Ellestar
Prince
Ops, rebel sentiment wasn't limited by population in 1.01 so i changed it a little. v1.02 quick fix is available now.
I didn't change anything. However, each turn there is a 20% chance that a tax will increase by 1-5%, unaffected by game speed. So, 20% at turn 30 seems about right for what i see in the code. I guess Firaxis gave us wrong C++ source files :/ Thank you for your report, i'll fix it this evening.but it was only like 1530 and my tax rate had already been raised to 20% (or would have had I not hosted a cotton party)
I was playing on marathon, but the tax rates felt too quick, given the marathon setting. Maybe this was a fluke, or maybe this is a problem of the game as a whole, or maybe this is a result of something you tweaked. Otherwise I'm very happy with the game, but this seemed... strange. Hope you can help!
I didn't change anything. However, each turn there is a 20% chance that a tax will increase by 1-5%, unaffected by game speed.
Well, ok, let's say it's a marathon speed and it triggers on turn 60 instead of turn 20 on normal. However, on marathon speed there are 840 turns left until the end of the game instead of 280 on normal, but from now on tax grows at the same speed...Where is it?
As far as I see sources, the chance to raise tax (TAX_INCREASE_CHANCE) is only checked after certain total amount of goods (at whatever price) were sold. The amount of goods you can sell depends on game speed.
How much raise is depends on pure chance limited by TAX_RATE_MAX_INCREASE.
Also, 20% to increase tax by 1-5% is too much, it's 0.6% tax increase per turn on average.
Well, it's 200 goods per 10% tax on normal speed, right? Don't you think that tax is effectively unlimited? Right now i'm trading ~100 goods per turn in my game and taxes aren't that high - only 30% or so on turn 140. Attitude adds 200 extra goods to the limit. So, i should have had a much higher tax if it worked how it works in SDK.Nope, it's only if you sell too many yields.
If you sell not yields and you relations with King is positive tax is not rise at all.
If you sell low amount of yields tax will rise slowly.
Well, it's 200 goods per 10% tax on normal speed, right? Don't you think that tax is effectively unlimited? Right now i'm trading ~100 goods per turn in my game and taxes aren't that high - only 30% or so on turn 140. Attitude adds 200 extra goods to the limit. So, i should have had a much higher tax if it worked how it works in SDK.
Anyway, optional 1.04 is ready. Tax will not grow too fast even if you trade a lot. It doesn't make a big difference if you don't trade much, but i guess it's better to have it if you want to play as a big trade empire.
Well, i guess i can try to make it relatively easily "pluggable" to other dll mods.I tried a game but abandoned it (as described in some other thread). Although I could generate bells without REF increases (in the 40ish turns I played on epic the king added 1 cannon), the AI not defending itself issue still makes the game unplayable for me.
I wonder if this mod is compatible with Dale & Snoopys (which is trying to adress the AI issue but not the REF)?
Great work so far in any case!![]()
Tax adjusted for marathon (it has a lower chance to increase per turn after you trigger a trade limit). There are no REF changes between 1.02 and 1.04.I'm a little confused, is 1.04 ->1.03 tax+ref patch adjusted for epic and marathon as well?
Well, if you have a pre-revolution saves then you can load them with that mod and test the battle, that will be much faster than the whole games.Any testing on how the REF turned out to be? I guess I might as well volunteer since the vanilla version is no good for me anymore after breaking it.
Yes, i wanted to include it but English isn't my first language so i don't know how to word it properly. Common chat is relatively easy to write, but any instructions are a nightmare.It would be good to include installation instructions in the readme. I am assuming you just slap it in the MODs folder, but it is always good housekeepings (as someone who has made tons and tons of mods for tons and tons of games).
Going to try it out tongiht and give you detailed feedback.
what do you mean by "rebel colonist" if RS from LB rate is not considered?Royal Expeditionary Force grows according to a number of rebel colonists.
Cannons also increase REF if you'll have more cannons than 15% of a total number of colonists.
REF starts from about 20 units and grows from that. So, you may generate as many bells as you want, it will not increase REF.
Right now REF growth is set to +1 REF unit per 1 rebel colonist on Explorer difficulty