So, I'm working on a tax office mod. The idea is to add some element of taxes back into the game.
This is STILL a "beta" version. Everything works as it should as far as I can tell, but it may need a bit more play testing as far as balance is concerned (but this is true of almost everything in Elemental at this point...har har...). Any feedback would be greatly appreciated.
DOWNLOAD
V 2Updated the way the offices work. I thought they where giving way too much Gildar, especially once other improvements added a bonus to them. This now just adds a standard multiplier of 25% to your current income. I've also upped the bonus of the Kingdom Taxation and Revenue Service. It now gives a 250% bonus, but must be built in your capital city. The offices now also give a -1 influence to the ci ty, since who actually wants to pay taxes.
Great idea, something I was hoping to do myself! Looking forward to seeing how you go about this.
I think I'm going to have the office upgrade as your city and tech levels up. I've attempted to try to get the game to calculate the city sizes, and I'm pretty sure that it only works while enclosed in specific tags, such as <CityLevelUpAbility>.
I get the desired effect the way I'm doing it, but it requires 4 entries as opposed to one.
Updated the first post with a download link and description of the mod.
Level 1:Local Tax Office - This collects 1 Gildar per turn from the local neighborhood. This can be built once in each city once you acquire the Civics tech, and will automatically upgrade to the City Tax Office once you acquire the Administration tech and reach city level 2. Level4:Regional Tax Office - This collects 4 Gildar per turn from all the cities and farms in the region in which it's built. This can be built once in each city once you have the Economics tech. What do you mean by neighborhood and region exactly? Looks like a great mod. I am always looking to squeeze a few more dollars from the peasants.
Just a suggestion..and I have no idea if it's possible at all...but some sort of variance in the tax level would be a nifty feature. A high tax rate should have drawbacks obviously..maybe a hit to prestige as the tax rate climbs?
Anyway, just some thoughts.
Just flavor text descriptions, and an in game "reason" as to why one office collects more than the other. There's no way that I can discern to actually set an area that it would collect from.
Hey, have you seen this code in the CoreGameDefs.XML?
<!-- ** Taxes ** --> <TaxIncomeRateNormal>0.10</TaxIncomeRateNormal>
I don't think it works but I wonder if there is a way to activate it's functioning or something.
@Carlzilla
Not sure of the affect, I am not home, but there is a Typo in the
<ConstructionTileDesign> entry for the Z_TaxOffice_01
It reads Z_TaxOffice) 01</ConstructionTileDesign>
When I update (probably this weekend) I'm going to change the whole thing. I've got construction tiles now, and I'm going to switch to the calculate method of figuring taxes.
Cool. Nice Mod btw.
So, the <calculate> expression doesn't work for buildings. I hope StarDock fixes that.
I've managed to work out another method though, which I think breaks the game less...since my previous method was just pumping way too much Gildar into the economy. The new tax calculation method simply adds a resource multiplier to your Gildar production. The play testing with this new version I've done so far seems much more balanced and fair. There's only 1 tax office now, and it visually upgrades based on your cities population. You need to have a firm grasp on the Economics skill to make use of the office. The offices now also confer a -1 penalty to influence, since who actually wants to pay taxes.
To compensate for the down play of the city based tax offices, I've increased the bonus given by the Kingdom Tax and Revenue Service to 250%. This seems like a lot, but you're only allowed one per Kingdom, and it has to be built in the same city as your palace, which may or may not be your economic capital, so it's not as bad as it seems.
Here's the Download: Click me!
To install:Unrar the Z_TaxOffices v2.xml file to your Program Files\Stardock Games\Elemental\Mods folder.Unrar the Tiles folder to your My Documents\My Games\Elemental\ folder.Select yes if asked anything about overwriting...don't worry, unless you've got tiles named Z_TaxOffice_01 etc. you won't actually be overwriting anything.
Is nice. Have you thought about adding a 'negative' to using these extra taxmen? (EVERYONE loves to pay taxes..) Is there a way to put a decrease in morale, or prestige, or whatever, when a settlement starts sending out the sheriff of Nottingham (err... tax collectors) to increase government monies? Just wondering. Great job!
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