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January 30th, 2012, 04:21 PM
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Sergeant
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Income and population mechanics
I am playing MA Man in CBM and follow the advice to maximize money.
I have Order 3 Growth 3 Sloth 1 Heat 1 Misfortune 1.
I try to have a Forrester patrol each province with a halfway decent income, and overtax them to 110%
Seems to work great. But how could I really maximize the gains? Where is the break even between killed population and more income?
Any experience?
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January 30th, 2012, 05:50 PM
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Second Lieutenant
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Re: Income and population mechanics
Quote:
Originally Posted by Olm
Where is the break even between killed population and more income?
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Break even in what sense? Forgive me if I'm wrong, but hasn't it been established that patrol-killing is simply always worse overall, what it brings is only in short term.
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January 30th, 2012, 07:01 PM
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Sergeant
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Re: Income and population mechanics
From the wiki we know
Every 3% tax above 100% kills 0.1% of the population. In CBM 1.92, each level of growth increases population by .3%. So growth-3 gives +.9% growth which is enough to negate 27% taxation. Since we can only tax in increments of 10%, if you run tax at 130% you'll lose .1% of your pop each turn.
However, this does nothing to mitigate the unrest which will build up over time. Specifically the 6 unrest/turn from 130% taxation:
Every 5% tax above 100% increases unrest by 1. I can't find the source but I seem to recall you lose 10 population for every point of unrest you reduce via patrol. That means that every 10% taxation above 100 is going to generate 20 deaths/turn from patrolling, in addition to the roughly .3% pop-death from over-taxation. Since we're now dealing in absolute numbers and not percentages, the larger the province's population, the less the unrest/patrolling deaths are going to matter. In a capital with a population of 30,000, with a tax rate of 130%, you are killing 1% of the population from over-taxation plus .2% of the population (60 people) from patrolling to reduce the unrest. That's 1.2% lost and .9% gained at growth-3 in your capital, resulting in a net loss of .3% each turn. For every province smaller than that (i.e. all of them), the patrolling deaths will count for a larger percentage of the population killed, further reducing the efficacy of using growth+overtaxing for profit.
As such, you have two options:
1) Take Growth-3 and overtax at 120% each turn (for -.8333% death rate mitigated by your .9% growth rate for .07% overall growth... assuming capital-size populations)
or
2) Take Growth-3 and repeat the following pattern: run 130% tax for 3 turns (while patrolling) and then set the tax to 100% for one turn. That will keep your population roughly stable and give you an average tax rate of 122.5% which is > option-1's 120% tax rate. Of course, this will be a micro-management nightmare so I'd recommend against this option.
TLDR: with full patrolling, you can overtax at 120% with growth-3 and have a stable population. Anything more and you're population will be in decline. If this is ever "worth it" it would only work in provinces with lots of money multipliers (high-admin castle, high order scales, no money loss from temperature).
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January 30th, 2012, 07:16 PM
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Second Lieutenant
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Re: Income and population mechanics
For the illiterate among us: The best you are aiming at above is stable population. Is it not the case that you would always be better (richer) in the long-run letting your population actually grow? I'm just trying to conform my understanding.
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January 30th, 2012, 07:32 PM
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Major General
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Re: Income and population mechanics
Money now is worth more than money later.
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January 30th, 2012, 08:11 PM
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Sergeant
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Re: Income and population mechanics
Omikron Warrior breaks down the income gain from population growth here. Granted it's from back when Growth got you +.2% pop-growth/scale instead of the .3% you get now. But if you pretend he says Growth-2 whenever he says Growth-3 then the math works out the same.
The reason I bring that up is that it allows you to do cost-benefit comparisons on the actual income brought in by the various scales. For example:
Order-2 gives you +12% income on turn 1, 2, 3, and so on. You will be averaging +12% income over all those turns. Growth-2 gives +4% income from turn 1 and an average of +12% income by turn 6 (+4% from scale, +8% from pop-growth). By turn 12 you have averaged +14% income, thus earning more money from an 80-point investment in Growth-2 over an 80-point investment in Order-2.
Of course, this all assumes you are allowing your population to grow. With overtaxing and Growth-2 you're are getting +24% income on turns 1, 2, 3, etc, for an average of +24% income each turn. That's as much as you would have gotten from roughly 42 turns of Growth-2 without overtaxing... and double what you would have gotten from just Order-2.
Since having a bigger income on turns 1 through 41 is usually more important than having a bigger income on turns 42+, there is definite merit in long-term overtaxing.
All that said, I'm not actually sure how all the money bonuses combine when determining your income. If I had those numbers I could math-hammer this problem and figure out the sweet spots. Does anyone know how Order-3's +18% + Production-3's +12% + Growth-3's +6% + Castle Administration + Overtaxation actually combine?
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February 1st, 2012, 05:14 PM
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Second Lieutenant
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Re: Income and population mechanics
Quote:
Originally Posted by Squirrelloid
Money now is worth more than money later.
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Are you currently (or were you previously) involved in running one of the world's major economies?
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February 3rd, 2012, 01:16 AM
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Sergeant
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Re: Income and population mechanics
I ran a few more numbers to determine the effects of administration from forts as well as over/under-taxing
As stated in the manual, forts offer an (admin/2)% boost to income. This boost appears to happen before any scales are factored in. Over/Under-taxing happens at the end as is a straight multiplier of the final income amount (rounded down). The scales are applied in the following order: order, production, temperature, growth. Therefore the income formula goes like this
1) floor(Population/100) = base income
2) floor(base income * (admin/2))% = F income
3) floor(F income * (order)%) = FO income
4) floor(FO income * (production)%) = FOP income
5) floor(FOP income * (temp)%) = FOPT income
6) floor(FOPT income * (growth)%) = FOPTG income
7) floor(FOPTG income * (tax rate)%) = final income
Examples:
Pop(29770), Admin(30), O/P/T/G(0,0,0,0), Tax(100%) = 341
Pop(29770), Admin(30), O/P/T/G(0,0,0,0), Tax(150%) = 511
Pop(30450), Admin(60), O/P/T/G(18,12,-15,-2), Tax(100%) = 433
Pop(30280), Admin(50), O/P/T/G(-18,12,-15,6), Tax(100%) = 311
Pop(30480), Admin(60), O/P/T/G(18,-12,-15,6), Tax(100%) = 368
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February 3rd, 2012, 03:45 AM
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Major General
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Re: Income and population mechanics
Quote:
Originally Posted by JonBrave
Quote:
Originally Posted by Squirrelloid
Money now is worth more than money later.
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Are you currently (or were you previously) involved in running one of the world's major economies?
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=P
Its a basic fact of economics. Or to phrase it another way: Would you rather have $10 now or $10 next week?
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January 31st, 2012, 10:30 AM
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Sergeant
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Re: Income and population mechanics
I'll do some tests in a spreadsheet this evening. Perhaps I can show up with some graphs.
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