Not complaining, because I think it's completely fine, but Taxes aren't affected by gold multipliers, correct?

I just noticed that since the 1.1 beta builds that it appears taxes are not subject to level up multipliers (20% Gold or 30% Gold) or building multipliers (like market).

Can anyone confirm?  I think it's totally fine so please don't change it, but wow, kind of a revelation.  There really is no need to build those unless you have gold mines.  Makes me take the "guardian units" more often now....

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Also, did you notice that you can create a city with no huts and fill it with production buildings such as studies, even though that one city doesn't have the pop to support the buildings?  Another weird thing.  YOu can create a level 1 outpost with 10 studies....

 

5,286 views 10 replies
Reply #1 Top

This is a known issue slated to be fixed in the next release.  The bonuses aren't being applied to taxation revenue currently (.1 gildar per citizen).

Yes, currently merchants, city level up bonuses, etc. will not affect your gildar revenue UNLESS you have a gold mine attached to the city.

Reply #2 Top

Does it need to be addressed?  On Hard difficulty I seem to have gold coming out my ears!

Reply #3 Top

i was not aware of this, but i do think it should apply because in the vast majority of my games gold is more of a limitting factor than population or any other resource.

Reply #4 Top

Quoting greggbert, reply 2
Does it need to be addressed?  On Hard difficulty I seem to have gold coming out my ears!
End of greggbert's quote

How many people are in your Kingdom/Empire currently?

 

I've been speculating that in the late game, Gildar would be coming in pretty heavily, but haven't pushed a city up to '4' yet (I keep restarting).  Perhaps the late game/high tech structures could be given higher maintenance costs to compensate, or taxation needs to be put on a curve (so that a city with 1000 citizens won't produce tax revenue as efficiently as a city with 100 citizens).

The tax generation rate (currently .1) can always be lowered if that is considered too high, btw.  This is what beta testers do, solicit opinions!

Reply #5 Top

Well, I notice too, but I dont think it's logic. Since it's only apply on gold mine and I dont have a lot in my game, having like +200% at the most with all the gold producing building is kinda ridiculous (one gold mine will produce 15 gold... like a 150 citizen city) and you can only have this kind of bonus one time with the mint of ruvena. You should have at least one building in the late level (4, probably lvl5) that affect the economy of your city. Even the economy tech (improve economy) dont affect your gold income.

Reply #6 Top

because of how few gold mines are in my games, I rarely research the tech byond what is required to build on the gold mine. I'd rather sink those TP in to defenses or adventuring tech (which I always fall way behind on). Now if those merchant buildings affected the tax income, I would definitely use them. However, Some cost balancing would be needed to prevent runaway gold economies.

Reply #7 Top

that's interesting to know.

I imagine that this means we're meant to be able to support much larger armies than we're currently able to then?

Which should in theory make warfare more interesting in both the strategic and tactical arenas.

Seriously i'm lucky if i get more than a single stack army before late game right now. And the AI isn't fairing any better either.

Reply #8 Top

yea, as said before this is a known issue and is not how we intended them to function.  We have a fix that appears to be working internally, look for it in an upcoming beta build, as this is going to drastically increase the income for your faction in the late game there is a very high probability that the numbers on these improvements will have to be fiddled with.  Either that or maintenance costs may have to go up slightly to find a better middle ground (obviously not up to scale with the modifiers or there is no benefit :)) 

 

So when we go get the next beta build out keep an eye on your monetary income, if everyone feels flooded with cash to the point of no worries about maintenance or army upkeep or anything we will bring down the rates.  Money should still be a decision making resource, but it shouldn't feel like a massive limiting crutch.  Ideally you should be making important decisions with how you spend all of the resources you aquire.

Reply #9 Top

Thanks for that insight.

It does feel at the moment that you have to be overly careful with gold. It's not impossible to have a balanced economy without the multipliers but I for one find it hard to have much of a military if I can't find a gold node or two.

But that could just be because I build my cities big to the detriment of my war machine.... hmm I will have to look into it.

Reply #10 Top

I guess it because of the bug I almost have no money until my cities reach level 3.