Taxes

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Taxes are a way for your kingdom to extract raw resources and foods from the regions that it controls on the world map. When you desire to tax a region you control you first click on the city in the region to bring up the region menu, then click on taxes. This menu will allow you to tax resources from that region, at a cost of admin points (produced at an administration building) and region loyalty. When goods are successfully taxed they will be sent to any open import depot that accepts that good found in your city (you must have at least one import depot of the correct type with room for more goods in order to accept taxes). When you begin taxing goods the monthly income will be visible in the region's overview. There are 18 different resources you can tax and 19 different industries that can be taxed.

Modifiers

There are a number of modifiers that will effect the rate at which taxed goods will be produced. These modifiers are all applied to the base rate at which. the good is being produced. They all multiply the base rate, meaning that a modifier of 0 negates all production and 1 has no effect. The modifiers will be broken up into 3 categories to better reflect where they come from.

Regional Modifiers

Regional modifiers are how the region you are taxing modifies the output of the taxes received. These modifiers include Resource Prospect, Total Population of the region, and the Species in the region.

The Resource Prospect of a resource is unique to every region. It is effectively how profitable that industry is in the region. This modifier ranges from 0 to 1, and applies only to that industry. When a region has a resource with a prospect of at least 0.30 it will appear when the region is hovered over. If a resource would not normally be able to be aquired in a region due to its climate (ex: opiates in a cold climate region), then it will allways have a prospect of 0.00. This is a very important modifier, and should heavily influence which industries you will tax in the region.

  • Note: You can tax an industry with 0.00 prospect, but will get no resources from it.

The Total Population of the region is exactly what the name implies, how many people of all species currently reside in that region. This is one of the most important factors in the resulting output of the taxed resource, and high populations will greatly increase the output of taxes.

Species is the benefit you receive from the species in the region who have bonuses in that industry (ex: Cretonians give bonus to farming tax). This modifier is based on the proportion of that species to the total population. This is always a minimum of 1.00, capped at 1.10(?).

Administrative Modifiers

Administrative modifiers are the modifiers applied by any region wide effects put into place with admin points (gained from administration buildings), which can increase or decrease the resource output. The most important among thesse bing the Tax Rate, which when not applied prevents any taxes being gained from that resource. The other modifiers come from the programs Infrastructure, Law, Entertainment, and Education. All these program have a level of 0 to 10, depending on how many times that program has been implemented.

Tax Rate is how much you are taxing a select industry. The modifier starts out at 0 and each level gives an additional 0.10 modifier (max 1.00), with at least one level being needed to receive any tax. Taxing an industry will decrease the loyalty of the entire region.

Infrastructure is how much governmental aid and attention is going towards the regions infrastructure, increasing the tax output by 0.05 to a max of 1.4. Each level also increases the region's maximum population, which will increase the. tax output as well.

Law is how strict the governmental officials in the region are. Each level will decrease the tax output by 0.10, to a maximum of 0.20. Doing this also greatly increases the region's loyalty, so it may be worth decreasing your tax income to prevent the region from rioting.

Entertainment is bread and circuses, state sponsored entertainment for the masses. Each level will decrease the tax output by 0.05, to a maximum of 0.59. Doing this also increases the region's loyalty, so it may be worth decreasing your tax income to prevent the region from rioting.

Education is how much state aid is going towards increasing the averaage education of the people in the region. Each level will increase the tax rate by 0.02, to a maximum of 1.19.

Exhaustion Modifiers

Exhaustion modifiers occur when you use the exaust button in the tax menu. Exhausting your resources greatly increases their output immediately, but. over time will harm you output. This results in to modifiers: Exhaust and Exhausted.

Exhaust is the bonus you get for enabling the exhaustion of the region's resources. It is a flat 2.00 modifier that lasts for up to 2 years (as long as you continue exhausting the resources).

Exhausted is the malus you get for enabling the exhaustion of the region's resources. It is a negative modifier that climbs while you are exhausting your resources. It lasts for up to 4 years, or approximately twice as long as you were exhausting the resources for..

Taxable Industries

There are 19 different industries of which you can tax for resources. Each industry can be taxed up to 10 times and can produce between 1 and 3 types of goods. Every industry corresponds to a building that can be built in your city, and will produce the same resource types that the building would.

Farms

There are 6 types of farms that can be taxed in each region. The types of farms include Grain Farms, Fruit Farms, Vegetable Farms, Mushroom Farms, Cotton Farms, and Opiate Farms. Each will only be taxable in the climates where they can normally be found.

Grain Farms only produce grain when taxed, at a base rate of 4.80.

Fruit Farms only produce fruit when taxed, at a base rate of 2.40.

Vegetable Farms only produce vegetables when taxed, at a base rate of 2.40.

Mushroom Farms only produce mushrooms when taxed, at a base rate of 1.44. They will only be taxable if the region has a cold climate.

Cotton Farms only produce cotton when taxed, at a base rate of 1.68.

Opiate Farms only produce opiates when taxed, at a base rate of 0.48. They will only be taxable if the region has a warm climate.

