LordGood Posted November 20, 2016 Report Share Posted November 20, 2016 Now, hear me out. I am an avid fan of city-builders and tend to build houses past my population limit for the aesthetic alone. I would also like to build up areas of the map that are otherwise barren of natural resources, wall them up, make them look pretty. This is currently useless, except giving your population limit the ability to take some housing losses. It seems a shame for city builder civilizations to build 30 houses and be done with them, less with the peristyle tech. Then I thought, taxes! all these citizens sitting pretty in their homes while I micromanage trade routes for territory expansion, why don't they help out? This could have a number of benefits and implementations, Carthage, the colonial city building civ who relied so heavily on mercenaries, can actually put out a decent stream of mercenary units with taxed housing. Seleucids and Ptolemies could build cities to support its metal-heavy unit rosters. Grabbing land actually means something again, and the more territory controlled the more ferocious the battles will be when the wealth pours in, instead of locking into stalemate, waiting for the other player to falter. I dunno, thoughts? 6 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted November 20, 2016 Report Share Posted November 20, 2016 Can be work in temples and civic center, may be this was implemented in RoN. Quote Link to comment Share on other sites More sharing options...
Stan` Posted November 20, 2016 Report Share Posted November 20, 2016 I like the idea. I actually think a resource trickle per house owned would be nice. I actually would like to be able to plant trees too ^^ 4 Quote Link to comment Share on other sites More sharing options...
vladislavbelov Posted November 21, 2016 Report Share Posted November 21, 2016 (edited) Interesting way (Taxation of ancient Greece), we could use a slider for balance between war buildings and economic buildings. And like it was in Greece: when a war with someone was started, you move the slider to war and usual building and units costs more, but war units cost less and faster to be produced. Edited November 21, 2016 by vladislavbelov 2 Quote Link to comment Share on other sites More sharing options...
sphyrth Posted November 21, 2016 Report Share Posted November 21, 2016 Tech. I want that to be a tech... on Phase III :-P 1 Quote Link to comment Share on other sites More sharing options...
fatherbushido Posted November 21, 2016 Report Share Posted November 21, 2016 Or moving all those interesting idea to an economic mod. 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted November 21, 2016 Report Share Posted November 21, 2016 5 minutes ago, fatherbushido said: Or moving all those interesting idea to an economic mod. the mod can be part of vanilla some day? _______________________________________________________________ As part of the Persian empire's expansion under Darius I, the Persians sought to strengthen trade with local economies rather than destroy them towards the general goal of economic prosperity. Within this new system, they developed official coinage and imposed a 20 percent tax for local populations. The Persians themselves paid no taxes, but 20 percent was a moderate rate for the time. This kept subjects of the Persian empire content enough not to revolt. Quote Link to comment Share on other sites More sharing options...
fcxSanya Posted November 21, 2016 Report Share Posted November 21, 2016 I made a tiny mod for testing: https://github.com/AlexanderOlkhovskiy/0ad-taxes-mod It adds ResourceTrickle component to houses (initially with zero resources) and a city-phase 'taxes' technology (researchable in CC) which increases houses resource trickle to 1 metal/minute. 3 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted November 21, 2016 Report Share Posted November 21, 2016 can be work different for some factions. Persian can gain taxes from CC. Quote Link to comment Share on other sites More sharing options...
s0600204 Posted November 21, 2016 Report Share Posted November 21, 2016 Some time ago I wrote a patch that altered the ResourceTrickle component to allow the option of limiting the trickle rate by the percentage of territory controlled by the player. Essentially, the more territory lay within a player's territory borders, the faster the trickle rate. I'm not suggesting that a territory-limited-trickle should be added to houses, but perhaps on a CC, market or palace... It was never committed, but for those interested, it can be found on trac: http://trac.wildfiregames.com/ticket/3321 (it's the second attachment, and might need rebasing) 6 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted November 22, 2016 Report Share Posted November 22, 2016 Taxation in RoN Quote Taxation Taxation is one of the first researches available in a Temple and its use is that for the amount of territory you own, you will gain a income of Wealth. It is very useful since Caravans and Rare resources will often not be sufficient. Quote Link to comment Share on other sites More sharing options...
