Sid Meier's Civilization V

Sid Meier's Civilization V

Department of Taxation
16 kommentarer
alruwaiah 17. juli 2015 kl. 9:56 
Hi this mod not clear to me need more info for it may i ask is it building mod or other way to active the tax i hope more info for this mod
xxx78 18. mar. 2014 kl. 5:51 
Thanks for sharing, really like the idea :)
Some more information in description would be awesome and slider to adjust tax-rate sounds great, but how will Ai civs deal with this?
Carlzilla  [ophavsmand] 5. mar. 2014 kl. 18:37 
You could implement a slider or dropdown to select the tax rate. I got it to multiply by a variable without any issue, and I know you can build UI elements in XML and Lua, but I have no idea how to build them. If I get UI elements down, I'll implement it in this mod.
UncivilizedGuy 5. mar. 2014 kl. 17:21 
I like your idea Carlzilla. It's too bad there is no way to allow the player to physically adjust the tax rate. An idea I considered implementing in my mod was to allow the player to build multiple tax collectors (buildings). Each building increases gold and adds unhappiness per pop. To adjust the tax rate the player could sell a tax collector in the city screen or build another one. The problem is the AI isn't smart enough to handle this.
Obi Wan Cannoli 19. feb. 2014 kl. 16:08 
Huh that's also very interesting. Nice!
Carlzilla  [ophavsmand] 19. feb. 2014 kl. 14:22 
(continued from last comment...)

The happiness penalty does not change unless you're not collecting taxes. It's still a flat .25 unhappiness / pop penalty.

The rationalization would be that happy empires are those that are well maintained. Matainance costs money, money comes from citizens.
Carlzilla  [ophavsmand] 19. feb. 2014 kl. 14:21 
So, your request for turning tax revenue off when happiness fell below a certain level gave me a good idea for implementing an informal way of "tax rate". It's not technically a tax rate, but it increases the amount of gold when your empire is happy. It also turns off the bonus (and penalty) of the tax department when/if your excess hapiness falls to or below 0.

I'm still testing it, but here's the modifiers. They're open for discussion...

Less than 1 excess happiness nets no yield.
Between 1-5 excess happiness nets the basic +1 gold / pop yield.
Between 5-10 excess happiness nets a +1.25 gold / pop yield.
Between 10-15 excess happiness nets a +1.5 gold / pop yield.
Between 15-20 excess happiness nets a +1.75 gold / pop yield.
Over 20 excess happiness nets a +2 gold / pop yield.
Obi Wan Cannoli 19. feb. 2014 kl. 12:57 
Oh and could you perhaps add a way to get rid of the taxation while the mod is still there? For instance, if my happiness drops too low, then I can get rid of taxes but bring them back when happiness gets higher. Thanks.
Carlzilla  [ophavsmand] 19. feb. 2014 kl. 8:09 
I'm working on adding a UI tax rate slider to adjust the tax rate. You can adjust it for more gold/unhappiness or less gold but less unhappiness. It's simple, but I feel like not being able to adjust the rate is sort of ridiculous.
KaijuDudeBro 17. feb. 2014 kl. 14:31 
I like it ;)
Carlzilla  [ophavsmand] 17. feb. 2014 kl. 14:22 
GPT now scales at +1 per citizen and unhappiness scales to 0.25 per citizen (always rounding up).

Once Banking is discovered you gain an additional + .25 gold per citizen (always rounded down).
Obi Wan Cannoli 16. feb. 2014 kl. 10:00 
I'd consider using the mod if you scaled the GPT to the number of cities you have since unhappiness is scaled in a similar fashion.
KaijuDudeBro 15. feb. 2014 kl. 21:17 
@Carl: I commend you, I still haven't figured out how to get any mods off the ground and start working, again, good job, looking forward to see what else you come up with.

@Cyan: you missed my point in the second paragraph of my first comment, if you still believe me a jerk, please refer to my "@Carl"

Thank you

PS, Carl, have you considered a scaling gold amount, much like your scaling happiness nerf?
Thorpen Alnyr 15. feb. 2014 kl. 17:49 
@Kraken let him try for god's sake.
Carlzilla  [ophavsmand] 15. feb. 2014 kl. 13:46 
Reallyl it was more of a "learning" thing. I figured what the hell, might as well go the whole distance and publish it. I've got no pretense that it's going to be widely used or anything.
KaijuDudeBro 15. feb. 2014 kl. 13:11 
You do realize most won't ever use this, right? Why spend time and production building it, getting a maximum of just 7 gold. Especially with so many using ICS....this might be worth it for a OCC....except that then you need an exceptionally tall city, meaning more unhappiness.

Don't get me wrong, this mod is a great concept, I simply don't believe most (90+%) would ever consider using this, good luck with your modding experience.