Taxes: Difference between revisions

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(The basis of a more comprehensive expanation of how taxing regions works.)
 
(Added modifier list and most descriptions, and info on food tax)
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Taxes are a way for your kingdom to extract raw resources and foods from the regions that it controls. 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). There are 18 different resources you can tax and 18 different industries that can be taxed.
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). There are 18 different resources you can tax and 18 different industries that can be taxed.


==Modifiers==
==Modifiers==
There are a number of modifiers that will change the resulting rate of  
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. This is a very important modifier, and should heavily influence which industries you will tax in the region.
 
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===


==Taxable Industries==
==Taxable Industries==
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==Taxable Resources==
==Taxable Resources==
There are 18 different raw resources and foods that can be received from your taxed industries.
There are a total of 18 different raw resources and foods that can be received from your taxed industries.
 
===Farm Foods===
All raw foods can be taxed from regions, both from farms and ranches. Foods from farms include [[grain]], [[fruit]], [[vegetables]], [[mushrooms]], [[cotton]], and [[opiates]]. 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 4.00.
 
[[Fruit]] can only be gained by taxing Fruit Farms, at a base rate of 2.39.
 
[[Vegetables]] can only be gained by taxing Vegetable Farms, at a base rate of 2.16.
 
[[Mushrooms]] can only be gained by taxing Mushroom Farms, at a base rate of 1.43. They will only have a prospect of more than 0 if the region is in a cold climate.
 
[[Cotton]] can be gained by taxing both Cotton Farms, at a base rate of 1.67, and Onx Pastures, at a base rate of 0.37.
 
[[Opiates]] can only be gained by taxing Opiate Farms, at a base rate of 0.47. They will only have a prospect of more than 0 if the region is in a warm 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 only be gained by taxing all pastures. Auroch Pastures, Onx Pastures, and Globden Pastures have a base rate of 1.25. Entelodont Pastures have a base rate of 1.50.
 
[[Eggs]] can only be gained by taxing Globden Pastures, at a base rate of 0.62.
 
[[Fish]] can only be gained by taxing Fisheries, at a base rate of 2.00.
 
== Gallery ==
<gallery widths="170px">
File:SOS_Taxes_Menu.png|The GUI where industries can be taxed at a cost of admin points.
</gallery>
 
[[Category:Gameplay_elements]]
[[Category:Taxes]]
[[Category:Articles_with_gallery]]

Revision as of 18:21, 10 February 2022

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). There are 18 different resources you can tax and 18 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. This is a very important modifier, and should heavily influence which industries you will tax in the region.

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

Taxable Industries

There are 18 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.

Taxable Resources

There are a total of 18 different raw resources and foods that can be received from your taxed industries.

Farm Foods

All raw foods can be taxed from regions, both from farms and ranches. Foods from farms include grain, fruit, vegetables, mushrooms, cotton, and opiates. 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 4.00.

Fruit can only be gained by taxing Fruit Farms, at a base rate of 2.39.

Vegetables can only be gained by taxing Vegetable Farms, at a base rate of 2.16.

Mushrooms can only be gained by taxing Mushroom Farms, at a base rate of 1.43. They will only have a prospect of more than 0 if the region is in a cold climate.

Cotton can be gained by taxing both Cotton Farms, at a base rate of 1.67, and Onx Pastures, at a base rate of 0.37.

Opiates can only be gained by taxing Opiate Farms, at a base rate of 0.47. They will only have a prospect of more than 0 if the region is in a warm 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 only be gained by taxing all pastures. Auroch Pastures, Onx Pastures, and Globden Pastures have a base rate of 1.25. Entelodont Pastures have a base rate of 1.50.

Eggs can only be gained by taxing Globden Pastures, at a base rate of 0.62.

Fish can only be gained by taxing Fisheries, at a base rate of 2.00.

Gallery