Just wanted to say welcome back Putmalk! These new changes to the Vassal system look great
Thank you!
Fleshing out the vassal tax system / getting it implemented right now. Understand that vassalage is a team-oriented concept: if Player 1 makes Player 2 a vassal, then all members in Player 2's team becomes a vassal of Player 1's team. This actually makes this kind confusing to design for, but I've come up with this:
- Unfortunately, it does not appear as if giving gifts to vassals (i.e. "negative tax") will be able to happen. After doing some thinking on it, it introduces a very weird case where you can actually give gifts to multiple vassals exceeding 100% of the Master's income, breaking everything. To keep it understandable, you can only tax a vassal from 0 to 30%. (0 will provide a positive diplomatic modifier)
- Taxes are assigned on an per-player basis. The Master Team (all players collectively) tax individual players in the Vassal. So you can tax Vassal Civ A 15% and Vassal Civ B 30%, each incurring their own separate diplomatic effects.
- Taxes are collected and then evenly distributed amongst the Masters. This does have the side effect of meaning larger teams collect less from taxes, but it seems to make sense.
- Vassals will still incur a gold maintenance (right now, thinking 2 GPT per city) which will make taxation somewhat of a necessity.
- Taxes can only be set once every 16 turns (Quick), 25 turns (Standard), 37 turns (Epic), 75 turns (Marathon). If there are Humans on a team, then AI teammates will not even consider making this choice. If it's an AI-only team, they will decide as a collective (the first AI in the team will average out their feelings toward the target civ)
Let me know what you think.