Improving certain aspects of taxes

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Santoes

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Jan 22, 2008
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It is a little odd how the taxes effect force limits in a certain number of ways, and how certain percent modifiers do not effect it.

The way force limit is increased with taxes is by finding the base tax of a territory, adding in temples, capital, cathedral modifiers, and then modifying that number by the amount that autonomy decreases it by. By adding the values of the territories together with that method, and dividing by four you get the value for force limit from provinces.

It's not a bad method, but it doesn't take into consideration different culture modifiers, religious, tax percent modifier buildings, and percent national tax income.

I propose a more dynamic system where all of those values effects force limit. I feel it would give more immersion to a player by giving them a way to use buildings, religion, culture, and ideas that increase tax percent to create a bigger army.

As of now most would agree tax buildings are very bad in the aspect of doing little for what you put into, and to the extent that tax modifiers hardly effect a nation. Where as production is dynamic to creating income when mixed with manufacturies, trade buildings, and goods produced; tax percentage is very dull by having no strategic goal to go with it.

In changing how it effects force limit it would create more unique combinations, and types of nations. It would put percent tax modifiers up there as desirable, creating reasons to maintain a culture and religious integrity, and encourage different ideas, policies, and decisions. It wouldn't surprise me if paradox had there reasons for not going this method, but I feel as the game is of now it would make for a better game.