/Transport Immigrant cards - these are ideas for future though).


I would like to discuss the idea of a new "delighting mechanism", that CJ refered to 6 years ago. The idea acutally comes from a game call Sim City. I am sure a lot of players here have played this game through the ages. As Mayor of a city you could set your "Taxes" to what ever level you like (0-20%). This tax code would have a direct effect on "citizens" behavior.

If the taxes were low and appealing, New Citizens would flock to Shadowood-Ville and be happy. But coffers would start to drain quickly as you had expenses (Roads, EMS, Etc.) to pay for. The reverse was the same. Set taxes high, and citizens leave your metropolis..

I would like to propose that Nations can adopt new NPC Citizen tax laws with certain actions tied to them. I don't math well (as previously stated) so I would like help from players like Haron and Meliva, who can work out the best "structure" for this. But off the cuff, here is what I suggest.

10% is the benchmark. If a nation leaves this alone, nothing new will happen. All current mechanics stay the same.
If a nation elects to "Lower" this NPC tax, new Citizens will begin to populate in all nation controlled ports at a XX% rate per every -1% rate the tax code is lowered.
9% Tax rate = .1% increase in population per day per port controlled.
8% Tax rate = .2%
...
1% Tax rate = .9% increase in population per day

Reversely...
If a nation chooses to Raise taxes to get more money in coffers, they will lose population in EACH port at a rate similar to above.
11% Tax rate = .1% decrease in population per day per port controlled
...
20% Tax rate = .9% decrease in population per day per port controlled

To avoid abuse, this mechanism could be controlled by restricting it to only being able to change every 15 or 30 days.

Now this is just a basic idea to get some creative juices flowing and some nice discussion feedback. Thoughts??


I definitely like this idea, Although one thing I would alter or add is that lower taxes also increase the effectiveness of transport immigrants and building up the ports. and higher decreases it.
Example, 10 gold no effect on either. but for each coin lower the effectiveness improves by 10%. while each coin higher reduces it by 5%. this is just an example and actual numbers and effects could be decided later.

Also I think another factor should be that the governor of a port decides the taxes of that port in the absence of a governor a king decides. Since in some cases a nation may want one port to grow its population, but keep the others stable. This would also make governor positions have a actual responsibility. But this needs to be added after we make the position of governor more stable. As it is now you could be governor of one port one day, then a different one the next.
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Re: Change to NPC Citizen's Tax

Postby Bmw » Wed Apr 05, 2017 10:15 pm

would love it but there really needs to be serious adverse affects if you increase the taxation maybe something like this.
tax population that leaves
11 .1%
12 .3%
13 .5%
14 .7%
15 1.2%
16 1.8%
17 2.5%
18 3.25%
19 4%
20 5%

hey there needs to be some adverse affects to the increase in taxes maybe have it go the opposite way for having a lower then 10 tax.
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Re: Change to NPC Citizen's Tax

Postby Haron » Thu Apr 06, 2017 7:13 am

Let's do some math - that's so fun!

I start with a port with 1B population, since I think ports could easily have that size, if nations just took better care of their citizens. Now, such a port generates around 16.5 M gc each day in NPC tax. This suggestion opens up the possibility to as much as double the tax income from npcs. So this would mean an additional 16.5 M gc each day. As originally suggested, the downside would be only 1% drop in the population. Which is amended by one single TI card, worth around 2M gc (depending on several factors - this is a rough estimate of the TI card value). So this would be a very lucrative deal - spend 2M each day to gain 16.5 M each day!

Enough of the math (I'll try to tear myself away from my calculations, hard though it may be). I know this has been suggested before. I think that as it is, it is not a good suggestion. Not because of the numbers; I'm sure those could be adjusted to yield a better balance - but simply because I don't see it adding much. TI and BD cards are already very usedful and interesting cards. Changing port population is relatively easy. I think these cards give sufficient options to do so, at least combined with the relatively new option to transport population. I mainly think that the consequence of this suggestion would be that large ports would increase their tax at the cost of an extra TI card or two each day, without any interesting new strategies emerging. Just some more tax revenue.

In Sim City, one could set different tax on different kinds of industry. If, in the future, the trade in Avonmora becomes more complex, a system for trade tax may be interesting. But several other factors need to be in place first, in my opinion.
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