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Tax Evasion and Morale
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If I have enough morale mods (picks, social improvements etc) to have, say, a 70% tax rate and still have a planets morale at 100, are there any negative effects on that planet?
Do the tax evaders kick in only at the low morale threshold ('round 40 something) or is it a separate issue?
I've been playing such that I try to reach 'equivalent morale populations' by keeping higher pq planets at 100 morale (via tax slider) while lower pq planets drop morale (therefore growth rate) until I reach a point where moving the tax slider up from the point where all planets are at 100 morale leads to ALL planets dropping to less than 100 (more or less).
Then I can add morale improvements across the board once my tax rate for 100 morale reachs pathetic levels, and avoid tough micro-ing decisions.
So, basically, I just want to know whether my management strategy is based on good theory or not.
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That would explain why I once saw a build queue item take longer with a higher tax level.
So you're saying with a higher than 35% tax your 'dollar' becomes devalued (for internal spending)?
Does this effect all the spending zones equally(Social/Mil/Research)?
Is it exactly 35% or thereabouts?
And I would assume it would be diminishing returns on spending (if you kept the budget balanced, a 50% tax income would have to still give more production than a 20%, wouldn't it?)
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So you're saying with a higher than 35% tax your 'dollar' becomes devalued (for internal spending)? |
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Not exactly. There's two notable effects here.
Raising your tax rate reduces morale, which in turn reduces tax income, population, research, and production. This is the usual cause for those losses.
The other kicks in when you have a high treasury or a high income. This is what the Crime ability is supposed to affect, according to the Economy undocs (as of 1.03). The fact that Crime doesn't actually do anything right now suggests that this effect may not actually be implimented yet either.
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@ Arturus: so you're saying that the loss of efficiency that Ralegh mentioned kicks in in response to large overall income, not specifically tax rate, as a part of the (possibly not yet implemented) 'graft' effect?
As to your first comment, I should have re-stated in the second post "assuming a morale of 100"; I'm trying to determine if there is any detriment to running very high tax rates when thru-the-roof morale bonuses allow morale 100 pops at (say) 70% tax.
[Message Edited]
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#5
by Citizen Tristan C - 6/28/2003 12:09:14 AM
Tacit, I'm interested--and mystified--by the management strategy you were detailing at the top. What kind of tax rate makes it such that ALL your planets would (simultaneously, more or less?) dip below 100 with an extra nudge on the slider?
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@ Tristan; an extremely variable one!
Basically, I adjust my tax slider each turn such that at least one planet has 100 morale, so that it can play 'catch up' with the extra pop growth bonus to the other planets at less than 100 morale.
By adjusting the tax slider down every turn or so (to keep that planet and any cohorts at 100 morale) you get a levelling effect. This is helped greatly by carefully calculating your initial colony loads to match pq of planets, and at times the whole system falls apart when morale improvements are built, but it seems to be a nice general guide to setting my tax levels.
If you reach that magic equilibrium, you should be able to get phenomenal pop growth on all planets simultaneously.
Shitloads of micro-ing but; I've only played tiny so far, I'd quite possibly abandon it on larger maps (or at least not be quite so anal about it).
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As to your first comment, I should have re-stated in the second post "assuming a morale of 100"; I'm trying to determine if there is any detriment to running very high tax rates when thru-the-roof morale bonuses allow morale 100 pops at (say) 70% tax. |
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If you can keep your morale at it's current level while increasing your tax rate, there are no deleterious effects of the tax rate increase itself.
The only sources (known to me) of income loss as tax rate increases are the following effects:
1) Graft caused by high income or a large treasury surplus.
2) Morale loss.
3) Tax evasion (which is linked to 2, above, but operates over and above that effect).
4) Inefficency caused by unbalanced spending increasing faster than your income (very unusual, but vaguly possible).
I have run 100% tax rate with 100% morale/approval rating in the past, although not in any game on 1.03 or later versions as of yet. I generally end up around 96% approval at 75% tax rate by late game if I stay away from class 14- planets pre-terraforming.
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