I really think the tax system needs some love. Currently I set tax to 'low' and don't need to change it the entire game.
The tax system requires a second dynamic to it in order to make choosing your factions tax rate to be meaningful. The two following thoughts come into play:
- Tax Collected - Corruption = Moneys Gained
- Base Unrest + Corruption = Unrest Gained
The result is the following equation to be used to determine tax:
BaseUnrest = ((TaxRate)^2/100) + Corruption
Now to describe this mechanic of corruption. The base is 15%. This equilibrum should always be reached by taking the number of 'Corruption Fighting Buildings'/(# of cities in empire); thus
Corruption = 15% - (Buildings/#Cities)
Therefore, since your base will be zero buildings divided by (presumably) 1 city, the result will be 15%.
The following table can be made:
Name TaxRate Unrest (note that the +15% from corruption is added to each line in Unrest already)
Free Spirited 10% 16%
Low 20% 19%
Normal 30% 24%
High 50% 40%
Brutal 70% 64%
Oppressive 90% 96%
Note, since 'zero' tax is a system that is bound to fail in reality, it should not be an option.
Finally, there should be buildings throughout the build tree that alleviates corruption. There should be a tree within the Town where buildigns like Tax Office or Courthouse provide discount into this system.
- Tier 1 buildings provide 5% discount
- Tier 2 buildings provide 10% discount
- Tier 3 buildings provide 15% discount
Now remember, these buildings add there bonus and divide by the number of cities.
Example 1: If you had 5 cities, but only 2 of them were towns with each having a Tier 1 building, then the corruption would only be decreased by 2%.
Your net Table would look as follows:
Name TaxRate Unrest
Free Spirited 10% 14%
Low 20% 17%
Normal 30% 22%
High 50% 38%
Brutal 70% 62%
Oppressive 90% 94%
Example 2: If you had 7 cities, and all 7 cities were towns with Tier 3 buildings in each then (15+15+15+15+15+15+15)/7 = 15% discount. Essecially corruption is eliminated and you are left with just the first part of the equation. HOWEVER, in THIS case, ALL are towns.....VERY unlikely to happen in a regular game.
Name TaxRate Unrest
Free Spirited 10% 1%
Low 20% 4%
Normal 30% 9%
High 50% 25%
Brutal 70% 49%
Oppressive 90% 81%
Also, note to this system: This only effects the unrest from the tax. Unrest from all other sources must still be handled by the effects produced by the Fortress improvements, Commanders, etc.
Thoughts? Comments?