Taxes and Reforms 1.01
Taxes and Reforms
Current Version: 1.01
14/04/2012
CHANGE LOG:
There are 9955 lines of code only for the Taxation event chain but now it should work correctly.
I wrote those decisions in order to allow the player to choose every year the taxation system in the country.
This system is based on ideology. So a stalinist government can't lower the taxes under 35% while a market liberal government can't raise them over 25%.
Everytime you choose an option you will get instantly a bonus or a malus (money off map production). After 360 days you will recieve a year-end economic report that will show you the results of your taxation policy. This report is based on a semi random choise system (one_action = yes)
For every action (10%-25%-35%-50%-65%-75%-85%) there is a year-end economic report with multiple action possibile. So If you choose to lower the taxes you won't get every year the same result. Every action keep count of the total IC of your country so the results will vary from country to country
At the end of the year, after the year-end economic report, you can choose again your taxation system. Obviously this time you can choose "Leave the same plane as the previous year." in order to leave it as it is.
I tried to write a more complex system with poor, middle, rich strata taxes but it was too much complex. This was a sketch for a simplified system (only poor and rich strata) but it was still too much complex (it needs a loooot of events combination)
so the only solution was to simplify it...
how it works:
Example: You choose to lower the taxes under 10% you will get the following bonus/malus
-10% Dissent
-5 off-map production of money
after a year you could recieve the following results:
(bad!)
"Perhaps we need to change something!"
money = 1000
(not so bad)
"Maybe we should wait another year to see results"
+1 off-map production of money
money = 1250
a capitalist build a new factory in a province
(good)
"Great!"
+1 off-map production of money
money = 1500
a capitalist build a new factory in a province
a capitalist build a new factory in a province
(very good)
"I knew I could trust my Minister of Finance!"
+2 off-map production of money
money = 1750
a capitalist build a new factory in a province
a capitalist build a new factory in a province
a capitalist build a new factory in a province
(exellent)
"I knew I could trust my Minister of Finance!"
+2 off-map production of money
money = 2000
a capitalist build a new factory in a province
a capitalist build a new factory in a province
a capitalist build a new factory in a province
a capitalist build a new factory in a province
Then I wrote just one social reform decision (minimum wages reform). It works more or less like the taxation system. Every year the decision is once again available and you can change your policies.
It is based on ideology.
You can choose between None, Minimum, Low, Acceptable, Good
example..
You will get slightly different bonus/malus based on your ideology
Installation:
1- duplicate your \Mod\Darkest Hour Full folder (rename it as you wish)
2- copy the content of the rar file into your new Darkest Hour Full folder
3- Lunch the mod with the Luncher
Tell me your thoughts and your opinions. It needs to be tested and balanced.
oh and there are two bugs in the current 1.02dh version. When the offmap production of money malus/bonus has been applied the ai won't set the correct amount of ic to get the proper money input. Sometime you will have to adjust it manually and the first tax choise will not show the offmap production in the tooltip.
I don't know if this mod idea could be of any interest, so if you think this idea could be improved with other events or adjustment I will be happy to hear your opinions
Taxes and Reforms
Current Version: 1.01
14/04/2012
CHANGE LOG:
1.01
+Balanced Effects
+Added different effects based on country Total IC:
If a 25IC country chooses to tax 10% of income will have different results (Every option has 5 or 6 possible results) than a 65IC country that chooses the same option . There are 4 category now 25IC>65IC>100IC>200IC.
+added a new gradual increment tax system.
For example... at the beginning of the game you can choose different tax options.
10% gives a -5 free_money malus
25% gives a -4 free_money malus
35% gives a -3 free_money malus
and so on...
In the 1.00 version if you choose, the following year, to change from 25% to 35%you would always get the -3 malus (and that's not correct because you already have a malus of -4 due to the 25% taxation. In 1.01 you will get a +1 (so now you have the -3 malus of the 35% taxation).
So now it simulates correctly a Tax Slider.
This required a LOT of work because every time you want to change the taxes, the game checks your currently tax system and changes the bonus and the malus you can have if you want to change the system.
There are 9955 lines of code only for the Taxation event chain but now it should work correctly.
I wrote those decisions in order to allow the player to choose every year the taxation system in the country.
This system is based on ideology. So a stalinist government can't lower the taxes under 35% while a market liberal government can't raise them over 25%.
Everytime you choose an option you will get instantly a bonus or a malus (money off map production). After 360 days you will recieve a year-end economic report that will show you the results of your taxation policy. This report is based on a semi random choise system (one_action = yes)
For every action (10%-25%-35%-50%-65%-75%-85%) there is a year-end economic report with multiple action possibile. So If you choose to lower the taxes you won't get every year the same result. Every action keep count of the total IC of your country so the results will vary from country to country
At the end of the year, after the year-end economic report, you can choose again your taxation system. Obviously this time you can choose "Leave the same plane as the previous year." in order to leave it as it is.
I tried to write a more complex system with poor, middle, rich strata taxes but it was too much complex. This was a sketch for a simplified system (only poor and rich strata) but it was still too much complex (it needs a loooot of events combination)
so the only solution was to simplify it...
how it works:
Example: You choose to lower the taxes under 10% you will get the following bonus/malus
-10% Dissent
-5 off-map production of money
after a year you could recieve the following results:
(bad!)
"Perhaps we need to change something!"
money = 1000
(not so bad)
"Maybe we should wait another year to see results"
+1 off-map production of money
money = 1250
a capitalist build a new factory in a province
(good)
"Great!"
+1 off-map production of money
money = 1500
a capitalist build a new factory in a province
a capitalist build a new factory in a province
(very good)
"I knew I could trust my Minister of Finance!"
+2 off-map production of money
money = 1750
a capitalist build a new factory in a province
a capitalist build a new factory in a province
a capitalist build a new factory in a province
(exellent)
"I knew I could trust my Minister of Finance!"
+2 off-map production of money
money = 2000
a capitalist build a new factory in a province
a capitalist build a new factory in a province
a capitalist build a new factory in a province
a capitalist build a new factory in a province
Then I wrote just one social reform decision (minimum wages reform). It works more or less like the taxation system. Every year the decision is once again available and you can change your policies.
It is based on ideology.
You can choose between None, Minimum, Low, Acceptable, Good
example..
Code:
None
10% Dissent #Left wing oppositions dissent
Offmap Manpower 0,1 #The condition of workers are bad. Part of the Poor Strata Join the army for a decent wage.
+2 off-map production of money #The government saves on state salaries
+5% off-map IC #Capitalist and Buisnessmen exploit workers
Our domestic policies have moved 2 toward Political Right
Our domestic policies have moved 1 toward Authoritarism
You will get slightly different bonus/malus based on your ideology
Installation:
1- duplicate your \Mod\Darkest Hour Full folder (rename it as you wish)
2- copy the content of the rar file into your new Darkest Hour Full folder
3- Lunch the mod with the Luncher
Tell me your thoughts and your opinions. It needs to be tested and balanced.
oh and there are two bugs in the current 1.02dh version. When the offmap production of money malus/bonus has been applied the ai won't set the correct amount of ic to get the proper money input. Sometime you will have to adjust it manually and the first tax choise will not show the offmap production in the tooltip.
I don't know if this mod idea could be of any interest, so if you think this idea could be improved with other events or adjustment I will be happy to hear your opinions
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