View Full Version : Variable tax rate in a city.


Blitzkrieg
12-25-2005, 07:52 PM
Luke has indicated 2 things in a previous thread.

1.) City populations WILL NOT be variable, the game's cities will stay true to real world stats.
2.) He is responsive to ways to increase taxes in cities.

What I am proposing is to allow each city to have a variable tax rate. Ok, I hear you say, sounds easy - populations won't change - put it up to maximum! But part 2 of this proposal is where it gets interesting. As the owner of a city you can encourage "industry" to invest in your city. The best (well only) way to encourage it is to lower taxes. When industry starts investing, your "industry factor" will rise in the city and it will start giving out more taxes then the population alone would give.

There are 4 levels of tax;
* Low
* Normal
* High
* Excessive

Low tax means you get half of the normal tax for the population but the industry factor rises by 0.5 per day.
Normal tax means you receive what the city currently gives out and your industry factor rises by 0.15 per day
High means you receive 150% of the normal tax generated by the city but your industry factor drops by 0.5 per day until it reaches 1
And with High you receive double taxes but get your city industry factor drops by 1 per day until it reaches 0.5

Example: You own Blitzville, Blitzland. It gives out exactly 100 geos/day with an Industry Factor of 1

You start your city on Low;
Start of day 1 - 50 geos. (But Industry factor is up to 1.5)
Start of day 2 - 75 geos (100*0.5*1.5)
Start of day 3 - 100 geos (100*0.5*2) So after 2 days you are breaking
even from the low initial rate.
Start of day 4 - 125 geos (100*0.5*2.5)
all the way to start of day 10 - 275 geos (100*0.5*5.5)
Or the start of day 30 - 775 geos per day!!!!!!!!!!!!!!

If set on Normal;
Start of day 1 - 100 geos (100*1*1)
to start of day 10 - 235 (100*1*2.35)
to the start of day 30 - 535 geos per day

If set on High you would recieve 150 per day for ever as the industry factor never falls below 1.
If you used the example above for a quick cash injection. From Day 10 of Low taxes, you have an industry factor of 5.5 you wold receive a boost to your coffers of 825 (3 times what you would have received on low) for that day but your Industry factor would fall to 5.0 for the next day

If set on Excessive you would receive 200 per day for day one then 100 for day 2
Day 1 - 200 geos (100*2*1)
Day 2 - 100 geos (100*2*0.5)

*in reality you would get much lower than 200 for day 1 as the industry factor would be dropping every 5 mintes with everything else, and vice versa with higher daily amounts with increasing Industry Factors. But this is easy maths for now*

If you decide to cash in after 10 days of low taxes, you'd get a nice 1100 for the day (100*2*5.5) but your industry factor will have dropped to 4.5

If a city is abandoned and reoccupied the industry factor stays the same (alliances or errors), but if a city is attacked, the city's Industry Factor is divide by 3. So a city that has a Industry factor of 6 when attacked will be reduced to 2 for the new occupier as a lot of industries will close down.

*If possible the city could have a 36 hour counterstrike timer allowing the previous owner to strike back and if successful double the Industry factor. Blitzville has a Industry factor of 6 and gets attacked and defeated. New occupier's industry factor is 2. Old owner attacks successfully within 36 hours, gets the city back and Industry factor rises to 4 .......* scratch that, a hole here is the new owner attacks again, as he is technically counterstriking again, the factor should double to 8........ I see an exploit. I'd delete the paragraph, but it took so long to write.

An attacked city cannot lose it's Industry Factor below 1. ie it was attacked at 1.5 - 1.5/3 should equal 0.5, but it reverts to 1 as standard.

At any given time any user can click on a city and see it's real time tax output making long held enemy cities VERY big targets, if only to cripple their income.

Blitzkrieg.

Timmetie
12-25-2005, 10:48 PM
wowa, happy to give back the batton! (http://www.gewar.net/forums/showpost.php?p=2563&postcount=30)

you took exactly what i meant, and put numbers with it, you're a genius as always ;-).

but i think the counter-strike thing can work, doesn't seem to hard to me to code that only the original owner can counterstrike, the timer would just reset after that.

so player 1 has city, player 2 takes city, timer starts, player 1 takes city, check timer, it's within timer industry factor goes up 2 times. there would be no timer for player 2 to take advantage of again.

the only thing i can think off as exploit, is "take" a friendly city, which industry factor is 3, which goes down to 1, then quickly make some industry (with upgrades or something), after which the retaker doubles that even more.

could be fixed by a timer until you can built, or by not making any city upgrades that effect industry factor, but just add an absolute number or something.

Blitzkrieg
02-02-2006, 06:43 AM
*BUMP*

Just so some of the new players can see that city infrastructure is thought about and is ready for implementing, as soon as people that can code like my ideas.

(Army experience anyone ;) )That's my favorite baby!

Blitzkrieg

Brendo
02-02-2006, 07:25 AM
As always Blitz, too much time on your hands.

But once again, the problem arises concerning the swapping of 'friendly' cities as Timmy was saying.

Blitzkrieg
02-02-2006, 07:35 AM
No, I *HAD* too much time on my hands, that was then, now I just "bump" my old suggestions :cheesy