Aussie_Lurker
Deity
OK, I'd like to start off by saying that I agree with the post of Trade-peror regarding the trading system. Roads and rivers, instead of directly creating commerce, should be commerce 'multipliers' instead (so a river might give a x2 boost, a road a x3 boost and a RR might be a x4 boost!)
The bulk of income your city generates should be based on the factors listed in Trade-perors thread:
http://forums.civfanatics.com/showthread.php?s=&threadid=85582
The other main source of income should be TAXES!!!
1) Have your society broken up into demographics-workers, bureaucrats, wealthy elites, private sector, military etc.
2) Each demographic group will have a certain % of influence, a % happiness and an average earning (in gpt). This last 'trait' determines the amount that group produces at a 100% tax rate.
3) Influence will also increase the base earnings of a demographic group.
4) In your economic screen, you can set a flat income tax rate, which will effect all of the demographic groups. If you double click on this tax slider, it will bring up an ' income tax list' for all demographic groups-which will allow you to adjust each groups tax rate, up or down, according to preference.
5) In addition, within each city screen is a seperate tax slider. It starts at zero, but you can adjust it upwards to increase the tax rate for JUST THAT CITY!
6) Obviously, the more you increase taxes, the more money you recieve-but the more unhappy your people become!
7) Your tax screen will also have other potential tax types:
(i) Luxury taxes: Generates income based on the number of luxury resources you have (internally or via trade). It will reduce, however, the no. of people that each luxury can make happy!
(ii) company tax: Generates income based on the wealth generated by your private sector. The downside to this, though, is that they are likely to try and 'harm' you, in some fashion, for taxing them too much.
(iii) VAT: Generates income based on the number of production shields your civ has. Downside is that production rates are slowed down.
(iv) pollution tax: generates income based on pollution levels. Money comes from two sources-the private sector and increased cost for pollution producing improvements. (Not sure if this is such a great idea!)
Obviously, many of these taxes will only become available as you devlop certain technologies.
For a better understand of the 'Private Sector' see the thread on the private economy at
http://forums.civfanatics.com/showthread.php?s=&threadid=84859
The flip side to income, of course, is costs. This is where a budget screen comes in (on the same screen as taxes). Basically, you'd have a series of sliders for different 'sections' of your society-like defense, foreign affairs and trade, industry, welfare, science and education, environment, health-care, law and order and public works.
The base amount that you would have to commit to each section of your budget would be based largely on the maintainance cost of the related improvements. For example, say you have an income of 2500gpt, and you have production improvements which cost a total of 500gpt. This means that you would have to commit a minimum of 20% of your budget to industry. You can commit less, but this will slow your rate of production, and there is a chance of one of your production improvements 'disappearing' each turn (shutting down, blowing up, whatever). In addition, underfunding sections of your budget will lead to increased unemployment, higher crime and corruption or other negative effects. On the plus-side, though, increasing the budget allocation ABOVE the minimum will have additional, positive bonuses, like increased production, less unemployment, greater happiness and the like! Again, it's all about BALANCE.
If you prefer NOT to micromanage your economy, then it should be possible to let the AI 'Treasurer' do it. He will set taxes and allocate resources according to the best acceptable outcome. This can be modified, however, according to demographic influences!
Anyway, just a few thoughts-I'd be interested to get some feedback on this!
Yours,
Aussie_Lurker.
The bulk of income your city generates should be based on the factors listed in Trade-perors thread:
http://forums.civfanatics.com/showthread.php?s=&threadid=85582
The other main source of income should be TAXES!!!
1) Have your society broken up into demographics-workers, bureaucrats, wealthy elites, private sector, military etc.
2) Each demographic group will have a certain % of influence, a % happiness and an average earning (in gpt). This last 'trait' determines the amount that group produces at a 100% tax rate.
3) Influence will also increase the base earnings of a demographic group.
4) In your economic screen, you can set a flat income tax rate, which will effect all of the demographic groups. If you double click on this tax slider, it will bring up an ' income tax list' for all demographic groups-which will allow you to adjust each groups tax rate, up or down, according to preference.
5) In addition, within each city screen is a seperate tax slider. It starts at zero, but you can adjust it upwards to increase the tax rate for JUST THAT CITY!
6) Obviously, the more you increase taxes, the more money you recieve-but the more unhappy your people become!
7) Your tax screen will also have other potential tax types:
(i) Luxury taxes: Generates income based on the number of luxury resources you have (internally or via trade). It will reduce, however, the no. of people that each luxury can make happy!
(ii) company tax: Generates income based on the wealth generated by your private sector. The downside to this, though, is that they are likely to try and 'harm' you, in some fashion, for taxing them too much.
(iii) VAT: Generates income based on the number of production shields your civ has. Downside is that production rates are slowed down.
(iv) pollution tax: generates income based on pollution levels. Money comes from two sources-the private sector and increased cost for pollution producing improvements. (Not sure if this is such a great idea!)
Obviously, many of these taxes will only become available as you devlop certain technologies.
For a better understand of the 'Private Sector' see the thread on the private economy at
http://forums.civfanatics.com/showthread.php?s=&threadid=84859
The flip side to income, of course, is costs. This is where a budget screen comes in (on the same screen as taxes). Basically, you'd have a series of sliders for different 'sections' of your society-like defense, foreign affairs and trade, industry, welfare, science and education, environment, health-care, law and order and public works.
The base amount that you would have to commit to each section of your budget would be based largely on the maintainance cost of the related improvements. For example, say you have an income of 2500gpt, and you have production improvements which cost a total of 500gpt. This means that you would have to commit a minimum of 20% of your budget to industry. You can commit less, but this will slow your rate of production, and there is a chance of one of your production improvements 'disappearing' each turn (shutting down, blowing up, whatever). In addition, underfunding sections of your budget will lead to increased unemployment, higher crime and corruption or other negative effects. On the plus-side, though, increasing the budget allocation ABOVE the minimum will have additional, positive bonuses, like increased production, less unemployment, greater happiness and the like! Again, it's all about BALANCE.
If you prefer NOT to micromanage your economy, then it should be possible to let the AI 'Treasurer' do it. He will set taxes and allocate resources according to the best acceptable outcome. This can be modified, however, according to demographic influences!
Anyway, just a few thoughts-I'd be interested to get some feedback on this!
Yours,
Aussie_Lurker.