|
|
|
 |

January 31st, 2008, 07:04 PM
|
 |
Lieutenant Colonel
|
|
Join Date: Jul 2004
Location: Israel
Posts: 1,449
Thanks: 4
Thanked 8 Times in 2 Posts
|
|
Re: Formula for calculating overtaxation?
AFAIK Move and Patrol was designed so you can move an army into a province with a castle and have that army defend that castle (from the outside, that is.) on the same turn. (unlike the default behavior where they would just hide inside the castle if attacked on the same turn.)
__________________
I'm in the IDF. (So any new reply by me is a very rare event.)
|

February 1st, 2008, 06:03 AM
|
 |
Sergeant
|
|
Join Date: Mar 2005
Location: France (Paris)
Posts: 227
Thanks: 1
Thanked 1 Time in 1 Post
|
|
Re: Formula for calculating overtaxation?
and there is a formula for under taxation ?
ie 0% taxes (and blood hunt...)
|

February 1st, 2008, 06:18 AM
|
 |
General
|
|
Join Date: Mar 2007
Location: Japan
Posts: 3,691
Thanks: 269
Thanked 397 Times in 200 Posts
|
|
Re: Formula for calculating overtaxation?
Each 10% less tax reduces unrest by 3. So 0% tax reduces unrest by 30 each turn.
But, unrest also falls naturally to zero if you force taxation to 100%; it falls at about one point a turn, with random fluctuations. I saw this with both Order 3 and Turmoil 3, so I don't think scales matter (though it's much easier to do a test with Order 3, since random events aren't coming along so often).
__________________
Whether he submitted the post, or whether he did not, made no difference. The Thought Police would get him just the same. He had committed— would still have committed, even if he had never set pen to paper— the essential crime that contained all others in itself. Thoughtcrime, they called it. Thoughtcrime was not a thing that could be concealed forever.
http://z7.invisionfree.com/Dom3mods/index.php?
|

February 1st, 2008, 06:57 AM
|
Major
|
|
Join Date: Dec 2006
Posts: 1,226
Thanks: 12
Thanked 86 Times in 48 Posts
|
|
Re: Formula for calculating overtaxation?
I believe friendly dominion lowers unrest a bit each turn, so that's probably the cause of the slow decrease you saw vfb. I'm certain that enemy dominion raises unrest, so it would balance nicely.
|

February 1st, 2008, 08:01 AM
|
 |
General
|
|
Join Date: Mar 2007
Location: Japan
Posts: 3,691
Thanks: 269
Thanked 397 Times in 200 Posts
|
|
Re: Formula for calculating overtaxation?
Thanks Micah! You've solved one of the mysteries of the game for me! From now on, I'll definitely stop allowing tax to fall to 90% when my capital has 1 or 2 unrest.
Edit: So, I looked through all my games, to see where I could optimize by forcing tax to 100 where it's currently at 90 because of 1 or 2 unrest ... and they are all negative dominion provinces. Bah  . At least I understand how this works now.
__________________
Whether he submitted the post, or whether he did not, made no difference. The Thought Police would get him just the same. He had committed— would still have committed, even if he had never set pen to paper— the essential crime that contained all others in itself. Thoughtcrime, they called it. Thoughtcrime was not a thing that could be concealed forever.
http://z7.invisionfree.com/Dom3mods/index.php?
|

February 1st, 2008, 02:16 PM
|
 |
Second Lieutenant
|
|
Join Date: Jul 2007
Location: Durham, NC
Posts: 509
Thanks: 84
Thanked 44 Times in 14 Posts
|
|
Re: Formula for calculating overtaxation?
Quote:
vfb said:
Thanks Micah! You've solved one of the mysteries of the game for me! From now on, I'll definitely stop allowing tax to fall to 90% when my capital has 1 or 2 unrest.
|
Haha, yeah that's the kind of micromanagement I'm talking about.  Very good info though.
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|