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Linred

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I posted this thread first on reddit and meant to post it here but forgot about it so here it is:


In the latest Imperator:Rome development diary it was repeated that most of the player's city taxes would come from slaves: "As mentioned in the chapter about pops, the tax income of a city is primarily based on how many slaves you have in that city".


The Ancient Mediterannean societies were slave cultures and societies: fundamental social division was that between slave and free. But actual "slave-economies" in which slave labor permeated all sectors of the economy and played a crucial role in creating the bulk of a society's economic value were rare in history and Rome is not of one of them. The fundamental economic division during the game's setting, was between educated and uneducated, skilled and unskilled, not between slave and free.


The slaves numerical importance, often conflated for politicial purposes, does not mean they did all the work. Most of the people working the land (which was the source of most of the GDP in an agrarian society) were free peasants integrated in a labor market. Slaves were part of the economic structure, especially urban labour markets, and crucial for the elites in their wealth accumulation competition. The countryside was not emptied of peasants after the huge influx of slaves from roman conquests, despite the claims of certain populist Roman politicians, as seen both from archaeological survey and from the fact that the villas relied on employing casual labour from the locality at harvest time, as a means of keeping the size of their permanent workforce to a minimum.


Slaves were for rich villa organized in efficient manner in productive land. There are clear indications that the villa mode of cultivation was intended to be highly profitable, and slaves were an essentiel part of this. The landed-elites bought up the most fertile land and pushed peasant farms towards the margins and inland. Intensive exploitation of slaves was sought in regions with low transaction cost and good market opportunities (the Mediterranean coast near cities and ports but not further inland).


Urban centers had a much greater ratio of slaves, but the cities were more centers of consumption, creating a demand of goods that could not be satisfied from local productions due to their administrative/military importance rather than vibrant centers of production.


Imperator:Rome, from the information shown so far and the known general design of its main designer is inauthentic by many metrics. The mechanics shown so far seem fairly standard and skinned for Antiquity.

This is not to say that the game cannot be fun, entertaining or engaging, simply that it is historically inauthentic when you have a certain knowledge of the Ancient world. I would love an authentic and immersive Roman GSG game, an accurate representation of the frame of mind and understanding of the world of Ancient Mediterannean societies but Imperator:Rome is not going to be that game.



SOURCES:

1. Temin, Peter. “The Labor Market of the Early Roman Empire.” The Journal of Interdisciplinary History, vol. 34, no. 4, 2004, pp. 513–538

2. Temin Peter. "The Economy of the Early Roman Empire". The Journal of Economic Perspectives, Vol. 20, No. 1 Winter, 2006, pp. 133-151

3. Walter Scheidel. "The comparative economics of slavery in the Greco-Roman world". 2005 Stanford University

4. Morley, N. "Metropolis and Hinterland: The City of Rome and the Italian Economy, 200 BC–AD 200". 1996 Cambridge: CambridgeUniversity Press

5. Rathbone, D. W. “The Development of Agriculture in the 'Ager Cosanus' during the Roman Republic: Problems of Evidence andInterpretation.” The Journal of Roman Studies, vol. 71, 1981, pp. 10–23

6. Morley, Neville. "The Roman Empire: Roots of Imperialism". Pluto Press, 2010

7. Rosenstein, Nathan. “Aristocrats and Agriculture in the Middle and Late Republic.” The Journal of Roman Studies, vol. 98, 2008, pp.1–26.
 

Linred

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So the problem is the pop system and the different outputs they provide. Do you have ideas for a different system?
Pdox has said that pops are fully moddable. Both in their output and their names

The pop system is an altogether different topic that would deserve its own discussion but the point of the OP is to show that as far as tax revenues go in the game shown so far, basing it off slaves number is nor authenthic nor accurate.
 

Guedes

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The slaves numerical importance, often conflated for politicial purposes, does not mean they did all the work.

But where did you get this information that slaves will do "all the work" on the game? From that dev diary, what i understood is that slaves and tribesman pay taxes, and citizens influence on commerce. There was no mentioning on production whatsoever....

Am i wrong?
 

