Page 2 of 4 FirstFirst 1234 LastLast
Results 11 to 20 of 36

Thread: 50% Tax Plan Vs. 100% Tax Plan

  1. #11
    Join Date
    Apr 2009
    Posts
    30

    Default

    The determination of 'best' really boils down to (as the thread starter mentioned) how long you're going to be playing in a 24 hour period. But in addition, I would add, how much attention you're willing to keep reserved for your loyalty maintenance.

    If you're going to be online for a long time, and willing/able to keep a near constant tab on the loyalty while keeping tabs on everything else, then the 100% tax + disaster relief is best. Sorry Darwin, if you're going to spend enough of your focus on switching from 50% to 100% at each 'tick', then you're better off with the 100%+ disaster relief plan.

    If you're going to be online for a relatively short time, or not willing/able to keep a near constant tab on the loyalty while juggling everything else, then 50% tax is better.
    I think this plan will become more dominant as people expand to more towns ... just thinking of the 100% + disaster relief plan with, say 7 cities, and the constant buying of food, and waiting 30 minutes if and when someone else sells theirs (and hoping that nobody else puts a higher bid than yours while you're tweaking another one of your towns). And don't forget that the amount of food needed for disaster relief increases with your population.

    Overall, those who are willing to do more micromanaging, and spend more time online, will benefit more from the 100% plan ... only in their early game. As their game develops, they're more likely to switch to the 50% plan.

    As for your taxing idea UniqueName, it does show it's better than the 50% plan ... from the 100% down to 0%. But the two biggest flaws in your taxing idea are:
    1. the rate of population drop; you're assuming that the time it takes for your loyalty to drop by 10% is the same length of time that your population will drop 10% (the population lags behind the loyalty, and although I haven't experimented, I think that the higher your max population, the slower the % change).
    2. the other half of your example; how much gold income you'd be getting while your population is going from 0% back up to 100%. To maximize the gold income, you'd have to change your tax at every 1% change in your max population (and I don't really want to calculate that). To minimize effort, you'd put the tax at 0% on the way back up, but that also means 0 income during that time.

  2. #12
    Join Date
    Apr 2009
    Location
    Right here!
    Posts
    426

    Default

    Quote Originally Posted by UniqueName View Post
    You were led astray by the OPs math which imply a stead state condition, 50% tax rate is not the *BEST* nor 50 loyalty which you seem to be mixing here. I'm not sure what you are saying really but the best tax income comes from taxing at loyalty 100, with a 100% rate.

    The most income, and thus the most taxes comes from something like taxing at 100% until loyalty reaches 95, then giving the people food to raise it back to 100. Does loyalty drop slow enough to do this constantly. But you have to figure out the food cost, which is low right now because the cost doesn't match the description.
    A lot of people missed the point. Loyalty changes by one point up or down every number of seconds. I haven't measured it with a stopwatch, but lets use 10 seconds as an example. If your loyalty is 80, and your tax rate 81, then after 10 seconds your loyalty will drop to 79. If your loyalty is 80 and your tax rate 100, then after 10 seconds your loyalty will still drop to 79, but you just made a lot more gold. My system is using this mechanic and you would be changing your tax rate between 50% and 100% every 10 seconds.

    That said, yes, my plan is quite impossible. The point was only to prove that 50% tax rate is not the best hypothetically.
    Don't mind me, I'm just a few slices short of a whole cake, and a few cards full of a short deck.

  3. #13

    Default

    Quote Originally Posted by Pocket View Post
    the other half of your example; how much gold income you'd be getting while your population is going from 0% back up to 100%. To maximize the gold income, you'd have to change your tax at every 1% change in your max population (and I don't really want to calculate that). To minimize effort, you'd put the tax at 0% on the way back up, but that also means 0 income during that time.
    I'll give you your numbers to play with.

    Every tick is 6 minutes.
    You gain/lose 2.5% of your max population per tick.
    You gain/lose 1 loyalty per tick.
    1 loyalty allows for 1% population gain or causes 1% population decrease.

    Thus, when loyalty is decreasing, it won't decrease your population at 2.5%, it will decrease it at 1% per tick. 2.5% figures in when your population is far enough above your "stable" number to allow for such a drop.

    When loyalty is increasing, it will only allow for a 1% increase in population. To get 2.5%, you must inflate your loyalty far enough ahead of the growth to accommodate it.

    Further, on the new tick, you recieve 1/10 of the new number, IE, the tax is applied after the tick happens, for better or for worse. When loyalty/pop is decreasing, you get the lower number. Upward trend is the reverse.

    Enjoy the number crunching.

  4. #14

    Default

    I've posted a new thread describing in more detail my proposed tax plan.

    (http://bbs.civony.com/showthread.php?t=1445


    At any rate, from what I can tell, and Mandolin nicely gave us the important details some of which were unknown, the pop and loyalty scale together.

    I won't be splitting hairs here, and variance between increasing and decrease is small compared to the overall question which is, over the 5 hours going from loyalty 100 to loyalty 50 with a 100% tax rate is almost three times more than the income you will get from just keeping it at 50% all the time. This erodes slightly on the trek back up from 50 to 100 loyalty but still ends up being double over the total 10 hour period.


    I'm going to elaborate more in the other thread on the specifics of using the two loyalty raising comforts.

  5. #15
    Join Date
    Oct 2009
    Location
    Somewhere in the USA
    Posts
    80

    Default

    yea very nice.

  6. #16

    Default

    gold is useless. set ur tax to 15-20% to pay for most of your heros salary and leave it be.u can use the extra population for training troops.
    server 2 , swabia2
    3mil+ prestige

  7. #17

    Default

    On my (rather new) server nothing is above 0.3g ea, making gold the most valuable resource.

    As far as the "A-hah! my tax plan beats the 50% tax plan!" I don't believe I've ever heard anyone say that 50% was the best without the Specific stipulation that it was over about 12 hours with *NO* user intervention. So it's only the best when you're not at your desk for an extended period.

  8. #18

    Default

    Quote Originally Posted by geezuss View Post
    gold is useless. set ur tax to 15-20% to pay for most of your heros salary and leave it be.u can use the extra population for training troops.
    He's right for the most part. Gold from tax rate doesn't matter, just farm NPCs and you'll have all the gold you can handle.

  9. #19

    Default

    0% tax... anything higher is just not worth it for soooo sooo little... just sell lumber and iron for gold.... 37 lvl 9 sawmills make 166.5k lumber per hr (base rate).... add 1% per politics stat point (let's figure at least 103 pol = +103%), and don't forget all your valleys as well (9x lvl 10 forests = +207%).... oh and at least lvl 9 tech (+90%)

    so that's the 100% base rate + 103% hero + 207% valley + 90% tech = 500%... so 5x base rate...

    166.5k * 5 = 832.5k

    so that's 832.5k lumber (or iron if u wanna use ironmines) per hr...... now look on your marketplace on your server and see the current price for iron or lumber... multiply that by 832.5k to find out how much gold per hr you could make

    (and remember.... an even higher pol hero can get you even more... and you can do this per city, with no regular tinkering w/ settings)
    Last edited by Lord Bx.C; 10-12-2009 at 09:51 PM.

  10. #20
    Join Date
    May 2009
    Location
    Australia
    Posts
    3,317

    Default

    Quote Originally Posted by shuehawj View Post
    yea very nice.
    You terrible necromancer....
    No One Knows Your Name

    Officer of BAMF, Server 124
    Quote Originally Posted by trogdor1316 View Post
    I find it ironic that these spambots find it easier to post in the right section than most people with 1 post.
    NA4LIFE

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •