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Jul 15, 2007
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Well, then what the hell are war taxes for? I mean, if you keep army to the support limit, but at peace you keep them low upkeep, you can easily pay for them at peace without inflation, AND keep them at war without inflation, using war taxes.
 

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I mint to support military and colonies. Will not take loans. Reduce it to under 1% as soon as I can.
 

Ramidel

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Well, then what the hell are war taxes for?

A poisoned fruit, that's what.

War taxes raise WE, which raises RR. RR cuts into tax income. WE also makes stability harder to maintain, especially in the big nations that can benefit from war taxes to begin with (because their income is heavily tax-based instead of trade-based); random stabkiller events turn your attention away from teching for that much longer if your WE is in the stratosphere. Also, WE damages your war readiness, which affects how the AI looks at your peace proposals.

I prefer to only raise war taxes to either fight a crusade (as a Catholic), to fight a short, victorious war (where I can raise war taxes in December and make peace in January) or in ugly early-game wars where I don't have much of a choice if I want to avoid debt or massive inflation. The third situation is not something you want to -plan- to be in. (Well, maybe you like long slogfests until one power or the other falls into rebel chaos. While they're sometimes necessary, I try to avoid them.)
 

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Well, then what the hell are war taxes for? I mean, if you keep army to the support limit, but at peace you keep them low upkeep, you can easily pay for them at peace without inflation, AND keep them at war without inflation, using war taxes.
war taxes only work in short wars where its clear you will win, if you do pvp against an decently strong opponent and get stuck in a drawn out war, then those taxes will be a death sentence and possibly even lose you the war
 
Jul 15, 2007
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A poisoned fruit, that's what.

War taxes raise WE, which raises RR. RR cuts into tax income. WE also makes stability harder to maintain, especially in the big nations that can benefit from war taxes to begin with (because their income is heavily tax-based instead of trade-based); random stabkiller events turn your attention away from teching for that much longer if your WE is in the stratosphere. Also, WE damages your war readiness, which affects how the AI looks at your peace proposals.

I prefer to only raise war taxes to either fight a crusade (as a Catholic), to fight a short, victorious war (where I can raise war taxes in December and make peace in January) or in ugly early-game wars where I don't have much of a choice if I want to avoid debt or massive inflation. The third situation is not something you want to -plan- to be in. (Well, maybe you like long slogfests until one power or the other falls into rebel chaos. While they're sometimes necessary, I try to avoid them.)

Well if you got enough WE reduction, war taxes are not a big problem. And if your WE is already high, war taxes won't increase it greatly, so then it might be better to take them anyway to at least increase the lowered income a bit.

war taxes only work in short wars where its clear you will win, if you do pvp against an decently strong opponent and get stuck in a drawn out war, then those taxes will be a death sentence and possibly even lose you the war

Well or this or save you because the additional amount of income they give(Like they could increase your land tech faster, and make you win because of new superior units...). But i agree that you should not overuse them.

Yeah, if you're using war taxes enough to get to the point where they're reducing your tax income through RR, you're using them wrong.

Good point.
 

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A poisoned fruit, that's what.

War taxes raise WE, which raises RR. RR cuts into tax income. WE also makes stability harder to maintain, especially in the big nations that can benefit from war taxes to begin with (because their income is heavily tax-based instead of trade-based); random stabkiller events turn your attention away from teching for that much longer if your WE is in the stratosphere. Also, WE damages your war readiness, which affects how the AI looks at your peace proposals.

I prefer to only raise war taxes to either fight a crusade (as a Catholic), to fight a short, victorious war (where I can raise war taxes in December and make peace in January) or in ugly early-game wars where I don't have much of a choice if I want to avoid debt or massive inflation. The third situation is not something you want to -plan- to be in. (Well, maybe you like long slogfests until one power or the other falls into rebel chaos. While they're sometimes necessary, I try to avoid them.)
Wartaxes are also great in late game max-WE slugfests.
 

hitchens

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I like minting, a lot.

