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Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Civilization II > Civ2-Democracy Game > Tax rate
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What shall our tax rate favour?
This poll is closed.
Superb science scuttles scurvy scoffers 2 22.22%
Top taxes topple thrifty tightwads 5 55.56%
Lasting luxuries lash lofty losers 0 0%
Tell me below on another option 1 11.11%
Bodacious bananas boast, "beat Bolivia!" 1 11.11%
Total: 9 voters 100%
  [Edit Poll (moderators only)]

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Ben Kenobi is offline Ben Kenobi
Emperor
McGregornobi!
Oct 2002
time: 21:29
  Old Post 21-06-2003 14:00
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#1 Report this post to a moderator
Tax rate Help yourself to an AD-FREE life

We have an abysmal science rate of a tech every 32 turns.

In order to improve our science productivity, we need to lower our science rate and spend cash up front for proper city improvements.

I suggest three options,

The status quo, to maximise current science production.

To maximise tax production

To maximise luxuries.

So vote for your favourite, and explain why we should favour one policy over the other.

Six Thousand Year Old Man is offline Six Thousand Year Old Man
King
Ad Rock
Aug 2000
time: 00:29
  Old Post 21-06-2003 20:51
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#2 Report this post to a moderator
Suffering from ads?

Set science to 0, buy libraries in 2 or 3 low-shield high-food cities, grow them to size 5, hire scientists.

Bob_Smurf42 is offline Bob_Smurf42
Warlord
North CA
Jan 2003
time: 21:29
  Old Post 22-06-2003 06:18
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#3 Report this post to a moderator
Enter the AD-FREE zone

Maximum money makes more multi-book-buildings.
Any avenues are awesome additions

BB

SCG is offline SCG
King
of less than all that I see
Jun 2000
time: 00:29
  Old Post 22-06-2003 16:44
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#4 Report this post to a moderator
Support Apolyton, pre-order Civilization IV

"For it is wealth that moves the world and profit that rules it"

With the extra gold, we can get the other 2 - libraries to increase the science rate and marketplaces to spur celebrations. getting republican trade would be a great boost to our cities.

cavebear is offline cavebear
Emperor
of the Pleistocene
Oct 1999
time: 00:29
  Old Post 22-06-2003 21:39
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#5 Report this post to a moderator
Suffering from ads?

If we maximize our tax rate to 70%, we only gain 15G per turn and our research rate goes to 118 turns!

Granted, adjusting Workers could improve that somewhat, but the problem is that we have too small a population base to gain much from extreme taxation. I think our best strategy is to increase our population of Workers until basic trade numbers can be leveraged by taxes more effectively.

Maximizing Luxuries doesn't help any, either.

In the meantime, there is gold in the huts we pop, and it is free.

cavebear is offline cavebear
Emperor
of the Pleistocene
Oct 1999
time: 00:29
  Old Post 22-06-2003 21:46
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#6 Report this post to a moderator
Avatar Enlargement: We've got the solution

quote:
Originally posted by SCG
"For it is wealth that moves the world and profit that rules it"


Adam Smith, I presume?

quote:
With the extra gold, we can get the other 2 - libraries to increase the science rate and marketplaces to spur celebrations. getting republican trade would be a great boost to our cities.


We can't go Republic because of all the units we have. The support costs would cause some to be disbanded and leave most of our ciities at 0 shields.

Libraries, however are good. Our buildlist is currently Temples/Barracks/Libraries and we are getting close to completing the Temples and Barracks. Imperialis, for example, will start a Library in 3 turns from now. We should also keep Marketplaces in mind for a few high-trade cities.

cavebear is offline cavebear
Emperor
of the Pleistocene
Oct 1999
time: 00:29
  Old Post 22-06-2003 22:00
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#7 Report this post to a moderator
Increase the size of your Attachments

Savvy science city starts serious scholarship, sending stimulated sophomore students scurrying serendipitously seeking secret scroll citations!

Now try saying that 5 times, fast.

SCG is offline SCG
King
of less than all that I see
Jun 2000
time: 00:29
  Old Post 23-06-2003 00:01
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#8 Report this post to a moderator
Tired of ads?

quote:
Originally posted by cavebear
Quote:
For it is wealth that moves the world and profit that rules it

Adam Smith, I presume?


it might be attributed to him, but i simply quoted Spencer Humm (Civ II Trade advisor actor) from his request to discover currency


of course I always think of marketplaces as a happiness structure (50% more luxuries), so i always have them high on my build list

Ben Kenobi is offline Ben Kenobi
Emperor
McGregornobi!
Oct 2002
time: 21:29
  Old Post 23-06-2003 05:58
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#9 Report this post to a moderator
Remove this text

quote:

of course I always think of marketplaces as a happiness structure (50% more luxuries), so i always have them high on my build list


My normal build order is to have temples, then marketplaces. We might need 70 percent tax and 30 percent luxuries in order to garner a profit, with our small cities.

Sparrowhawk is offline Sparrowhawk

King
Canada CST
Apr 1999
time: 23:29
  Old Post 23-06-2003 09:11
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#10 Report this post to a moderator
Remove this text

It seems to me that regardless of whether we max out any of the 3, or if we split it amongst the three, it will not have much of an effect upon our Empire until either:
1) Our number of cities grows, increasing the amount of trade
2) The population of our existing cities grow, increasing the amount of trade

Either way, it seems the Tax rate is less important then increasing Trade, at which point the Tax rate will become more important.

Regardless of this, of course we still must decide upon the rate of each area (btw...what other democracy allows the people to set the tax rate... ).

Therefore, my suggestion is to increase Taxes enough to ensure that we at a minimum cover expenses (as we continue to build temples/barracks/libraries) and also to surplus, to at least start increasing our cash flow. I am not sure our science rate is going to matter much, until we increase the amound of trade in our cities (32 turns or 118 turns, either sounds like too long to wait for Monetheism). If this means 70% Tax and 30% Science, then so be it.

Increasing our science rate will come through increasing our tax base, and using those taxes to build libraries, by which time our cities (number and size) should be sufficient enough to have us gaining new technologies at an acceptable rate at which time we can again increase our science rate.

Respectively submitted,
Sparrowhawk
Citizen

Bob_Smurf42 is offline Bob_Smurf42
Warlord
North CA
Jan 2003
time: 21:29
  Old Post 23-06-2003 22:47
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#11 Report this post to a moderator
Increase the size of your Attachments

quote:
Originally posted by cavebear

We can't go Republic because of all the units we have. The support costs would cause some to be disbanded and leave most of our ciities at 0 shields.

I think he ment republican trade that we would get from WLTKD, not actually switching to republic.

quote:
Originally posted by cavebear Savvy science city starts serious scholarship, sending stimulated sophomore students scurrying serendipitously seeking secret scroll citations!

I think you one-upped me there!

BB

Zedd is offline Zedd
Prince
Of Morr hill
May 2002
time: 00:29
  Old Post 25-06-2003 18:30
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#12 Report this post to a moderator
Support Apolyton, buy Civilization III: Complete

Didn't get to vote in the poll but I sugest a 0 science rate while we build some more city's to support our troops. once we have the city's up we can switch to Preublic for 3-4 turns and double each city size with WLTCD

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