New mechanism questions

After changing to the beta versions with the global resources, I'm a bit confused about the mechanism of gold, population and mana.

 

I see that I get gold from taxes.

Do I generate the taxes from the population that was created in the city, from the population used in the city, or somehow connected to the global population pool?

Is there a way I can increase the taxes? (not from buildings like merchant, or percentage improvements like the one I get when leveling up a city, I mean raise the gold gained from the taxes part)

 

As for mana, I know I get some from the shards, but do I also get mana from population or from champions?

9,481 views 9 replies
Reply #1 Top

 No clue on the specific numbers as to how much pop = how much gilder. But From my last long game it seems that overall pop was the base for the tax generted. Also saw new food options/tech/builds to increase food production which gave me a surplus of food by turn 140 with a modest gilder income of 120 per turn after expenses.

Reply #2 Top

1 population = 0.1 gildar. You can't affect this tax rate in game.

 

Mana comes from shards and this amount can be increased by a tech in the magic tech tree. You can also get an increase of +2 from choosing one of the Sov traits when designing a custom Sov. If you then pass this trait on to your children you will get an additional +2 from each child with the trait.

Hope this helps.

Reply #3 Top

You get 0,1 Gildar from every citizen per turn. More pop = more tax. But you can not raise or lower taxes. But as you wrote, you can raise your tax income by improvements.

Mana: There is a talent that gives you +2 mana per turn (attunement). And you can increase the mana income by shards with researching bigger shrines (magic - techtree).

 

 

Reply #4 Top

Don't forget that a 'normal' sovereign also contibutes +3 to mana per turn. (so even with no shards at the beginning of the game you will be gaining 3 mana per turn)

Reply #5 Top

They changed it so that normal Sovs produce 2 mana per turn.  It used to be Sovs - 3 mana per turn and Shards 1 mana per turn, and then in one of the beta patches they changed it to 2 (Sov Base) and 2 (Shard Basic).  Sovs with Attunement do get an extra 2 per turn, and Greater Shrines produce an extra 1 per turn per Greater Shrine.

Best regards,
Steven.

Reply #6 Top

Quoting StevenAus, reply 5
They changed it so that normal Sovs produce 2 mana per turn.  It used to be Sovs - 3 mana per turn and Shards 1 mana per turn, and then in one of the beta patches they changed it to 2 (Sov Base) and 2 (Shard Basic).  Sovs with Attunement do get an extra 2 per turn, and Greater Shrines produce an extra 1 per turn per Greater Shrine.

Best regards,
Steven.
End of StevenAus's quote

Doh missed that in the change log. It all happens so fast now :)

Reply #7 Top

Quoting Lantros, reply 3
You get 0,1 Gildar from every citizen per turn. More pop = more tax. But you can not raise or lower taxes. But as you wrote, you can raise your tax income by improvements.

Mana: There is a talent that gives you +2 mana per turn (attunement). And you can increase the mana income by shards with researching bigger shrines (magic - techtree).

 

 
End of Lantros's quote

 

I'm still not sure I understand, is it for each citizen created in the city, or each citizen used in the city?

 

Correct me if I'm wrong, but since the population is a global resource, it is possible to have a very populated city without many buildings, and a small city with more buildings than citizens.

 

In other words, if I have a city dedicated for gold, should I invest in its size or just build gold-giving buildings and gain the population from a different city?

(and yes, I know I should also improve the city to get the gold % bonus, this question is only to clarify my confusion)

Reply #8 Top

Pretty sure its raw people, not people used. But people are based in a city, so its wherever their house is. So if you are gonna gildar up, make a huge pop city. Or so i believe.

Reply #9 Top

You get for every citizen 0,1 Gildar. Not only the workers have to pay there taxes. ;)

Correct me if I'm wrong, but since the population is a global resource, it is possible to have a very populated city without many buildings, and a small city with more buildings than citizens.
End of quote

Thats correct.

In other words, if I have a city dedicated for gold, should I invest in its size or just build gold-giving buildings and gain the population from a different city?
End of quote

For me...that is something that goes hand in hand. In small citys only a merchant is possible. So i need more citizens to lvl. up. my city, so i can build markets, guilds etc. :)