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Should we increase the Tax rate to become rich?

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  • Should we increase the Tax rate to become rich?

    I know this isn't really my ministry,
    but I loaded our save up, and found if we decrease the science rate to 30% or the lowest we can, then it still takes 34 turns for iron and gives us 3 gold per turn revenue, now we have a road.
    Normally with 100% science it takes 31 turns for iron working, and 0 GPT.

    I propose we decrease science rate to 30% therefore, as it now only increases the time for research by 3 turns, and as everyone else will be going for ironworking soon we would be wise to save up some money for diplomacy, and buying techs.

    It may be quite a good time to raise taxes, we would get 102 gold at 3 per turn, even more when we make more cities(thats assuming 3GPT over 34 turns i think)

    AdmiralPJ
    Everyone post if you agree/disagree/don't care

  • #2
    That being the case...

    I agree. 102 gold VS 10 or less is very good for 3 turns difference. We already have a jump on most (maybe all) other civs with bronze working, so we have some room to work with, and I think 3 turns is acceptable to lose for such dividents. Keeping our treasury maxed out will be very useful to us (as you stated, for trading, along with other things like going way over our unit support cost, or upgrading units [Siphais anyone?]).

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    • #3
      Agreed (if your analysis is correct).

      The amount of commerce we generate will vary, however, due to the building of new roads and the founding of a second city. Let's go for 30% science a couple of turns and then decide again.
      Greatest moments in cat:
      __________________
      "Miaooow..!"

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      • #4
        Agreed.
        "I used to be a Scotialist, and spent a brief period as a Royalist, but now I'm PC"
        -me, discussing my banking history.

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        • #5
          Did I hear more military units??? If NDE is so close to us, then we will need a good treasury to keep them at bay or take them out early.
          "If you're not having fun, then you're losing the game."-Copyright Warrior Poet 11/18/2002 "No plan survives first contact with the enemy."-Tsun Tzu -Don't know when B.C.

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          • #6
            I would rather get Iron Working a few turns quicker because NDE is so close. We need to know where the iron is ASAP so that if there is iron nearby, esp to our S or W, we get get it before they do.
            Citizen of the Apolyton team in the ISDG
            Currently known as Senor Rubris in the PTW DG team

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            • #7
              If we play our cards right, then we'll end up as the superior to NDE and won't have to worry about things. We have many hills nearby, which no doubt hold iron somewhere. I wouldn't worry too much about the techs at this point. That against getting 102 gold is too much of a trade-off.

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              • #8
                No doubt, we'll find iron right around our warrior in the west! More cause for WAR!!!
                "If you're not having fun, then you're losing the game."-Copyright Warrior Poet 11/18/2002 "No plan survives first contact with the enemy."-Tsun Tzu -Don't know when B.C.

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                • #9
                  For the record, I modified the tax slider down to 20%, so we now have 3 GPT.

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                  • #10
                    we can always buy the wheel using our treasurey,
                    and get our important horse resources..
                    embassies will be important as we need ROP and millitary alliances, and they will be needed for espionage(though the PBEM bug means people can acciddnentally see others maps anyhow! ).

                    BFM, you need to keep a close lookout to see we are spending our money in the right places.. I find its best either to have the science really high one year or really low, to get the most out of science or money, because the percentages areless if its say 50%

                    we could get 4 gpt if we work that river :>
                    those rivers will be nice...
                    maybe we shuld think about using sea squres too, and get harbors.. with commercial docks later they'll be awesome.

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                    • #11
                      Originally posted by Admiral PJ
                      I find its best either to have the science really high one year or really low, to get the most out of science or money, because the percentages areless if its say 50%
                      Is this true? I used to think this was the case, but after some calculations, I'm not too sure about it. Do you have an example?

                      However, micromanaging the science slider =can= give us some extra profit.
                      Greatest moments in cat:
                      __________________
                      "Miaooow..!"

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                      • #12
                        I generally leave the sci slider high until I develop a real need for money (upgrading troups or I'm bankrupt) On SP mode this keeps the turns flowing...in this kind of game, I could see doing this, but we must stay aggressive in research. Money doesn't have the same long term benefit you would otherwise achieve with a scientific advantage.
                        "If you're not having fun, then you're losing the game."-Copyright Warrior Poet 11/18/2002 "No plan survives first contact with the enemy."-Tsun Tzu -Don't know when B.C.

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                        • #13
                          We have a strong tech lead right now, which will prove very useful later on. Like WarriorPoet said though, we must keep it for it to matter at all. I think losing 3 turns won't hurt us too much, especially to gain so much gold.

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                          • #14
                            As long as this doesn't become too routine, ie. every tech we persue we end up making it take longer in the name of more money. =bad long term for tech.
                            "If you're not having fun, then you're losing the game."-Copyright Warrior Poet 11/18/2002 "No plan survives first contact with the enemy."-Tsun Tzu -Don't know when B.C.

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