There are several scenarios where I mint.

-Sometimes I mint for a quick stability restoration.
-Sometimes I mint to mass build buildings. (universities etc)
-sometimes I mint to build a large armada.
-sometimes I mint to create large multiple large, armies because I always blitzkrieg my enemies. None of this long sienges stuff.

I really dont mind up to 13% inflation, sooner or later its down to zero again. In my experience, minting doesnt really cost that much
and in my current Austrian campaign I didnt select national bank until idea#3.
 

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You lose 50% of efficiency that way. You'd increase your stab faster just by spending your investment on stability. Unless he means planning for a future stab hit.
 

hitchens

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Well i think he meant => he mint to gather cash => he lowers his stability with a decision => he use minted money to quickly increase the stability. I call it good planning.


Yup. Spending 200 a few times restores stability many times faster that the normal way, even with a god stability agent.
-3 can go to +3 in what, maybe 1000 invested divided on 200, this in turns lower stability cost and reduction of production.
 

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I have a master of mint and the national bank idea all the time, I mint as much as I can without my inflation changing. My monthly balance will usually be negative, but it's better than what it would be if I didn't mint.
 

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But what about investment? In usual games player gets a lot of uncored provinces and starts to lagg a lot in technology. If he mints on top of that, he will be soon fighting tanks with spears.
 

hitchens

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But what about investment? In usual games player gets a lot of uncored provinces and starts to lagg a lot in technology. If he mints on top of that, he will be soon fighting tanks with spears.

Nah. Conquering Hungary, Bosnia, Croatia as Austria(with cores of none of them) I can still keep up with Bohemia and Poland. Burgundy or France might get a small advantage and
they might be a point or two ahead. But its really not a problem. Same goes when I crusade Turkey and get their exhaustion way above the limit, and war capacity I can demand many of their mainland Turkey provinces.

The way I play the game, the biggest obstacle is getting valid CB's on neighbors so I can eat them. Tech or the other things are not of concern at all. EDIT : I always employ government and land tech agents.
 

stnikolauswagne

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Yup. Spending 200 a few times restores stability many times faster that the normal way, even with a god stability agent.
-3 can go to +3 in what, maybe 1000 invested divided on 200, this in turns lower stability cost and reduction of production.
Your logic is seriously flawed. Even if you play without inflation you still lose out on time. Just look at it rationally: You would spend x months to recover stab with pure investments, you would spend 2x months to mint the cash you need for investments. Even if you lose 50% of your income by losing stab (which is highly unlikely since trade is almost unaffected by stab) you would still not save a single month of time. Adding Inflation to the mix just horribly changes everything. Usually in a "normal", efficient empire you have something of 4-6 months of "stab-speed" aka around half your yearly income. Minting that sort of money would cost you 1 year and give you 0.8-1 inflation. Why is it worth it?
 
Jul 15, 2007
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+3 stability gives:
-3 RR
-3% Interest
+3 yearly merchants
+15% merchant chance
+3% compete chance
+15% national spy defence
positive stability:
+30% tax
+0,6 Yearly magistrates

-3 stability gives:
+3 RR
+3% Interest
-3 yearly merchants
-15% merchant chance
-3% compete chance
-15% national spy defence
negative stability
+3 RR
-3 yearly legitimacy

Each revolt risk point decreases taxes by 5%, so altogether, the +6 RR from negative stability, may decrease taxes by 30%. Legitimacy decrease is also bad here, but you may keep it unimportant with enough royal mariages/other modifires. If we count the reduction being lowered, it might mean even 45%

So the difference is:
up to 75% taxes
9% of revolt risk
6% of interest
30% merchant chance(well it does not matter much as it is placement chance not compete chance)
6% compete chance
up to 6 merchants
30% spy defence
0,6 magistrates.

So the only thing not affected by stability, is production. Unless you got very high production, and low trade and taxes, i think minting to be able to quickly return stability to maximum, might be a very good idea.