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  #1  
Old January 30th, 2012, 07:32 PM
Squirrelloid Squirrelloid is offline
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Default Re: Income and population mechanics

Money now is worth more than money later.
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  #2  
Old January 30th, 2012, 08:11 PM

shatner shatner is offline
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Default 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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  #3  
Old February 1st, 2012, 05:14 PM

JonBrave JonBrave is offline
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Default Re: Income and population mechanics

Quote:
Originally Posted by Squirrelloid View Post
Money now is worth more than money later.
Are you currently (or were you previously) involved in running one of the world's major economies?
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  #4  
Old February 3rd, 2012, 01:16 AM

shatner shatner is offline
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Default 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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  #5  
Old February 3rd, 2012, 03:45 AM
Squirrelloid Squirrelloid is offline
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Default Re: Income and population mechanics

Quote:
Originally Posted by JonBrave View Post
Quote:
Originally Posted by Squirrelloid View Post
Money now is worth more than money later.
Are you currently (or were you previously) involved in running one of the world's major economies?
=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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