Tweaking Tax System (and Dynamics Analysis)

Does anyone tax?

Argument

What taxing should do is provide an interesting choice between utility now or in the future.

Taxing is currently a formula where a sovereign decides to trade (gildar) for (production AND research OR mana from spells that reduce unrest OR buildings slots from special buildings that reduce unrest).

My suggestion is to change this tax system to a trade off between (gildar AND research) for (production or buildings or mana).  This might be too big a change for the main game and might be more suited for a mod at this point, but that's up to your interpretation.

Current Beta 1 Problem

There is such a s superfluous amount of gildar to be gained from selling magic items that there's no reason to take the research hit.  I always have more than enough gold or production to get what I want, so research is the only valuable commodity after mid-Act I.  For the sake of this thread, let's assume that gold wasn't flowing like water because I'm sure we'll see better balance on that part in Beta II.

Review: How it Works (skip to Trade Offs if you don't want to dive deep)

Using Resources

Gildar can buy units, buy buildings, buy items, needed for some quests, can bribe other players, and is easily transferred throughout the kingdom and does not suffer from diminishing returns.  X gildar buys your first spearman and the same amount buys your 100th.

Production can only buy units and buy buildings and is not transferable.  Production will usually be highest in the oldest cities where there are fewer opportunities to get new buildings and less need for units than in new towns on the frontier, so production has diminishing returns in older cities.  Thus production can be considered an inferior good to gildar, and I would only trade 1 gildar for multiple production.

Research can't be compared as easily.  It boosts population potential which boosts research, gold and production.  It boosts production directly based on materials.  It allows magic, champions, better units, and basically everything.  The balance is that returns on research are diminishing.  In one game, it costs about ~200 research to get agriculture (up to +30 food per grain and farms) while it costs ~600 research to get animal husbandry (up to +20 food per grain and pastures).  I would trade away research only as I needed production and gildar for actual units/buildings/items.

In buying units and buildings, 1 gildar buys 1 production.

Gathering Resources

Gildar is gathered with the following formula: (population x 1 x tax rate) + hero benefits + resources - unit cost - buildings maintenance + building benefits.

Production is: ((population x .1) + (materials x (technology boost + building boost + 5)) x -unrest rate from taxes

Research is: ((population x .1) x (1 + technology boost + building boost + magic boost + research boost)) x -unrest rate from taxes

Tax

Tax is jagged and there might be other factors that I'm not aware of (I'm not looking at the code), but seems to be:

No tax = 10% unrest, 0% tax rate; low tax = 26% unrest, 1% tax rate; normal tax = 40% unrest, 3% tax rate; high tax = 52% unrest, 5% tax rate; brutal tax = 62% unrest, 7% tax rate; oppressive tax = 90% unrest, 10% tax rate.  The five jumps are: +1% tax for 16% unrest; +2% tax for 14% unrest; +2% tax for 12% unrest; +2% tax for 10% unrest; +2% tax for +10% unrest; +3% tax for +28% unrest.

So tax has a sharp entry cost, but then decreasing unrest costs and stable returns up until oppressive.

Story

I'm with Pslblog in that unrest and rebellion is somewhat silly given the do or die situation of Elemental.  The idea behind taxing as it is right now is that if I as the sovereign decide to take 1 gildar out of 100 for uses of the kingdom, then 16% of the population quits working and producing.  That's crazy talk.  And if 10% tax is "oppressive", then what do we call the US (which isn't the heaviest taxer) where I lose ~30% of my income to taxes?  I should have been rebelling in the streets long since.  So, the idea is a little hard to choke down, even if the %'s were adjusted for story reasons.  The farmer who produces X amount of wheat is likely to continue producing X amount of wheat even when taxes rise.

