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  #1  
Old January 2nd, 2004, 07:13 PM
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Whismerhill Whismerhill is offline
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Default Re: Death and Taxes... well mostly taxes...

although I use this strategy,
I agree with you entirely,
cranking ennemy territory taxes to 200% before the ennemy has time to react looks like a little an instant-plunder to me
and furthermore you cannot plunder a fort you're besieging but you can raise taxes anyway !

you can plunder a territory but that takes two turns (one for conquering & the other for plundering) not one only !
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  #2  
Old January 3rd, 2004, 12:23 AM
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Default Re: Death and Taxes... well mostly taxes...

I often go the other way in my SP game, i.e., I decrease the tax rate to 0 while seiging. The income of the defender is set by same tax rate. So, if I set it to zero, I can deprive the defender of the income and have less trouble quenching unrest when I get the castle.
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Old January 3rd, 2004, 12:23 AM

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Default Re: Death and Taxes... well mostly taxes...

Quote:
Originally posted by Teraswaerto:
Does one or two turns with taxes at 200% really ruin a province? How much pop does one turn with 200% tax kill?
One turn no, two turns... maybe, its not so much about killing pop as it is about the killer unrest (over 100), but the title 'unrest and taxes' didn't have the same ring to it
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Old January 3rd, 2004, 12:26 AM

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Default Re: Death and Taxes... well mostly taxes...

Quote:
Originally posted by ywl:
I often go the other way in my SP game, i.e., I decrease the tax rate to 0 while seiging. The income of the defender is set by same tax rate. So, if I set it to zero, I can deprive the defender of the income and have less trouble quenching unrest when I get the castle.
Really? The defender gets income from beseiged provinces? I didn't know that (though I don't get seiged that often... ) Anyway, I don't see any abuse in setting taxes to zero.
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Old January 3rd, 2004, 01:14 AM
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Default Re: Death and Taxes... well mostly taxes...

I haven't studied the details of the effects of high taxes enough to have an opinion on the cheese level, but I see your point. Effortless collection of super-taxes could be cheesy. On the other hand, it could make sense, depending on what the effects are.

It makes some sense in this game world to be able to march an army through and collect some taxes right away. The conquering army could appoint local sub-warrior honchos to collect taxes.

However, setting taxes to max without any troops present should be noticably less lucrative, and noticably less damaging, than having troops actually plundering the province.

I do like the idea of having provinces remember whom they are mad at. Liberate a province from a hated tyrant, and they won't be mad at you. Try to conquer people who loved their former god, and you may start with massive unrest. Etc.

Playing casually with the existing system, it tends to seem ok. Violence causes unrest, low taxes and patrols reduce it, and I haven't seen any weird results. However I'm still enjoying leisurely playing the game against the AI and not trying to exploit the system.

What actually happens when you over-tax? I know unrest goes up and some population dies. How much? How long does it take to repair a province with high unrest by setting taxes to low or zero? It's always seemed pretty quick (a few turns) to me in the case of unrest from sites/events/magic/blood-hunts/battles.

PvK
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Old January 3rd, 2004, 01:51 AM
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Default Re: Death and Taxes... well mostly taxes...

I'm certain I dont understand the way this works, so I'd appreciate feedback. Your home province starts with ~30,000 people, right? Growth boosts that by 0.2% per turn per scale, right? Patrolling kills 10 population per 1 unrest killed patrolling, right? So if 140% tax rate produces 8 unrest (it does), doesn't Growth 2 more than offset it (+120 Growth -80 Patrolling)?

Thanks for the responses!

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Old January 3rd, 2004, 03:02 AM
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Default Re: Death and Taxes... well mostly taxes...

>Patrolling kills 10 population per 1 unrest killed patrolling, right?

There is also pop loss due to the tax rate.
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