Apologies if I have any of my facts wrong, but I haven't seen any notes about these details being changed in recent patches.
Province income affects troop counts, and the ability to build certain buildings. These can presumably be justified by saying that (as in EU), base income is meant to represent the population and agricultural base of the province.
However, the modifiers that apply to that income complicate matters. These modifiers include:
1) Stewardship
2) Technological Advances (e.g. Chickens)
3) Current province conditions (e.g. Prosperous)
4) Buildings (may have positive or negative effects)
5) Tax rates
In cases 1-4, you can at least make a case for them affecting troop counts and, say, the ability to build a theater.
1) Stewardship could involve managing logistics better (though this does diminish the importance of Martial somewhat).
2-4) By improving province conditions, they increase the population or make the population more free to fight. Likewise, a more prosperous populace can support shipyards, theaters, etc.
5) This is a problem.
The fact that higher tax rates increase maximum troop count and grant the ability to build the larger buildings is counterintuitive, completely unrealistic, and very gamey.
If they should have any effect (which is doubtful), it should be exactly the opposite (as with scutage).
Taxing your nobles huge sums of money will not make them more eager to fight in your armies. Bleeding the bourgeois dry will not cause them to sponsor thriving theaters.
Furthermore, the current system results in the ridiculous spectacle of people pumping their tax rates through the roof (often while paused) so they can build, say, a shipyard. Not so they can afford a shipyard - that would be reasonable and realistic. But so they can artificially inflate the "province income" to meet the target number.
Is there a way that tax rates could be removed from the calculation that applies income to troop counts and required province income? Or applied afterwards?
Province income affects troop counts, and the ability to build certain buildings. These can presumably be justified by saying that (as in EU), base income is meant to represent the population and agricultural base of the province.
However, the modifiers that apply to that income complicate matters. These modifiers include:
1) Stewardship
2) Technological Advances (e.g. Chickens)
3) Current province conditions (e.g. Prosperous)
4) Buildings (may have positive or negative effects)
5) Tax rates
In cases 1-4, you can at least make a case for them affecting troop counts and, say, the ability to build a theater.
1) Stewardship could involve managing logistics better (though this does diminish the importance of Martial somewhat).
2-4) By improving province conditions, they increase the population or make the population more free to fight. Likewise, a more prosperous populace can support shipyards, theaters, etc.
5) This is a problem.
The fact that higher tax rates increase maximum troop count and grant the ability to build the larger buildings is counterintuitive, completely unrealistic, and very gamey.
If they should have any effect (which is doubtful), it should be exactly the opposite (as with scutage).
Taxing your nobles huge sums of money will not make them more eager to fight in your armies. Bleeding the bourgeois dry will not cause them to sponsor thriving theaters.
Furthermore, the current system results in the ridiculous spectacle of people pumping their tax rates through the roof (often while paused) so they can build, say, a shipyard. Not so they can afford a shipyard - that would be reasonable and realistic. But so they can artificially inflate the "province income" to meet the target number.
Is there a way that tax rates could be removed from the calculation that applies income to troop counts and required province income? Or applied afterwards?