Tax/Sci/Lux rate 4.2

Kev

Hired Goon
Joined
Feb 23, 2001
Messages
1,895
Location
Ringwood, NJ USA
Well, this is difficult to comment on right now as we are STILL in anarchy in the aargh! save game of Pellaken's.

First off, when given the choice, previous polls have dictated that we should switch to a republic. That's a given.

As far as the Tax/Sci/Lux rate, we'll I propose that we crank science as far as it will go while still giving us a profit and keeping us as happy as possible.

Until invention - and maybe even gunpowder - I'd suggest holding off on WLTC Days. We may want to have some more aqueducts as well.

So... my proposal is to raise science high enough to keep a profit and happiness. Keep in mind, if we're at 70% and will discover techs in 6 turns (for example) and 60% will do the same, we'll put science to 60% and put the extra 10% in taxes. We'll keep revisiting that ratio as well.

A NOTE TO MILITARY ADVISOR: There are MANY units out of cities, and NOT just ships. Three crusaders are roaming near Viroconium, a knight is fortified outside of JoeSpaniel, and two crusaders are in a caravel off the coast of Mpondo. A republic will allow one unit outside without trouble, but several cities have two units out - including my home city of Unknown City which has two SHIPS out and is building a THIRD for some reason!!! WE should try to get this straightened out soon.
 
Originally posted by Kev
/.../ Unknown City which has two SHIPS out and is building a THIRD for some reason!!!

i thought we agreed earlier not to build that second trireme. And I am absolutely sure we voted for someting else that a third trireme in the last poll for Unknown City. Who is responsible for the failure to update the build orders????

Btw, it is an honor to live in the same city as you Kev! :)
 
ahem

first off, the second boat, if I recall, was asked for. perhaps I'm wrong

the 3rd... perhaps was a mistkae by me

the 2 units in the boat were to find zululand, as I was asked to do. its also how the 2 units sunk, as I was asked to find zululand.

the units outside of Vic were looking for other cities. at time of repubization, I would have returned them
 
As I said elsewhere I'd like to see this rate re-examined so that we can take the smallest possible time to research techs. It's nice to have enough cash to incrementally rushbuy caravans and improvements, but it'd be even nicer if we got a tech every 4 turns rather than 5. 120g profit per turn is quite a lot pre Adam Smith and Democracy and I'm not sure it's entirely necessary. What does anyone else think, and what could we change it to?
 
It would be nice to see our tech rate sl;ightly faster than it is now and we cannot use our rush built caravans if there are no wonders to build...
 
After review:

i reloaded the game ,and suddently our profit margin seems lot less :confused: (maybe the game...) anyway ,at a science rate of 60% we have about 110 income and 40 expenses ,with a science rate of 1tech=5 turns.
after a test ,when i move the science slider to 70% the tech rate still is 1tech=5 turns.When i move the science slider to 80% we come at 1tech=4 turn's.At 80% our income drops to 54G ,wich is 14g net ,opposed to 70net at 1tech=5 turns.
 
What happens if we lower the science rate to 50%. Will we still research one tech per 5 turns? Otherwise we may as well leave it as it is.
 
What happens if we lower the science rate to 50%. Will we still research one tech per 5 turns? Otherwise we may as well leave it as it is.

at 50% ,the research goes to 1tech=6turn's ,while the increase in income is marginal.
 
Back
Top Bottom