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  #1  
Old January 2nd, 2004, 06:52 PM

licker licker is offline
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Default Death and Taxes... well mostly taxes...

Its an old trick, its a new trick cuz the mechanics of Dom2 are a bit different with respect to taxes. Yep I'm talking about the take a province raise taxes to 200 and basically destroy the province (if you keep it a couple of turns).

Personally I don't use this tactic in SP games because its completely bogus (not the troll mind you). Perhaps its more bogus because the AI doesn't know how to handle it, but I still find it to be annoying, especially when discussed as strategy since I feel it definately falls into the catagory of cheese.

Anyway, without going into specifics on why its cheese (that'll probably follow in later Posts anyway...) I'm going to suggest that there be a tweek to the way taxes can be changed. First you should be able to drop taxes to any level you want, but when raising taxes you should only be allowed to do it in increments of 20% when going above 100% (I was gonna say 10%, but that would really slow things down too much). That's the quick fix. A more difficult fix would be to change the relationship between taxes and unrest in newly conquered provinces which would involve keeping track of province ownership history.

Anyway the simple fix allows for easy management of your provinces, dropping taxes to fix unrest then going back to 100% (or 120% for those overtaxers out there), however when trying to 'ruin' a province it would take longer, *unless* you were willing to spend a turn or two pillaging or blood hunting. It just doesn't seem right to me that you can conquer a province, then in the next turn move out all your forces have the taxes at 200% and wind up with a useless province at no expense to yourself (in regaurds to time).

Well agree disagree discuss...
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Old January 2nd, 2004, 07:12 PM
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Teraswaerto Teraswaerto is offline
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Default Re: Death and Taxes... well mostly taxes...

Does one or two turns with taxes at 200% really ruin a province? How much pop does one turn with 200% tax kill?
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Old January 2nd, 2004, 07:13 PM
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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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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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