Pastures

There are 5 types of pastures that can be taxed in each region. The types of farms include Auroch Pastures, Onx Pastures, Globden Pastures, Entelodont Pastures, and Balticrawler Pastures. Each will only be taxable in the climates where they can normally be found.

Auroch Pastures produce meat, at a base rate of 2.00, leather, at a base rate of 1.25, and livestock, at a base rate of 0.06, when taxed. They will only be taxable if the region has a a cold climate.

Onx Pastures produce meat, at a base rate of 2.00, cotton, at a base rate of 1.25, and livestock, at a base rate of 0.06, when taxed. They will only be taxable if the region does not have a warm climate.

Globden Pastures produce meat, at a base rate of 1.25, eggs, at a base rate of 0.62, and livestock, at a base rate of 0.06, when taxed. They will only be taxable if the region has a cold climate.

Entelodont Pastures produce meat, at a base rate of 2.50, leather, at a rate of 0.62, and livestock, at a base rate of 0.06, when taxed.

Balticrawler Pastures produce meat, at a base rate of 2.87, and livestock, at a base rate of 0.06, when taxed.

Mines

There are 6 types of mines that can be taxed in each region. The types of mines includes Claypits, Coal Mines, Stone Mines, Ore Mines, Sithilon Ore Mines, and Gem Mines. Each has a possibility of being taxed regardless of climate.

Claypits only produce clay when taxed, at a base rate of 3.00.

Coal Mines only produce coal when taxed, at a base rate of 4.00.

Stone Mines only produce stone when taxed, at a base rate of 3.00.

Ore Mines only produce ore when taxed, at a base rate of 1.00.

Sithilon Ore Mines only produce sithilon ore when taxed, at a base rate of 0.10. This is a rare resource, and large deposits will be difficult to find.

Gem Mines only produce gems when taxed, at a base rate of 0.20. This is a rare resource, and large deposits will be difficult to find.

Others

There are 2 types of industries that can be taxed in each region that were not mentioned elsewhere. They are Fisheries and Forestries. Both have a possibility of being taxed regardless of climate.

Fisheries only produce fish when taxed, at a base rate of 2.50.

Forestries only produce wood when taxed, at a base rate of 6.00.

Taxable Resources

There are a total of 18 different raw resources and foods that can be received from your taxed industries. Most resources have only one industry that produces them, but others are produced by multiple.

Farm Foods

All raw foods can be taxed from regions, both from farms and ranches. Foods from farms include grain, fruit, vegetables, and mushrooms. Each will still only be harvestable in the climates where they can normally be grown in.

Grain can only be gained by taxing Grain Farms, at a base rate of 4.80.

Fruit can only be gained by taxing Fruit Farms, at a base rate of 2.40.

Vegetables can only be gained by taxing Vegetable Farms, at a base rate of 2.40.

Mushrooms can only be gained by taxing Mushroom Farms, at a base rate of 1.44. They will only be taxable if the region has a cold climate.

Pasture Foods and Fish

All raw foods can be taxed from regions, both from farms and ranches. Foods from pastures include meat and eggs, and fish can be acquired from fisheries. Each animal pasture will still only be taxable in the climates where they can normally be built in.

Meat can be gained by taxing all pastures. Globden Pastures have a base rate of 1.25, Auroch Pastures and Onx Pastures have a base rate of 2.00, Entelodont Pastures have a base rate of 2.50, and Balticrawler Pastures have a base rate of 2.87.

Eggs can only be gained by taxing Globden Pastures, at a base rate of 0.62. They will only be taxable if the region has a warm climate.

Fish can only be gained by taxing Fisheries, at a base rate of 2.50.

Mineable Resources

All raw minerals can be taxed from regions. This includes clay, coal, stone, ore, sithilon ore, and gems can be acquired from mines. Each has a possibility of being taxed regardless of climate.

Clay can only be gained by taxing Claypits, at a base rate of 3.00.

Coal can only be gained by taxing Coal Mines, at a base rate of 4.00.

Stone can only be gained by taxing Stone Mines, at a base rate of 3.00.

Ore can only be gained by taxing Ore Mines, at a base rate of 1.00.

Sithilon Ore can only be gained by taxing Sithilon Mines, at a base rate of 0.10. This is a rare resource, and large deposits will be difficult to find.

Gems can only be gained by taxing Gem Mines, at a base rate of 0.20. This is a rare resource, and large deposits will be difficult to find.

Others

The remaining resources that can be taxed include cotton, wood, leather, livestock, and opiates can be acquired from fisheries. Each has a possibility of being taxed regardless of climate.

Cotton can be gained by taxing both Cotton Farms, at a base rate of 1.68, and Onx Pastures, at a base rate of 1.25.

Wood can only be gained by taxing Foresters, at a base rate of 6.00.

Leather can be gained by taxing both Entelodont Pastures, at a base rate of 0.62, and Auroch Pastures, at a base rate of 1.25.

Livestock can be gained by taxing all pastures. Auroch Pastures, Onx Pastures, Entelodont Pastures, Globden Pastures, and Balticrawler Pastures have a base rate of 0.06.

Opiates can only be gained by taxing Opiate Farms, at a base rate of 0.48. They will only be taxable if the region has a warm climate.

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