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Thread: Yearly income - how to modify?

  1. #1

    Yearly income - how to modify?

    In my modding I seem to have neglected the Yearly Income part (is it the one called Census Tax?): Monthly Income is addressed and ok, but on January 1 each year countries receive HUGE amounts of money!

    How can I modify this, on a National as well as a Provincial level?

    Which modifiers are available?

    I have seen direct_tax_percentage (is that only on Provincial level?), but what else is there?

  2. #2
    Captain Sudertum's Avatar
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    Quote Originally Posted by AKronblad View Post
    In my modding I seem to have neglected the Yearly Income part (is it the one called Census Tax?): Monthly Income is addressed and ok, but on January 1 each year countries receive HUGE amounts of money!

    How can I modify this, on a National as well as a Provincial level?

    Which modifiers are available?

    I have seen direct_tax_percentage (is that only on Provincial level?), but what else is there?
    I have seen this settings in the static_modifiers file ( under common directory). For yearly income should the tax (percentage) be the cause.
    Edit: "local_tax_modifier" can reduce income global
    Last edited by Sudertum; 26-05-2012 at 12:14.

  3. #3
    direct_tax_percentage is only on province level, but you can put it in static modifiers.txt, f.x. land_province scope and it will affect all owned provinces, so globally.

    There is also global_tax_modifier, but that affects monthly tax too. You can just search for tax in all *.txt files in game folder and see how they are used.

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    Quote Originally Posted by nekoime View Post
    direct_tax_percentage is only on province level, but you can put it in static modifiers.txt, f.x. land_province scope and it will affect all owned provinces, so globally.
    Yes, this is one of many cases where it would be useful to have province-scope triggered modifiers. As it is, the only "province-scope triggered modifiers" are those in static_modifiers.txt where the triggers are hard-coded.
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  6. #6
    Field Marshal DanubianCossak's Avatar
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    Best way to balance it out is to choose a certain value which will represent end game value.

    For example in MPM i set that production buildings give you no more than +50% direct tax (unless you go for tier 5 which grants a bit more).

    After that, all you have to do is make sure that event modifiers (specially permanent ones) dont give too much global_tax, and your game will be perfectly fine.

    If you plan on adding lots of modifiers (decisions/events) i suggest removing +10% global tax / positive stab, that can have HUGE impact on yearly income.
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