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Beamed

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While creating a host and gathering warfunds for the upcoming crusade, I began checking out random provinces, and while I let the game run while hovering over a province's income (Was drinking coffee) I noticed the base tax fluctuated from 1.02 to 0.66! What on earth? I didn't think Base Tax was modifiable. So, oh forums, I ask you - what effects base tax?
 

unmerged(75409)

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Apr 30, 2007
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The "real" base tax is only visible in the provinces screen in the ledger. It is an integer value between 1 and (I think) 22.

What you see in the province screen is almost always a floating point number with some digits after the point. It is the base tax value modified by class loyalty (low loyalty means less taxes, that I can confirm) and probably also by class power (peasants and burghers paying more taxes than nobles and clergy... not sure about this though).

You can test it. Click on one of your demesne provinces and notice what is displayed as the base tax value. Then swap province powers around until loyalties are severely depleted. Check the base tax value again. It should be lower now.
 

Beamed

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Ah, I see. While I'm somewhat disappointed that you can't, through some game mechanic, raise the base tax like I was hoping, it is certainly interesting that you can increase tax significantly through manipulation of powers. Is the maximum the base tax you see in the ledger, or can it go higher than that?
 

unmerged(75409)

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I don't think so. Maximum base tax should happen when all classes have 100% loyalty. I don't know if class power distribution can actually change it (but I remember readin that it had an influence in the early documents).
 

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Since I have another question, I'll go ahead and ask it here -
What are the requirements for the Emperor trait? I know one of them is 3 King titles, but what are the others?
 

unmerged(75409)

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Since I have another question, I'll go ahead and ask it here -
What are the requirements for the Emperor trait? I know one of them is 3 King titles, but what are the others?

3 king titles if it is GERM + BURG + ITAL.

5 King titles if the above three are not among your titles.

Also not being modest, or excommunicated. Also I think being positive in piety and prestige (not sure about those two).
 

TempestDK

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trigger = {
condition = { type = kingdom }
condition = { type = religion value = catholic }
condition = { type = prestige value = 500 }
condition = { type = gold value = 500 }
condition = { type = piety value = 100 }
condition = { type = age value = 16 }
condition = { type = gender value = male }
condition = { type = stability value = 0 }
condition = { type = not value = { type = trait value = emperor } }
condition = { type = not value = { type = trait value = excommunicated } }
condition = { type = not value = { type = trait value = heretic } }
condition = { type = not value = { type = trait value = realm_duress } }
condition = { type = not value = { type = trait value = modest } }
condition = { type = exists value = PAPA }
condition = { type = form_of_goverment value = feudal } # Kings become Emperors
condition = { type = or
condition = { type = papacy }
condition = { type = papacy_csc condition = { type = relation value = 100 } }
}
condition = { type = or
condition = { type = num_king_titles value = 5 } # To allow ahistorical empires for really successful players
condition = { type = and
condition = { type = title value = GERM }
condition = { type = title value = BURG }
condition = { type = title value = ITAL }
} # HRE
}
condition = { type = num_duke_vassals value = 10 } # Substance for the empire
}

So translation:

You'll need:

- to be a Kingdom
- be catholic
- have 500 gold
- have 100 prestige
- be older than 16
- be male
- have stability of 0 or above
- not have any of the following traits:
- emperor
- excommunicated
- heretic
- realm duress
- modest

- Papal States must exist
- feudal government or be papal states
- relation of at least 100 with Papal States
- 5 kingdom titles or GERM, BURG and ITAL kingdom titles
- 10 duke vassals