relation between tax, science and luxuries

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DvR

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When in a game, lock the taxes on 20% (or whatever you like), now scroll the science and luxuries bars...
While doing this, the income changes all the time..
Right now i'm early in a game with a republic, and this is what the income does:

Sci 00%, Lux 80%. Income: 22
Sci 10%, Lux 70%. Income: 29
Sci 20%, Lux 60%. Income: 21
Sci 30%, Lux 50%. Income: 29
Sci 40%, Lux 40%. Income: 21
Sci 50%, Lux 30%. Income: 29
Sci 60%, Lux 20%. Income: 21
Sci 70%, Lux 10%. Income: 29
Sci 80%, Lux 00%. Income: 22

Has anyone got an idea why the income changes?

 
I've noticed that too. It probably has to do with remainders when the arrows are divided up, but I could be wrong (it would be a first
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I'm not sure but I have a couple ideas for getting more info:

1) Check the tech advances rate for each combination. I expect that when the income is 21 or 22 in your example you might gain a tech one turn faster than when the income is at 29.

2) Look at some of your cities at the different combinations. If you can figure out which cities are making the extra coin when the income is 29 you may get some ideas as to why the change in income.

If you figure anything out let us know!
 
Did some testing with 1 city having 1, 2 or 3 trade arrows.. I drew a few graphs with the income on the y-axis and the science rate (could as well be the luxuries one) on the x-axis, and came to the astonishing conclusion that i can't conclude anything..
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Though this test wasn't completely a waste of time.. Check this savegame: http://www.duzzz.com/test.zip
There's a square irrigated whithout it being adjacent to water.. As we all know, the AI cheats, but you can also use it to cheat in your own favour... Since an automated settler is in fact AI too, it can also irrigate squares not connected to water..
(i dunno if this was known yet, but it's new to me)
 
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