seanw3 seanw3

[.981] What the hell happened to Taxes?

[.981] What the hell happened to Taxes?

Can we get some discussion about why taxes were changed and how exactly it works? To say the least, it is very unintuitive and annoys the hell out of me. I need to pay heroes from turn one, but paying more than one is impossible. It forces me to rush the Merchant. It also makes any taxes total bollocks until very late in the game. Taxes have always been useless until later on, but if this is the final design goal, how does it work and why was this chosen?

16,969 views 42 replies
Reply #26 Top


I really like the new tax system. Makes it harder to get the gold you need.

I don't like that none to low is a 40 point difference.

Imo, the rate should increment by 20 points each time: -20, 0, 20, 40, 60, 80, 100; coorisponding naming equivelants can be: charitable, relaxed, low, average, high, oppressive, tyrannical.

This approach would give the player a wide flexibility in how to tax citizens. Imo, the unrest should not be the only bonus/penalty associated with tax rate. Makes it too linear if it is. %chance for rebellions/free slave units and prestiege/heroes should also be incorporated into the system so that you can play off certain strategies.

  

 

 

Reply #27 Top

I wouldn't complain about another rate between 0 and 40% say 20%, as this would cause balance to the current system that has

0 40 50 60 70 90

The system I pick would be

0 20 40 50 60 70 90

None, Mild, Low, Normal, High, Brutal, Oppressive

But I already know this easily moddable from looking at the files. But I wouldn't advocate this to be in the vanilla game. I'd never use None or Mild anyway.

Reply #28 Top

Quoting CdrRogdan, reply 23
I think a % bonus to production from population or city level would have been a much more impactful change

I absolutely agree. Now the population is like experience for units. I do not like at all. = ( 

Reply #29 Top

Ah zhukodim. The name every English speaker mispronounces. Bet you can't explain how it sounds!

 

But ya, a percent bonus would make sense. 

Reply #30 Top

However it ends up working out, it should be explained in the Hiergemanon.

Reply #31 Top

Quoting parrottmath, reply 27


But I already know this easily moddable from looking at the files. But I wouldn't advocate this to be in the vanilla game. I'd never use None or Mild anyway.

I would if the rewards merited it. Then again, if there were bonus to using oppressive, I'd just as well use that. It depends on the situation at hand.

Reply #32 Top

Quoting DGB246, reply 21
But then why does it take years of taxes just to buy a bread roll!? The money system already requires a suspension of disbelief so we shouldn't dwell on how realistic/unrealistic the tax system is

 

It's not a bread roll, but a game saver, saving your hero from dying easely in a battle. You think it shouldn't cost more then 0.00001 gildar? What a nice balanced game that would be......

Reply #33 Top

I think of it more as enchanted bread. Like the stuff they make for weddings.

Reply #34 Top

@Viking

 

I understand it's value from a gameplay perspective - you don't need to be such a sarcastic anal retentive about it.

 

I just think the shop mechanics could've been implemented in a different way - it's more of a leftover from WoM really. I think the shop is fine for now but I hope they do something about it in an expansion at some point. What they could've done was distinguish between a sovereign's personal funds (for shop) and national treasury funds for army maintenance, public works etc - that's just a quick thought but Derek's a smart guy and I think he could come up with something much better.

Reply #35 Top

I think there could be some justice done to the ye olde shoppe. It needs some changes for the pricing of objects. Currently you buy things at 5 times the cost you can sell them for, which is not the most ideal solution to the underlying problem. Gildar is beginning to gain value in the game after this tax system, but there needs to be some more balancing to make gildar a more valuable resource.

Salted pork doesn't need to cost 30 gildar, it could just as easily cost 10 gildar and instead of 20 hitpoint increase maybe a 5 hitpoint increase. We have plenty of healing potions that could be done for higher hit point gains. Sometimes that 5 hitpoints is the meaning between life and death especially early in the game. There doesn't seem to be low level healing items around like this. I think for balance this would be a good start for ye olde shoppe.

Reply #36 Top

Quoting parrottmath, reply 36

Salted pork doesn't need to cost 30 gildar, it could just as easily cost 10 gildar and instead of 20 hitpoint increase maybe a 5 hitpoint increase. We have plenty of healing potions that could be done for higher hit point gains. Sometimes that 5 hitpoints is the meaning between life and death especially early in the game. There doesn't seem to be low level healing items around like this. I think for balance this would be a good start for ye olde shoppe.

 

Hear here

Reply #37 Top

How about we get the AI to use the shop and then talk about balance?

Reply #38 Top

I agree.

Reply #39 Top

Quoting seanw3, reply 38
How about we get the AI to use the shop and then talk about balance?

Now that would be unfair xD

Sincerely
~ Kongdej

Reply #40 Top

On games I'm playing lately, I set dense monster spawn, so between all the mobs and quests I don't even look at taxes.

Reply #41 Top

Quoting parrottmath, reply 36
I think there could be some justice done to the ye olde shoppe. It needs some changes for the pricing of objects. Currently you buy things at 5 times the cost you can sell them for, which is not the most ideal solution to the underlying problem. Gildar is beginning to gain value in the game after this tax system, but there needs to be some more balancing to make gildar a more valuable resource.

Salted pork doesn't need to cost 30 gildar, it could just as easily cost 10 gildar and instead of 20 hitpoint increase maybe a 5 hitpoint increase. We have plenty of healing potions that could be done for higher hit point gains. Sometimes that 5 hitpoints is the meaning between life and death especially early in the game. There doesn't seem to be low level healing items around like this. I think for balance this would be a good start for ye olde shoppe.

 

Healing portions needs to cost alot. They are EXTREMELY powerfull. This huge benefit for the player is also a benefit not used by the AI.

Anyways, no point in making champions insanely more powerfull by reducing healing portion prices, or incresing their benefits.

Reply #42 Top

Quoting CdrRogdan, reply 5


Consequently since population now provides no resources, once you reach a level 5 city it's only purpose is to provide conquering players bigger cities..

 

 

I have had zero luck with city growth in several builds.

I can't seem to get anything above a level 3 city, even with the all farm type buildings/upgrades.