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