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Post by ljc1000 on Jul 2, 2014 13:52:05 GMT -5
I find when i build up a massive fleet to repel the aliens its difficult to maintain the economy. It suffers badly.i jumped from about 400 to -600 and treasury about -2500 and declining. In just 2 turns don't know if il be able to come back from that after repel them. I thought of maybe a tax system would remedy this. You could tax the colonies. And to be fair maybe can only be activated in time of war through politics. Would help keep the economy flowing. Just a thought.
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Post by fallen on Jul 2, 2014 15:38:40 GMT -5
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Post by Deleted on Jul 5, 2014 18:46:05 GMT -5
Perhaps part of the equation that gives profit for population includes taxation...
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Post by fallen on Jul 6, 2014 7:55:42 GMT -5
Absolutely.
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Post by Guest on Jul 8, 2014 6:21:38 GMT -5
Thanks gents the video helped. Economy doing much better on my new play through.
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maurizi0
Consul
[ Elite Supporter ]
I reject your reality and substitute my own
Posts: 95
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Tax System
Jul 11, 2014 15:44:09 GMT -5
via mobile
Post by maurizi0 on Jul 11, 2014 15:44:09 GMT -5
I find when i build up a massive fleet to repel the aliens its difficult to maintain the economy. It suffers badly.i jumped from about 400 to -600 and treasury about -2500 and declining. In just 2 turns don't know if il be able to come back from that after repel them. I thought of maybe a tax system would remedy this. You could tax the colonies. And to be fair maybe can only be activated in time of war through politics. Would help keep the economy flowing. Just a thought. Just thinking outloud but it would be cool to have different political 'stances' you could choose to take during your empire building. For example: Marxist - higher population growth, less profit, higher morale, small bonus to cp Democracy - medium everthing - small bonus to rp Dictatorship - higher profits, bonus to construction speeds, lower morale, Less cp and rp generated etc etc etc
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Tax System
Jul 11, 2014 16:38:10 GMT -5
via mobile
Post by Genghis Hank on Jul 11, 2014 16:38:10 GMT -5
You could make "War Tax" another treaty like trade routes. Affects all three factions, expires at some random time, increasing chance of passing with higher tech. It would be nice if it ended all existing solar wars since the external threat is elevated. Perhaps it affects morale in some minor but global way, either lower due to fear of the elevated threat or unity raises morale.
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Post by Cory Trese on Jul 11, 2014 17:07:23 GMT -5
We considered, and even built an early pre-alpha version of the game with a "Government Type" (or stance, as you called it) but the end result wasn't what we wanted for the game, so it was eliminated from the design. I don't honestly expect to see it make a come back. The player already has very fine grained control over stance and as the technology tree grows, more and more controls will be available. The "War Tax" proposal maybe to far too unbalanced, a single treaty to end all wars would be too "end all be all" for politics to add to the game. The key for designing a game like this is balance, small interrelated actors and adaptive mathematics to encourage and promote emergent strategy. We'll keep adding independent actors and control modes for the player to combine into a winning strategy. Just out of curiosity, Genghis Hank, what motivated the idea of a War Tax? I may be able to help with some strategy suggestions to provide the same result.
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Tax System
Jul 11, 2014 17:31:09 GMT -5
via mobile
Post by Genghis Hank on Jul 11, 2014 17:31:09 GMT -5
The scenario he outlined... something like an economic state of emergency, seemed to be better served with some kind of temporary political solution that a permanent management one (actually better by long term planning, but you know how politicians can be). Your game already has that mechanism in place through the treaties. It could be balanced by some sort of trade off... reduced CP/RP production in return for increased or lump sum cash? Morale hit as the citizens resent the hit? And of course you're not making progress on any new trade routes while your political resources are devoted to this.
Anyway, I'm a long time player of 4x and TBS games. There was a great DOS game "No Greater Glory" as a Civil War Sim. Highly recommend it both for the game and for understanding the politics of the war. In it you take the place of Lincoln or Davis. One feature that made me think of this from that game... whenever you wanted to increase recruitment, taxes, or interest rates on war bonds, you had to ask congress. Success in passing the measure was based on your political support in the states you controlled (which was determined by a number of factors political, militarily, and so forth.
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Post by Cory Trese on Jul 11, 2014 18:40:08 GMT -5
I am also a long time player of 4X and TBS games! No Greater Glory was a fun game, for sure.
I think the upcoming updates contain a lot of fun, new political options within the balancing equations that keep the game challenging and fair.
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Post by Genghis Hank on Jul 11, 2014 18:53:59 GMT -5
I'm looking forward to it! Great game already, too.
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