Trade Offs

In one of my games on turn 79, here are the trade offs: http://imageshack.us/photo/my-images/837/taxtrades.png/. One day I'll learn how to post images.  The production, by the way, is kingdom wide.  I have no idea what the in game tool tip is calculating (it showed 22.2 production when I had 292 kingdom wide over 8 cities)

So, is 4 gildar worth 46 production and 7.8 research?  Or is even 8 gildar worth 43 produciton and 6.8 research?  I can literally produce 5 units across my kingdom for every 1 I buy with gildar at that exchange rate AND not reduce my research by significant amounts.

But even if was balanced, I would almost always choose efficient production and research over the versatility of gildar.  Gildar fills the gaps in strategy, and a well executed strategy would have few gaps.  Making gildar too valuable would negate all strategy, since units and buildings could then pop up anywhere at any time.

How it Could Work

Let's say that production was balanced against research and gildar.

Story

I'm thinking that a sovereign has a choice to either take control directly or empower his people.  In a hands-on tyranny, there's more production because the government directly tells people what to do and where to do it.  The pyramids would never have been built by individuals making choices independently.  In a free society, there's more income and research because the people are more efficient and have the time to innovate.  No government spending $50 on hammers.  That also fits more into the kingdom/empire balance in the Elemental world.

Definitions

Instead of taxes, call it government style.  Instead of % tax rate, call it something like government type (dictatorship to theocracy to monarchy to oligarchy to republic to democracy).  These governments exert "order" in various degrees from 0% to 100%.  More order is +% to production while less order is +% to research and gildar.  It seems like a big change, but it's just renaming what already exists.

Keep unrest but it will only be caused by magic that curses the city or by sickness or other affects that would genuinely cause the population to be less effective at everything.

Kingdoms vs Empires

Kingdoms could have access to less ordered governments or receive greater bonuses from less ordered governments while empires would be the opposite.

Formulas

Gildar is gathered with the following formula: (population x 1 x order rate/10) + hero benefits + resources - unit cost - buildings maintenance + building benefits.

Production is: ((population x .1) + (materials x (technology boost + building boost + 5)) x -order rate/10

Research is: ((population x .1) x (1 + technology boost + building boost + magic boost + research boost)) x -order rate/10

Example

Going back to my game on turn 79, if I had to choose between 8 gildar AND 6.8 research or 43 production, I'd have a tougher choice.  Let's again assume this has been balanced, so the exact numbers aren't an issue.  I'd go with gildar and research if my kingdom was doing well and I had some breathing room to reach for better tech, with gildar being stockpiled against harsh times ahead.  No need for 20 more spearmen if I could instead reach for axemen before building.  However, I'd go with production if I was beset by enemies and needed to respond with units quickly or I had a lot of buildings to catch up on.

41,379 views 29 replies
Reply #1 Top

I will have to have another read of your figures. 

I have never switched tax rates because there just didn't seem to be any point. It is not like you can make subtle changes.  

Reply #2 Top

An interesting analysis, but prestige and food seem to be left out. What are your thoughts on how each government type would handle those?

Reply #3 Top

I guess if you are constantly selling items then there is less point to have high taxes ... but what if you are not constantly selling items?

 

Also, you could just build more buildings, and have a larger and larger army ... which would EVENTUALLY require you to raise your taxes don't you think?

 

I admit I'm new to the Beta, but I hardly ever build stuff in my cities, and just have taxes run at a positive so that I won't run out of gold ;)

(I build things that make mana, and more gold, and less unrest, and occasionally research ... but thats it)

(late-game I sometimes spam militia units if losing cities becomes a problem)

Reply #4 Top

Tax sliders.  Boring.  Just sayin'.  (My in-depth analysis.)