Linred

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But where did you get this information that slaves will do "all the work" on the game? From that dev diary, what i understood is that slaves and tribesman pay taxes, and citizens influence on commerce. There was no mentioning on production whatsoever....

Am i wrong?

You are basing your post on the fact that my quoted sentence is a direct reference to the game's situation where slave would do all the production, it is not.

The only somewhat information on the production side we have for now is that per every 30 pop (any type), one additional trade good is produced in a "city".


The mechanics shown so far are based on slaves creating the bulk of the taxes revenues and is incorrect as slaves-ownership is not representative of the monetary sum tax-eligible citizens would pay for taxes: "Wealth is not a good predictor of the extent of slave-ownership" (Rosenstein, Nathan. “Aristocrats and Agriculture in the Middle and Late Republic.” The Journal of Roman Studies, vol. 98, 2008, pp. 1–26)
 

Guedes

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You are basing your post on the fact that my quoted sentence is a direct reference to the game's situation where slave would do all the production, it is not.

The only somewhat information on the production side we have for now is that per every 30 pop (any type), one additional trade good is produced in a "city".

The mechanics shown so far are based on slaves creating the bulk of the taxes revenues and is incorrect as slaves-ownership is not representative of the monetary sum tax-eligible citizens would pay for taxes: "Wealth is not a good predictor of the extent of slave-ownership" (Rosenstein, Nathan. “Aristocrats and Agriculture in the Middle and Late Republic.” The Journal of Roman Studies, vol. 98, 2008, pp. 1–26)

My assumption is that all your post argument in the end is that the game main base tax being slave is wrong because not all the wealth production on that time came directly or indirectly from slaves production, but also from farmers and whatnot, so it wouldnt make sense that all the tax income came mainly from slaves. Which the quoted sentence pretty much resumes quite well.

But the fact that the majority of the tax base comes from slaves isnt equivalent to saying that the majority of wealth production also comes from slaves, because although production and tax base may influence one another, they arent direct causal variables.

As you already mentioned, production on the game is tied to total population, which makes complete sense to me, and not just slaves tax base. So i really dont see the problem here.

If my assumption is wrong, than i really didnt understood what you meant.

The choice of mainly taxing slaves is probably just a game design decision to simplify the economy, since the slaves are the "base" pop of the game, i.e. somebody has to own them, being a freeman/citizen, and thus every penny they pay from tax is actually a penny payed by their owners. I guess they could make a vic2 system where you could tax differently different types of pop. But that system, although realistic, always came down to a "best tax composition" scenario where you will always tax the max you can from a certain pop while the least you can from another, which will in the end lead to another unrealistic scenario as well.

Furthermore, if you are asking for such a realism on tax base composition, you should be asking for such a realism in production too, and not just production attached to total population. After all, a population made of 10% slaves and 90% citizens is due to have a different production rate than another of 90% slaves and 10% citizens, even though they migh have the exact same total population.
 

Linred

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But the fact that the majority of the tax base comes from slaves isnt equivalent to saying that the majority of wealth production also comes from slaves, because although production and tax base may influence one another, they arent direct causal variables.

Roman direct taxation for the concerned period of the game was drawn from eligible citizens and scaled on their wealth (the richer you were, the higher you would pay).

To represent these taxes, as Imperator has a different class separation system, the game assumes that the indicator of the wealth of those tax-paying citizens is the amount of slaves they own, so slaves give you taxes.

As shown in the OP and later quotes, this is a wrong asumption (in line with a certain marxist view on history).


Furthermore, if you are asking for such a realism on tax base composition, you should be asking for such a realism in production too, and not just production attached to total population. After all, a population made of 10% slaves and 90% citizens is due to have a different production rate than another of 90% slaves and 10% citizens, even though they migh have the exact same total population

My OP argument is not prescriptive per se. I am not specifically asking for a more realistic system in taxation or production, simply pointing out how wrong/inauthentic the shown mechanics are.

For a more prescriptive comment, it would be possible in the game to shift the amount of taxes collected from the slaves to the citizens. But then you have the problem of the population class system as the in-game "citizen" class is more like the 1% landed social elite than the actual tax-paying citizen body and the whole castle of cards falls down.
 

