Taxation

Salope

Chieftain
Joined
Jan 8, 2002
Messages
9
i've been seeing comments on this forum concerning setting your tax, science, and happiness rates. i know all about the science and happiness but i cannot find where i set the tax rate. it could be i'm just missing something, especially with the thorough handling of the index in the game manual. erm, that was sarcasm. i have gone through my cities playing with entertainers/scientests/tax collector icons. this is very labor intensive when you have 40+ cities that you want to keep tabs on. but i get the impression from the posts that i'm missing a basic tax slide bar somewhere. btw, is there a way to set the governers to emphasize tax collectors or scientists over entertainers?
 
The tax rate is what's left over after you set the happiness and science slide bars in the Domestic Advisor's screen. Happiness, Science, and Tax add up to 100% of your commerce, so you only need to set two in order to determine the third. The Domestic Advisor screen tells you how much goes into your treasury as you slide the happiness and science bars around.
 
Everytime I check my domestic advisor,, there is no money coming in for taxation. This is w/ science set at 40% and happines set at 10%. I'm assuming I need to change citizens into tax collectors, which is tedious.

Also, what do most players set their science rate at? This is my first game so I've been playing conservatively. I'm a few years (7) away from mandatory retirement with a huge lead in score and culture; however, I'm just in the early years of the industrial age tech tree.

Please advise.
 
You have to adjust your tax rate according to expenses. The only way to get a productive tax rate is to get your hands on as many luxury items as possible, sell them to civs for high dollar amounts (always renegotiating as they will usually pay more as the game progresses), and sell techs!

Once you are making money from Civs you can cover your expenses (and make a hefty profit ;) ) by trading and lower your tax scale. You can also use less of the happiness bar according to the amount of luxury items you have.

Sistine Chapel, Cure for Cancer, Bach's Chatedral, Temples, Colliseums, and other wonders for happiness are critical too in order to keep your tax rate down.

Simple equation: More luxury items+Happiness Wonders+High Science Rate+Selling Techs = Success every time :king: !
 
When your tax rate and happiness slider can be moved down your science can go higher. Hence you will lead the tech race! I only play on Warlord Currently (my first game) and my science is 70%, tax 20% and happinesss 10%). The key is I have my hands on EVERY luxury item except incense.

Word to the English . . . I'm coming for that incense!

That should have been cathedral above :rolleyes:
 
Once you lead the science race you can SELL SELL SELL TECHS!

Caution: Only sell the lower techs (non military unit) if possible!
 
I've also gotten into a habit of spending a lot on Science (80%) and then selling the techs to other Civs. I'm not sure if its good or bad in the big picture. I definately make a lot more money, and keep their Civs poorer, but I also keep their Civs' more technologically updated than they might be without my support.

Your individual tech rate doesn't make a huge difference. The games geo-tech-levels are usually kept pretty even. Its tough to get a big tech advantage. The biggest thing your world's tech is dependant on is the amount of commerce being generated, since that fuels the science anyway.
 
I've struggled with the tax rate terms myself. The civpedia & manual keep mentioning tax rates and it is pretty confusing.

There is one thing I haven't seen mentioned in the forums & is NOT obvious (and correct me if I'm wrong, I'm still just checking this out) is about your marketplaces, banks, libraries, universities, & research labs improvements:

Banks improve your "Tax revenue" by 50%. However, if you have science at, say 90% and luxuries at, say 10% your "Tax rate" is 0% and a bank would have no bonus effect. By the same token, if your science rate is 0%, a library will have no effect on your science.

Originally, I thought marketplaces & banks increased your total income and then affect your total distribution (thereby helping your science & entertainment rate too), but I think it only affects your wealth revenue.

Of course, there are other benefits to these buildings too (cultural & happiness).
 
I'm curious about those improvements myself. It seemed in Civ2 that I was building improvements just to build them. Perhaps, I don't possess the wherewithall to discern the benefits of some facilities, except for population growth.
 
A study for you: (actually, I didn't know all this before either)

Here's the results of an investigation I did with one of my better cities in which I have the mrktplce, bank, lib & university built. Then I sold one at a time to measure their effects. BTW, I'm running a republic right now.

I have an overall tech of 70%, Luxury of 10%, which leaves 20% as income. The production of the city is 77 shields.

My actual funds allocated are as follows (the Wealth amount refers to how much a wealth production added to my overall treasury income. It was determined by changing the production back & forth from wealth to something else):

Treasury Science Happy Wealth
22 78 6 19 - with all improvements
16 78 6 19 - after I sold bank
16 58 6 19 - after I sold university
16 39 6 19 - after I sold library
11 39 6 19 - after I sold marketplace

Conclusions I would draw from this:
- Wealth production is unaffected by your commerce improvements.
- The amount of help you get from a commerce/science improvement is dependent on your commerce/science rate

So, based on this, I would say:
- build the improvement that would help you most at the time. For example, in my case, with a 70% science rate, a university contributed 20 beakers where my bank was only contributing 6 extra coin.

Of course, this doesn't take into account that perhaps in the next turn, I'd change the tax rates and then a bank would be more valuable than a library. Also, the cultural impact of an early library is pretty significant along with the happy faces brought in by the marketplace.
 
When you sell you tech or LRs (I suggest against trading SRs), try to get gold per turn instead of a lump sum. In the long run, you end up getting more money and you can set your science rate to 100% and still be making money. Exploiting other empires is great :lol:
 
My actual funds allocated are as follows (the Wealth amount refers to how much a wealth production added to my overall treasury income. It was determined by changing the production back & forth from wealth to something else):

Treasury Science Happy Wealth
22 78 6 19 - with all improvements
16 78 6 19 - after I sold bank
16 58 6 19 - after I sold university
16 39 6 19 - after I sold library
11 39 6 19 - after I sold marketplace


Conclusions I would draw from this:
- Wealth production is unaffected by your commerce improvements.
- The amount of help you get from a commerce/science improvement is dependent on your commerce/science rate

If you produce WEALTH (capitalization), it's based on your cities shied production. 10 precious shields equals one stupid gold piece!:mad:

I build all the improvements in all cities, but if I'm low on cash I'll put the money-making structures on the priority list.

But I would like to know how come in my last game I had science set to 0 %, yet I was still researching techs (I wanted to save some money for a couple of turns to really rack up some money quick). Although it would have taken 40 turns I was still getting money put into science from somewhere, even though the Domestic Advisor said my science spending was 0 gold.
 
You probably had a scientist specialist somewhere. Since 40 is the minimum rate of research, even a single beaker produced per turn will lead to the tech coming in 40 turns.
 
Originally posted by Bamspeedy


If you produce WEALTH (capitalization), it's based on your cities shied production. 10 precious shields equals one stupid gold piece!:mad:


True, wealth is based on your shield production, but the ratio is different. The ratio derived from my example is 4 shields to 1 gold (77 shields to 19 gold) with the remainder rounded down, at least in this case. That's after researching economics. I think the ratio pre-economics is 8-to-1.
 
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