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QB64-PE/programs/samples/pete/hgm30e/money.hlp

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Money matters
=============
How to make money?
------------------
1. Taxes
Your income from taxes depends on following factors:
- Tax rate
You can increase your revenues by raising taxes. Unfortunately, with
higher taxes the morale sinks and this influences the population's
willingness to pay taxes. Thus, you won't get the maximum by setting the
tax rate to 100%. ;-)
- Size of working population
The more people work the more people pay taxes...
- Proportion of professions
Provided that all sciences have the same level, the ratio of
revenues are following:
peasant : fisher : worker : merchant
1 : 1 : 2 : 4
So it is very important how many people have more profitable jobs.
- Morale
As mentioned above, the morale affects the willingness to tax-paying.
So every rise in the morale means automatically more money. But if you
want you can also spoil the higher morale back to its initial level by
raising the tax rate, and so increasing the revenue.
- Level of science
The development of science influences the profitability of the
professions, and so the tax-incomes as well.
The connections should be self-evident, but I might be mistaken, so
here is the list:
agriculture -> peasants
sailing -> fishermen
industry -> workers
trade -> merchants
Well, would you have guessed it?
2. Productive properties
Every mill, mine, mint, and other productive property produces basically
20 gold net revenue in every turn. If the level of industry is higher than
1.0 the income is modified proportionally.
3. Interest
You get automatically 4% interest for your money after each turn.
4. Selling properties
If things are very bad you might be forced to sell your properties.
Selling
Property price Loss Remark
--------------------------------------------------------------
fort 70 (90%) only as building material
church 10 (90%) only as building material
univers. 250 (50%) not very good for other purposes
mill 180 (10%) a trader makes profit out of you
ship 180 (10%) a trader makes profit out of you
army 75 (50%) a part of the weapons
How to spend money?
-------------------
1. Costs
The maintenance of your buildings and the upkeeping of your fleet and
army cost you some money. In addition, should you at any time have debts
you also have to pay 12% interest.
These are the maintenance and upkeeping costs for each turn:
fort 30 gold
church 3 gold
university 25 gold
ship 20 gold
army 30 gold
2. Investments
After every turn the balance of revenues and costs is added to your
treasury. (Your treasurer can predict the prospective changes if you
press "t" in the main screen.)
If you manage your economy well, you will have some surplus money for
investments. You can even spend more money than you actually possess,
but never forget that you will have to pay for your debts not only
with your money (interests) but also with the morale (unpaid soldiers
start to pillage, etc).
What are your possibilities?
a. Material investments (and their benefits)
- Forts: 700 gold
Every fort adds 30% bonus to the defending force.
- Churches: 100 gold
Every church makes 20 people happier (doubles their morale!) in
the area where it is loacted. This way you get a morale-bonus up
to 100% but you cannot exceed this bonus however many churches
you have.
- Universities: 500 gold
Universities have two effects: 1.) Every university gives you 1%
chance (in every turn) that a scientist makes a new invention.
2.) Universities make your investments on science more efficient.
If you have a university for every 50 people, this gives you 100%
bonus (this means: every gold spent on science counts as 2 golds).
Note: There is no limit to this benefit, so more than 100% is also
possible!
- Mills, mines, mints...: 200 gold
Productive properties provide (20 gold) * (sc. level of industry)
net revenue in every turn.
- Army: 150 gold
Sooner or later you will need an army to build up your hegemony
or to defend yourself from other empires. Soldiers are also useful
in supressing revolts in occupied territories.
- Navy: 200 gold
Ships have multiple effects:
= They are your naval army. Besides, they enable you to
transport your land forces to remote places. (You will need a
ship for every soldier.)
= They offer jobs to your fishermen, and through them some extra
food to the population (The length of your coast is also an
important factor.)
= They let you make trade with not-neighbouring countries, which
increases the proportion of merchants in the population, and
so indirectly also your revenues. (Not the absolute number of
ships is important but the proportion to other empires.)
b. Developing the level of sciences
You can develop your science level by spending money on it. You can
choose how much money you spend on each branch of science, but there
are two important restrictions you should be aware of:
- The higher your momentary level, the more expensive it gets to
achieve further development. (The invention of a spear is cheaper
than that of a nuclear-powered submarine.)
- The maximum amount of money you can usefully spend on a branch of
science is limited. (You cannot invent the nuclear-powered
submarine immediately after the spear, no matter how much gold
you own.)
The efficiency of your money spent on science is influenced by the
number of universities.
c. Gathering information (spying)
If you need some information about your competitors, you have spies
at your service. Simply pay the price and your problem is solved...
The price of spying depends on three factors:
- The size of the target-country.
- Your diplomatic relation to that country.
- Whether you need "general" or "full" data.