Guedes

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To represent these taxes, as Imperator has a different class separation system, the game assumes that the indicator of the wealth of those tax-paying citizens is the amount of slaves they own, so slaves give you taxes.

Exactly, thats the simplification that i mentioned on my post. It obviously aint an 100% realistic simplification (otherwise, it wouldnt be even a simplification per se), but its valid on the scope of the game for me. Otherwise, like i already mentioned, you would need to have a more vic2 pop mechanism in place for a more realistic approach. Not equal to vic2, but similar, with different pops producing different things with different tax rates, etc. to more closely emulate the economic system of the era.

For me Its quite clear that I:R main focus though will be on the internal policies/diplomacy/character management, with the military aspect coming close second, with the new military tactics mechanics but somewhat simplified units types. Economy in the end will probably come down to roughly how many provinces/cities and population you have. We have only 4 buildings (unrealistic too) and the trade system doesnt look complex either coming down to a binary option of "should i trade or keep this good?"...
 

Granite

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Except that the Roman economy was deeply tied to slavery. The entire crisis revolving around the Gracchi had to do with the exclusive use of enslaved workers leading to an explosion in Italian unemployment.
Massive campaigns in Gaul and Iberia ended with millions of people displaced and demographics shifting to match.
Rome literally had 3 separate Servile Wars (massive slave uprisings) all in the period.
Rome was certainly not unique in their use of slavery, but the scale of enslavement especially prior to the Gracchi land reforms and the 3rd servile war really should not be understated.
 

Federalist girl

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The Gracchi represent an endgame problem -- with a failing Republic -- not the starting state of the game, and not the basis for all economies in the game.

The Gracchi were more concerned with agrarian reforms than with labor -- small farmers had all their lands ruined by serving in the army too long, and to get out of debt they had to sell their lands to the wealthy. Consequently they became the landless poor. The land bills were about giving them a share of the public land to put them back on sound footing. Yes, the vast agricultural estates run by the wealthy were run by slave labor, but that was a symptom of the problem, not the cause.

In fact, debt slavery (as a result of smallholders being out on campaign all the time) was a big problem. It wasn't that slaves were taking productive jobs -- but that the farmers (especially Italians) were becoming debt slaves.
 

Cheexsta

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So, with all this in mind, how would you represent this in game so that it's more historically accurate?

Just thinking out loud, here: maybe each of the pop types (other than Slaves) could generate tax income, and Slaves simply provide a tax income modifier for the city (or even just Citizens, if such a modifier is possible).
 

Hyzhenhok

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The pop system is an altogether different topic that would deserve its own discussion but the point of the OP is to show that as far as tax revenues go in the game shown so far, basing it off slaves number is nor authenthic nor accurate.

It's not an altogether different topic at all. The critique makes no sense unless you fully address the entire system. "Slaves" is just a label being used as part of an abstract mechanic in a strategy video game. I'm really only interested if there's genuinely a problem with having a class-based POP system where the lowest ranked class is the main economic producer. I'm bored to tears if the complaint is merely that the label they chose for that POP group isn't 100% accurate.
 

Linred

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Exactly, thats the simplification that i mentioned on my post. It obviously aint an 100% realistic simplification (otherwise, it wouldnt be even a simplification per se), but its valid on the scope of the game for me. Otherwise, like i already mentioned, you would need to have a more vic2 pop mechanism in place for a more realistic approach. Not equal to vic2, but similar, with different pops producing different things with different tax rates, etc. to more closely emulate the economic system of the era.

As said in the quoted post, it is an abstraction that is based on a wrong historical asumption. It is not valid on any historical justification.

Wealth is not a good predictor of the extent of slave-ownership, so slave ownership is not a good representation of the taxes paid by citizens.


It's not an altogether different topic at all. The critique makes no sense unless you fully address the entire system. "Slaves" is just a label being used as part of an abstract mechanic in a strategy video game. I'm really only interested if there's genuinely a problem with having a class-based POP system where the lowest ranked class is the main economic producer. I'm bored to tears if the complaint is merely that the label they chose for that POP group isn't 100% accurate.