LordGood Posted November 22, 2016 Author Report Share Posted November 22, 2016 While territorial taxation does sound like it would get the job done, it kind of works around my original point regarding city building. A house trickle would work great though 5 Quote Link to comment Share on other sites More sharing options...
fatherbushido Posted November 23, 2016 Report Share Posted November 23, 2016 @fcxSanya: That sounds good (as the tech is costfull, it's an investment) and it will make house even more usefull in many point of view (not only build them in a repetitive way, can reward capture...). (perhaps submit the idea to @scythetwirler ?). Quote Link to comment Share on other sites More sharing options...
mimo Posted November 23, 2016 Report Share Posted November 23, 2016 We could also add an additionnal expenditure to compensate that new income: for example, military structures would have a maintenance cost, while civilian ones would produce taxes. That would force the player to keep developing its economy, even in phase 3 when most of its income come from trade. 3 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted November 23, 2016 Report Share Posted November 23, 2016 Taxes can avoid have a lot of merchants that space population ca ne better used for more big armies. Quote Link to comment Share on other sites More sharing options...
LordGood Posted November 24, 2016 Author Report Share Posted November 24, 2016 A trickle expense would be annoying imo. This could be an opportunity to open up low but prevalent metal costs through unit rosters though 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted November 24, 2016 Report Share Posted November 24, 2016 6 hours ago, LordGood said: This could be an opportunity to open up low but prevalent metal costs through unit rosters though But... why? Quote Link to comment Share on other sites More sharing options...
LordGood Posted November 24, 2016 Author Report Share Posted November 24, 2016 Because village phase and town phase are incredibly wood-heavy between construction, training, and technologies, and a spearman costing 10 metal per se would balance out the tax gain without needing a resource drain to worry about Quote Link to comment Share on other sites More sharing options...
LordGood Posted November 24, 2016 Author Report Share Posted November 24, 2016 I'm implying slightly lowering wood costs as well Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted November 24, 2016 Report Share Posted November 24, 2016 Mostly of devs are agreed with this? Quote Link to comment Share on other sites More sharing options...
feneur Posted November 24, 2016 Report Share Posted November 24, 2016 5 hours ago, Lion.Kanzen said: Mostly of devs are agreed with this? Agree with what? As far as I can see this thread is full of a lot of different ideas being thrown out, so there is not just one thing which can be agreed with or not. Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted November 24, 2016 Report Share Posted November 24, 2016 (edited) 9 hours ago, LordGood said: Because village phase and town phase are incredibly wood-heavy between construction, training, and technologies, and a spearman costing 10 metal per se would balance out the tax gain without needing a resource drain to worry about Unit costing 3 resource is a unneeded complication that better games have avoid. Also, keep in mind "taxes" in these time are not only paid in coin. In fact I would imagine to say that most tax paid in something other than coin. Edited November 24, 2016 by wowgetoffyourcellphone 1 Quote Link to comment Share on other sites More sharing options...
wraitii Posted November 24, 2016 Report Share Posted November 24, 2016 I would be interested in an economic mod that plays a little more like Anno. With the resource agnostic mod in, we could even add a little complexity. 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted November 24, 2016 Report Share Posted November 24, 2016 15 minutes ago, wraitii said: I would be interested in an economic mod that plays a little more like Anno. With the resource agnostic mod in, we could even add a little complexity. I tried adding a resource but ran into several error, one being that only 4 resource can be display in the GUI. Quote Link to comment Share on other sites More sharing options...
Palaiogos Posted November 24, 2016 Report Share Posted November 24, 2016 I think it would be better if there was a dedicated campaign mode where there was taxes, and all of that city management stuff, then on the actual RTS map there should be the regular RTS functions. In other words it would be like the BFME 1 and BFME 2 campaign maps. Also, if you don't like the idea then maybe there should be a happiness system like in Stronghold 2. More taxes means less happiness, which in turn makes soldiers fight worse (because we can't have peasants leaving the castle in this game). The happiness is the rate in which soldiers fight. More happiness means that soldiers get stat bonuses and buffs. 2 Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.