View Full Version : Formula for calculating overtaxation?
sector24
January 31st, 2008, 03:02 PM
If I want to overtax a province with someone patrolling to keep the unrest down, is there a formula that calculates how high I can raise taxes without incurring unrest? Is it based on # of units or AP or something? I also noticed that you cannot use the Move Patrol command to reduce unrest, is that intentional? Thanks for any replies.
Meglobob
January 31st, 2008, 03:47 PM
10% extra tax creates approx. 3 unrest.
3 soldiers will approx. remove 1 unrest.
Those figures are only a rough guide but I find useful in maximising my tax income.
archaeolept
January 31st, 2008, 04:13 PM
the value of a unit as a patroller is related to the sum of the unit's AP and prec, iirc. However, there is a random factor as to how much of the unrest they actually keep down.
mindless aren't very good or are useless. animals may have a negative modifier.
also, some units have a patrol bonus.
Move and patrol reduces unrest sometimes... i'm unsure exactly what happens.
As well, it is important to remember that the income reduction due to unrest occurs before unrest reduction is determined - so, if you set taxation to 200%, you will lose part of your income due to the unrest before your patrollers remove it. ie., there is somewhat of a diminishing return w/ overtaxation even when you have sufficient patrollers to keep unrest under control.
SlipperyJim
January 31st, 2008, 04:20 PM
Remember that overtaxation kills people, and patrolling also kills people. Combine them both, and you'll de-populate your province rather quickly....
sector24
January 31st, 2008, 05:45 PM
Thanks guys, all very good info. Using meglobob's rough estimate you can set your capital to 130% on the first turn and usually make out ok?
(Assuming you are playing a nation that gets 30 troops)
130% tax generates ~9 unrest
30 soldiers remove ~10 unrest
I frequently hear about how players overtax on the first turn for some extra cash, but I've never done it because I don't like to micromanage like that. Either that or I'm lazy. But the early extra gold might be worth changing my personal sloth scale. http://forum.shrapnelgames.com/images/smilies/wink.gif
cleveland
January 31st, 2008, 06:24 PM
I normally set taxes to %180 with my stock troops on the 1st turn. In my experience, the unrest on the 2nd turn is 0 about half of the time.
SlipperyJim
January 31st, 2008, 06:32 PM
I frequently set my taxes to 200% for the first turn or two. Yeah, I get a little unrest, even with patrolling, but not too bad. When I've gotten what I want, then I just set the tax rate back to Automatic, and the AI takes care of it for me.
It's not really that much micro-management. One set of clicks to raise the rate and one more set of clicks to lower it again. Compared to placing your squads and giving them orders for battle, it's positively simple! http://forum.shrapnelgames.com/images/smilies/wink.gif
Agrajag
January 31st, 2008, 07:04 PM
AFAIK Move and Patrol was designed so you can move an army into a province with a castle and have that army defend that castle (from the outside, that is.) on the same turn. (unlike the default behavior where they would just hide inside the castle if attacked on the same turn.)
mathusalem
February 1st, 2008, 06:03 AM
and there is a formula for under taxation ?
ie 0% taxes (and blood hunt...)
vfb
February 1st, 2008, 06:18 AM
Each 10% less tax reduces unrest by 3. So 0% tax reduces unrest by 30 each turn.
But, unrest also falls naturally to zero if you force taxation to 100%; it falls at about one point a turn, with random fluctuations. I saw this with both Order 3 and Turmoil 3, so I don't think scales matter (though it's much easier to do a test with Order 3, since random events aren't coming along so often).
Micah
February 1st, 2008, 06:57 AM
I believe friendly dominion lowers unrest a bit each turn, so that's probably the cause of the slow decrease you saw vfb. I'm certain that enemy dominion raises unrest, so it would balance nicely.
vfb
February 1st, 2008, 08:01 AM
Thanks Micah! You've solved one of the mysteries of the game for me! From now on, I'll definitely stop allowing tax to fall to 90% when my capital has 1 or 2 unrest.
Edit: So, I looked through all my games, to see where I could optimize by forcing tax to 100 where it's currently at 90 because of 1 or 2 unrest ... and they are all negative dominion provinces. Bah http://forum.shrapnelgames.com/images/smilies/happy.gif. At least I understand how this works now.
sector24
February 1st, 2008, 02:16 PM
vfb said:
Thanks Micah! You've solved one of the mysteries of the game for me! From now on, I'll definitely stop allowing tax to fall to 90% when my capital has 1 or 2 unrest.
Haha, yeah that's the kind of micromanagement I'm talking about. http://forum.shrapnelgames.com/images/smilies/wink.gif Very good info though.
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