Taxes in 1.1 Beta, big problem
or maybe the devs hate people (I know I do) : )
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GalCiv2 Forums
Looking things over and doing some rough calculations on paper, it seems like building a farm is a bad idea for income generation almost all of the time. The main exception (perhaps only), is when you are making a trade route, assuming route income is proportional to population size as the manual states.
My rough calculation assumed the following: A size 10 planet, and a choice between farms and entertainment centers or stock exchanges. I assumed each farm would need two entertainment centers to deal with making the higher population happier, so essentially each farm requires 3 squares and each stock exchange requires 1. Doing the calculation out and finding the derivative reveals that except perhaps on a very, very big planet (likely more than 30 squares available), the tax-maximizing strategy is going to be to only build stock exchanges and have no farms. I didn't delve into tax rate and happiness issues, as I think the penalty is constant between worlds (pop-size doesn't matter for unhappiness from taxes). It is possible I assumed too many entertainment centers, but it doesn't seem like this actually affects the formula much, as the larger factor is that taxes are proportional to the square root of the population.
This also helps early expansion (as I have successfully tried out in a recent game). Since most of your tax revenue comes from the smaller population rather than later from population growth, you are not losing much by expanding rapidly and having a bunch of small population planets. Sure, it hurts some, but since happiness is much easier to deal with (small pops) you can easily rectify any pain from rapid expansion by increasing the tax rate to 50%+. Eventually your planets will start making their market centers/stock exchanges/etc and you'll be raking in cash (theoretically anyhow, I haven't gotten to this point, but I am doing quite well). So this tax issue undermines attempts to diminish the advantage of rapid expansion. Btw, I made a custom race with +70% pop growth for this experiment, since it is easy to maintain 75%+ approval early on, and even 100% on a lot of worlds, it is easy to get that population growth to be massive (since the +70% bonus as thrown in AFTER all other pop growth calculations, according to official reports).
I'll get a nice graphical representation of this later--I'll make a graph on mathematica in about 12 hours or so after I sleep.
Anyhow, I think, if anything, pop size should be directly related to the taxes you get from them, if you don't actually get an advantage for having a higher population (say taking the population to the 1.1 or 1.2 power). Right now the square root calculation seems to mesh in undesirable ways with how everything else works. IMHO, high pops are WORK to maintain in the game, you need farms, more entertainment than is proportional to the pop-size, etc. That work should be reworded by something good (good tax revenue). Right now it is almost uniformly punished. (And changing it to reward high population with greater taxes can be justified by thinking that higher pops enable greater economies of scale, hence they are better for business, etc).*
That's my rough analysis at the moment anyhow.
-Drachasor
*If you need some sort of justification. I wouldn't be suprised if this is how it worked in the real world, but I don't have proof off-hand.
My rough calculation assumed the following: A size 10 planet, and a choice between farms and entertainment centers or stock exchanges. I assumed each farm would need two entertainment centers to deal with making the higher population happier, so essentially each farm requires 3 squares and each stock exchange requires 1. Doing the calculation out and finding the derivative reveals that except perhaps on a very, very big planet (likely more than 30 squares available), the tax-maximizing strategy is going to be to only build stock exchanges and have no farms. I didn't delve into tax rate and happiness issues, as I think the penalty is constant between worlds (pop-size doesn't matter for unhappiness from taxes). It is possible I assumed too many entertainment centers, but it doesn't seem like this actually affects the formula much, as the larger factor is that taxes are proportional to the square root of the population.
This also helps early expansion (as I have successfully tried out in a recent game). Since most of your tax revenue comes from the smaller population rather than later from population growth, you are not losing much by expanding rapidly and having a bunch of small population planets. Sure, it hurts some, but since happiness is much easier to deal with (small pops) you can easily rectify any pain from rapid expansion by increasing the tax rate to 50%+. Eventually your planets will start making their market centers/stock exchanges/etc and you'll be raking in cash (theoretically anyhow, I haven't gotten to this point, but I am doing quite well). So this tax issue undermines attempts to diminish the advantage of rapid expansion. Btw, I made a custom race with +70% pop growth for this experiment, since it is easy to maintain 75%+ approval early on, and even 100% on a lot of worlds, it is easy to get that population growth to be massive (since the +70% bonus as thrown in AFTER all other pop growth calculations, according to official reports).
I'll get a nice graphical representation of this later--I'll make a graph on mathematica in about 12 hours or so after I sleep.
Anyhow, I think, if anything, pop size should be directly related to the taxes you get from them, if you don't actually get an advantage for having a higher population (say taking the population to the 1.1 or 1.2 power). Right now the square root calculation seems to mesh in undesirable ways with how everything else works. IMHO, high pops are WORK to maintain in the game, you need farms, more entertainment than is proportional to the pop-size, etc. That work should be reworded by something good (good tax revenue). Right now it is almost uniformly punished. (And changing it to reward high population with greater taxes can be justified by thinking that higher pops enable greater economies of scale, hence they are better for business, etc).*
That's my rough analysis at the moment anyhow.
-Drachasor
*If you need some sort of justification. I wouldn't be suprised if this is how it worked in the real world, but I don't have proof off-hand.
, despite getting totally beat down by the new AI