 

Reply #5 Top

ChungasRevenge, What I skipped over (the post was already too long) is that taxing has a negative connotation and is often seen as a no-win scenario.  I bet very few people are like you and never change the tax rate even though it has dramatic effects.  It can increase both production and research by 30% by switching from normal to low!!  For instance:

I start a new game and it takes me 12 turns to build a workshop and 15 turns to get civics on the default "normal" tax rate.  Now, after switching this to a "no" tax rate, I'll get 8 turns to a workshop and 13 turns to get civics.  I'm suddenly much faster, and all I'm losing is .4 gildar a turn.  I had my champion walk 3 spaces and I picked up a silver flute, worth 300 gold, sells for 150.  That's 375 turns worth of gildar at the normal tax rate but only 50 turns worth of production lost.  Plus, no matter how much gildar or production I have, I can't speed up the research process except to cut back on taxes.  So a no-tax policy is the best.

seanw3, I left out food and prestige because they murky the waters further and the idea of governments can spiral out into so much more that would take a lot of time to balance.  For instance, government that change to another form might require a period of anarchy, sometimes have consequences diplomatically, sometimes need to be researched, and might affect both prestige and food as well as soldier recruitment.  For the sake of simpler balancing and easier implementation, I'd keep governments strictly as an alternative to the tax system (and really just one formula change plus redefining).  Prestige especially can have a radical impact as population growth is directly related to power growth across the board.  I like that few things affect prestige.  No idea how to balance it.

Tasunke, if gildar wasn't constantly flowing like water from items, then gildar is just a cap on max infrastructure and army size.  Let's say in a game I'm running a deficit of 10 gildar because of armies and buildings.  Let's say I can only sell an item for 10 or 20 gold, and I get items infrequently.  Then I'll need to increase the tax rate or sell off armies or buildings.

Raising the tax rate, though, will cut down research which is long term power and also reduces my ability to build buildings and units, which are well needed on the frontier towns.  So the ideal strategy then is to do as you did and build few buildings and build few units until absolutely necessary.  The longer you do not create a deficit, the further you can get down the research tree and the faster you can build important or no maintenance buildings.  This creates a game of chicken where the first person to build an army loses and the last one to build an army wins.  I'm especially worried that the AI will make horrible choices and mass produce units, draining their economy and research, and we'll often be fighting stone age computer armies when we are in the iron age.

Reply #6 Top

mqpiffle, exactly.  Tax sliders are boring yet extremely powerful.  Maybe governments would help users pay the right attention to this mechanic.

Reply #7 Top

You make a good point about there needing to be some balance or possible redesign of the economy system. This game is supposed to play as a TBS/RPG, but tactical so far has much more put into it than the strategic level. There is an absolute disconnect between the value of hero objects in gildar and the value of city objects in gildar. Someone has also pointed out that selling just a few magical items and the loot from adventuring can allow you to rush buy units and buildings that for some reason cost the same as a shield and some spider silk. 

The government system would be a fun way to disguise the tax system. I personally just set it to the lowest and power my economy with loot. We will have to see what happens in beta 2 before anything more useful can be said. I have heard rumors that this kind of analysis is preferred by Derek Paxton (being sincere here). He must love text walls or something. Hope he takes some of this into account. 

Reply #8 Top

Nice to see someone bring this up.

I've always kept my tax percentage at flat zero for all my games. It's not worth the hit in production and research to get a few measly gold coins when you can sell items for hundreds.

"Majesty! We can raise taxes to get 1,4 gold every time we collect them or we could sell this magic item that's gathering dust for 438 gold. Oh what shall we do?"

Reply #9 Top

I never come across enough items to sell that will allow me not to raise taxes. And magic items are rare and saved for my champs very rarely do I sell them.

I also stay at normal Tax level for about 100 turns then switch to High tax. I tend to build lots of armies I use champs as leaders of armies so I rarely have a stack of champs running around.

Reply #10 Top

Would the simplest solution then be to remove the 'research' effect from taxes?

Have science be a constant, while production and gold are going back and forth? (assuming no gold from items of course)

 

-> Perhaps we should reduce item value by half (both in COST and in SELL)

-> And double the amount of taxes we get.

Reply #11 Top

I like the idea of governments.  However to fully carry out government in a city, there ought to be a governor.  This is where Administrative minded heroes as well as administrative buildings could come into play.

