How do I manage taxes? I rewrote them.
(I think they work much better this way, but definately welcome the opinion of anyone wanting to test them out.)
Here is the copy/paste for TaxRateDefs.xml
<TaxRateDefs>
<DataChecksum NoParse="1">
<Ignore>DisplayName</Ignore>
<Translate>DisplayName</Translate>
</DataChecksum>
<TaxRateDef InternalName="TaxRate_None">
<DisplayName>Free Spirited</DisplayName>
<TaxRate>0.0</TaxRate>
<Unrest>10</Unrest>
</TaxRateDef>
<TaxRateDef InternalName="TaxRate_Low">
<DisplayName>Low</DisplayName>
<TaxRate>0.1</TaxRate>
<Unrest>13</Unrest>
</TaxRateDef>
<TaxRateDef InternalName="TaxRate_Normal">
<DisplayName>Normal</DisplayName>
<TaxRate>0.3</TaxRate>
<Unrest>21</Unrest>
</TaxRateDef>
<TaxRateDef InternalName="TaxRate_High">
<DisplayName>High</DisplayName>
<TaxRate>0.5</TaxRate>
<Unrest>36</Unrest>
</TaxRateDef>
<TaxRateDef InternalName="TaxRate_Brutal">
<DisplayName>Brutal</DisplayName>
<TaxRate>0.7</TaxRate>
<Unrest>59</Unrest>
</TaxRateDef>
<TaxRateDef InternalName="TaxRate_Oppressive">
<DisplayName>Oppressive</DisplayName>
<TaxRate>0.9</TaxRate>
<Unrest>90</Unrest>
</TaxRateDef>
</TaxRateDefs>
I've also changed a line in ElementalDefs.xml:
<!-- ** Taxes ** -->
<DefaultTaxRateDef>TaxRate_Normal</DefaultTaxRateDef>
Lastly, I've also increased propaganda back to +2gildar/essence. My tax rates produce a little more unrest and so the extra gildar from this enchantment helps offset that in CoreSpells.xml:
<SpellDef InternalName="Propaganda">
<DisplayName>Propaganda</DisplayName>
<Description>City produces +2 Gildar per Essence.</Description>
<Image>S_Inspiration_Painting.png</Image>
<IconFG>S_Avarice_Icon.png</IconFG>
<AutoUnlock>1</AutoUnlock>
<CanStack>0</CanStack>
<SpellBookSortCategory>City</SpellBookSortCategory>
<SpellBookSortSubCategory>CityEnchantment</SpellBookSortSubCategory>
<SpellType>Strategic</SpellType>
<SpellClass>ImpResourceBooster</SpellClass>
<SpellSubClass>Other</SpellSubClass>
<SpellTargetType>FriendlyCity</SpellTargetType>
<Prereq>
<Type>AbilityBonusOption</Type>
<Attribute>Air1</Attribute>
</Prereq>
<SpellResourceCost>
<Resource>Mana</Resource>
<Amount>20</Amount>
</SpellResourceCost>
<GameModifier>
<ModType>Resource</ModType>
<Attribute>Gold</Attribute>
<Duration>-1</Duration>
<HasUpgradableValue>1</HasUpgradableValue>
<PerTurn>1</PerTurn>
<Calculate InternalName="Calc" ValueOwner="TargetCity">
<Expression><![CDATA[[TileYieldEssence]*2]]></Expression>
</Calculate>
<Calculate InternalName="Value">
<Expression><![CDATA[[Calc]]]></Expression>
</Calculate>
</GameModifier>
<ValidTerrainCategory>City</ValidTerrainCategory>
<AIData AIPersonality="AI_General">
<AIPriority>60</AIPriority>
</AIData>
<HitSoundFX>Spell_Avarice_01</HitSoundFX>
<SpellCastEffectName>Brilliance</SpellCastEffectName>
<SpellCastEffectScale>.4</SpellCastEffectScale>
<SpellDefEffect>
<EffectName>S_Inspiration_Particle</EffectName>
<LocalPosition>0,0,0</LocalPosition>
<EffectScale>0.75</EffectScale>
<EffectDelay>0.5</EffectDelay>
<SnapToTerrain>1</SnapToTerrain>
</SpellDefEffect>
</SpellDef>