You do not need to redo the whole class system or go in economic-simulation level to have a more authentic system, just shift the taxes collected from slaves to freedmen and citizens, with citizens giving more taxes and creating a new bonus for the amount of slaves in a city (% based ?)
 

Linred

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So, with all this in mind, how would you represent this in game so that it's more historically accurate?

Just thinking out loud, here: maybe each of the pop types (other than Slaves) could generate tax income, and Slaves simply provide a tax income modifier for the city (or even just Citizens, if such a modifier is possible).

Yes that could indeed work :)
 

Denkt

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In the end simplicity is generally better than complexity so in my opinion it is better to keep the pops as they are now even if they are in reality very unrealistic.
 

Holmes

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The Ancient Mediterannean societies were slave cultures and societies: fundamental social division was that between slave and free. But actual "slave-economies" in which slave labor permeated all sectors of the economy and played a crucial role in creating the bulk of a society's economic value were rare in history and Rome is not of one of them.

That would require slave and free numbers in society to show free to outnumber slave. Raradox best guess is not unhistoricic, just different. and is modeling taxation payed from those who payed it, property owners.

https://www.princeton.edu/~pswpc/pdfs/scheidel/050704.pdf
We do not know the number of slaves in any particular community of Roman Italy or in a particular sector of the economy at any given point in time, let alone for the region as a whole

The fundamental economic division during the game's setting, was between educated and uneducated, skilled and unskilled, not between slave and free.

But slaves came in all those sub divsions as did free citizens. Slave value, and thuis prfit for his opwner, was dependednt on where he was in that sub divsion.

The slaves numerical importance, often conflated for politicial purposes, does not mean they did all the work.

But all the slaves did work, unlike the free, making their numerical contribution of greater importance as it was a reliable and controlled workforce forced to work. Output per slave owned made the owner able to pay more taxation as his income was greater. Rome depended on a reliable workforce and slaves were it. It depended on citizens performing military service for years and no producing in the economy, and the poor were the vast majoirity of that.

Thats what is being moddeld no?.
 
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Holmes

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Roman direct taxation for the concerned period of the game was drawn from eligible citizens and scaled on their wealth (the richer you were, the higher you would pay)..

No direct taxation of an individual before Augustas, thats introduced by him.
To represent these taxes, as Imperator has a different class separation system, the game assumes that the indicator of the wealth of those tax-paying citizens is the amount of slaves they own, so slaves give you taxes..

Er no, tax was levied on the value of your property ownership, ie the wealthy paid more in proportion, the really wealthy were the ones opwning the slaves in vast numbers, and thus paying most of the taxation.
As shown in the OP and later quotes, this is a wrong asumption (in line with a certain marxist view on history).

But you have not shown it to be wrong, in fact you just describbed the slave owning elite payed the bulk of the taxes because they were ones owning the majoirity of slaves.
 

Holmes

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Wealth is not a good predictor of the extent of slave-ownership, so slave ownership is not a good representation of the taxes paid by citizens.

But total wealth was used to levy the tax, and the wealthy owned the majority of the slaves and beniftted from their economic output which allowed them to pay the state the taxes to go and get them more slaves to exploit. So slave ownership is a good representation of wealth ownership as it applies to taxation based on wealth.

Given citizens were tax exempt from 167, taxation being borne by non citizens and citizens economic activity, i dont see a problem with teh game mechanci
 

Holmes

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Senator min property wealth 1,200,000 average was around 5000000
Average tax from a senator was 50000
Average citizen 5.
600 in the senate =30,000,000 tax income.
6000000 citizens is 30,000,000 tax income.

And that just the senate

Senators, equestrians, and the super-rich made up a small percentage of the Roman population but owned most of the wealth. Average wealth of the majority of citizens, was 500 or so.
 

Tisifoni12

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The majority of the population would not be directly taxed, only the wealthy. Taxes on sales and imports would provide indirect revenue from the general population.

But citizens would contribute to their poleis or state in other ways; through military service for example.
 
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