Unrest could creep up by default as population goes up.  If there's insufficient military presence, it goes up further.  Administrative heroes stationed in a city help mitigate this effect.  So could buildings.  A city watch, for instance, could be a high upkeep, yet highly effective way of controlling unrest.  There also needs to be more than just a loss of efficiency when unrest is high.  Riots, looting, civil war, cessation, etc.  The people of your cities should matter.

This is Act II type stuff, which could make the mid-late game more challenging.

Reply #12 Top

Wouldn't be easier to have a situation where you can spend more/or less gold on research? It could have a minimum and maximum multiplier on research. The amount of gold to get to that multiplier could increase as you become a more advanced civilization.

Reply #13 Top


I'd just like to point out that you can burn through 10k+ Gildar within a single round, just equiping a few champs cost me 20-30k. A normal tax rate and nearly no extra army and I still got to 0 gildar. Amour upgrades cost a 3k per man (leather to plate mail). Selling a few items won't bring me the money needed.

Reply #14 Top

Wow, I'm impressed.

I agree that something could be done to make the tax system a little deeper and more enjoyable.

I especially liked the suggestion of using government as a way to do this. 

Reply #15 Top

I dunno, I think income should be based more in taxes and less in items.

Furthermore, I think items should be cheaper. As in, not cost 3000 gold to just upgrade a champion with 'basic items' such as leather or plate armor.

Reply #16 Top

Really there should be two sets of currency. One for city objects and one for hero objects. They will be too hard to balance otherwise. 

Reply #17 Top

Maybe mana for hero objects and gildar for rushing production (as well as metal and crystal used for putting unit production in the queue)?  If you paid for your hero equipment in mana it would be quite fitting I think, and give an alternative use for all that mana, restricting its oversupply in other parts of the game. =)

Reply #18 Top

mana for magical weapons and magical items perhaps (although crystal may work better)

 

Gildar for leather/plate is fine ... but make em cheap! (for leather at least)

Reply #19 Top

But isn't crystal already used to buy magical equipment for troops?   The advantage of using mana is that you'd have to decide what you'd like more of - casting more spells or upgrading your heroes with better weapons, armor and items.  Note that items (such as picked up from quests, loot or notable locations) would be able to be sold for a one-off mana boost.  And it makes some logical sense (in a world of magic ;-)) that pure mana can be used to convert to any type of item in the world, for a suitable cost. =)

Reply #20 Top

Fair enough. Lets say Mana for magical items ...

But still we are finding tons of mundane items as well. Mundane hero-equipment would be bought and sold for (less) gildar ...

While magical hero-items would be bought and sold for mana.

 

(although honestly I'd prefer buying a sword with metal rather than gildar, and buying magical items with crystals AND mana perhaps)

Reply #21 Top

Whatever the currency, if the costs are not balanced, items will either be sold to gain too many resources, or bought in mass numbers due to low costs. Derek might need to head over to the accountant department of Stardock to get this ironed out. 

Reply #22 Top

Well, what is possible, and what do we value?  Do we value simplicity (ie. mana for everything) or would we like to buy some things with gildar, some things with metal, some things with crystal etc., or each item being a unique combination of resources?  Personally I think it reasonable that mana can be converted to or from everything, although it would mean that in maps with higher number of mana shards you would be able to equip your heroes quicker.  Although this is not necessarily a bad thing from a lore point of view, as mana is meant to be the essence that makes the Elemental world go round. :sun:

Reply #23 Top

I guess I could deal with Mana for everything, if I had to.

Reply #24 Top

I think it would be easier to balance all hero items with a mana cost for buying and selling (would it be the same, or only half for selling?) rather than having to work out a unique cost in all resources for each and every item in the game.  And in lore terms, being able to convert from or to a balanced amount of mana just makes sense in a magical world.

Reply #25 Top

I value not having to manipulate a damn slider.