
January 3rd, 2004, 04:41 PM
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Join Date: Dec 2003
Location: South Africa
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Re: Death and Taxes... well mostly taxes...
Quote:
Originally posted by licker:
Nice to see some discussion
Let me say that while I do think the 200% tax trick is cheesey, its not a really bad kind of cheese. None the less the ramifications of being able to tax at 200% for a short time, gain a little extra cash, and then have your 'scortched earth' province useless to the enemy is very unsatisfing to me.
First of all, when engaging in a scortched earth policy the scortcher does not benefit in the short term, however, in Dom2 he does. The scortcher also must use some of his military to create the scortching, in Dom2 he does not. Really I don't think that the term scortched earch is particularly accurate in terms of the 200% tax dodge, but I guess its close enough. Does that provide enough of a reason why the system is poor and due for a change Keir? I don't mean to demean anyones style of play, but at the same time I don't think that simple acceptance of systems that could use some tweeking (I never called it broken, just lacking...) based on past history in using a certain play style is any kind of defense.
Basically this comes down to me wanting the system improved in terms of realism without resorting to a major change in the game mechanics. Here's another thought, why not have an overall nation tax rate? It does seem somewhat strange that each province is so autonomous does it not? I don't see that haveing both local and global taxes would increase micro or complexity by much, and it should allow for less abuse (as I see it) in the 200% tax and trash tactic. Really though this gets back to a much older topic of population movement and the pushes and pulls on population movement. As far as I remember Dom does not have pop movement per se, its still all about individual autonomous provinces. Think about the MoO3 system here (for as much as MoO3 got wrong, it did get some things right, or at least make a noble attempt to get them right). Anyway, I don't really want added complexity for the sake of complexity, and I don't think that this system really needs a major overhaul, rather I want to point out what I see as an exploitable flaw in the game design and hope that if enough other people agree the devs will take a look at simple fixes (like limiting the amount that taxes can be raised per turn when going over 100%) or even larger fixes.
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Just reducing the unrest to normal 'newly conquered' levels, instead of leaving it at 100+ would be a simple and effective fix imo.
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