Trade Effects Expedition forces [suggestion]

SarcasticBarman

Chieftain
Joined
Jan 29, 2023
Messages
1
So i cant find anything on here suggesting this, so.
I think that the money taken from trade should effect the amount of forces the home nation can provide for the war. a large European trade market means more taxes collected which means more money available for forces.
it should change the way we trade and decide how we move forward with the colonies.
I have no idea how this would be implemented code wise, but I think 50% of all taxes collected should be diverted towards the acquisition for future forces on top of forces already provided
 
European trade market means more taxes collected which means more money available for forces.
That is why the max tax rate is already a factor in the algorithm for calculating the size of the "Royal Expeditionary Force". :)
(And max tax rate - by the requests for tax increase / donations - is mostly influenced by the amount of goods you trade - but also other factors, like King attitude.)

A huge standing army needs a lot of upkeep, so "one time payments" causing an increase of the REF wouldn't be very immersive.
(Also no Nation in the World would simply waste money to buy troops if there is no reason to do so - which there isn't as long as the colonies don't mobilize.)

By the way:
The WTP tax rate and REF algorithms are extended and improved versions of the custom algorithms originally developed in TAC (by a complete team of modders).
There has been a lot of design thinking been put in there by people that really understand the game logic and how non-linear algorithms may be balanced.
it should change the way we trade and decide how we move forward with the colonies.
That is exactly the intention of the algorithm already, so I don't really understand the problem. :dunno:
(And yes it already "reflects" trading effects, just maybe not as direct as you may want it to - but that is for good reason.)

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The chain of effects is (very very simplified) like this:
(But again, there are many other factors other than trade / taxes, that also increase REF.)

1) More Trade
2)
More Tax Requests / More Donation Requests
3) Max Tax Increases / Worsening the King's Attitude
4) Larger REF (in both cases eventually)

So if you trade a lot, you will eventually increase the REF one way or another.
But you can also balance it a bit by keeping your army low and behaving nicely to the King.

You are just not directly punished for trade - because considering game design it would be complete non-sense to (directly) punish successful gameplay.
The algorithm instead works on a level of "diplomatic" relations how you interact with your King. (Which is both immersive and logic for gameplay.)

So the player still has a choice to drive up REF or not by the reactions in the diplomacy dialogues or how he e.g. drives up Rebel Attitude or mobilizes or ...
In your solution he simply wouldn't have that choice anymore because a good and successful gameplay would be punished ...

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The REF algorithm developed in TAC (and improved in RaR / WTP) covers lots of different aspects.
(Max tax rate is just one of them but there are many other factors also considered, e.g. Rebel Percent, Military, ...)

Most important however is simplified the "threat of Declaration of Indedendence".
(Because why should the King otherwise waste money if the colonies behave perfectly nice.)

---------

Do you really feel that the REF is too small?
Actually
most players complain that it is too big.

If yes, see below.
It is most likely due to your settings.

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... but I think 50% of all taxes collected ...
Please let us stop discussing about messing with an algorithm as complex as the "REF-algorithm". :thumbsup:
It is not a linear algorithm with simple "+" calculation but a non-linear algorithm with lots of variables being weighted.

I am really not in the mood to waste time re-inventing or re-balancing algorihms that have been working perfectly fine for almost 15 years.;)
It is really
proven in use and considers basically everythig that is in any way relevant for the relation between King and Colonies.

Also directly punishing good and successful gameplay is really bad game design.
(It is both counter intuitive and also not fun, nor is it immersive or logic.)

And again, why should the King increase his army as long as the colonies behave nicely?
(Would a King really consider trade and tax income a hostile action that needs to be worried and feared?)

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Sorry but this discussion is really
a bit pointless. :dunno:
(Which is most likely the reason nobody had answered so far.)

There has
never been an issue with the REF algorithm, so why mess with it ? :confused:
Does it need to be changed just because players don't understand how it works?

That may be a reason to explain, but not to change ...
And actually it has been explained like 10 times already in the last 15 years.

And do we really want to punish successful gameplay? :wow:
Increasing REF endlessly just because the player sells goods ...

Or having the King react more hostile by additionally increasing the REF for accepted tax increases ? :undecide:
In reality just the contrary would happen if a colony nicely accepts taxes and relations are beneficial.

-----------

If you feel the
REF is too small, simply play higher Handicaps.
(Or simply
change the balancing factors in "GlobalDefinesAlt.xml")

Also if you play on
larger Maps, the starting REF will also be bigger.
(It already considers the fact that the Player will get e.g. more Gold from Goodies.)

But we will definitely
not mess with the algorithm itself as you suggested.
(It would completely break all reasonable gameplay balancing of the mod.)
 
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