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Adventurer Taxation

Started by Tom, September 07, 2011, 10:23:07 AM

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De-Legro

Quote from: egamma on September 07, 2011, 02:47:14 PM
Do the normal peasants pay an income tax or a property tax?

Based on the fact that taxes are lower when productivity is lower, it could be an income tax rather then a property tax.
Previously of the De-Legro Family
Now of representation unknown.

Shizzle

Quote from: Indirik on September 07, 2011, 02:47:13 PM
... we could even get rid of all the faceless soldiers we hire,and have each and every soldier in the game played by another player! In order to do this, we'll implement the Soldier class, and let every player have one Soldier character in each realm in the game! And the Advies can be the captains of the noble's units, too! Rockin'!  ::)

You stole my idea! You bastard :D

Point taken, though.:)

vonGenf

Quote from: Indirik on September 07, 2011, 03:05:59 PM
Yes.

It's really not extrapolated to that level. Personally, I don't really see any reason to make that distinction. They're taxes. They gives us the shinies that make such a nick clinking sound as they fall into out coin pouches. Why should we care what methods the tax collectors use to pry the coins from the peasants grubby fingers?

It's not needed to explain gameplay, i.e. my character doesn't care. However it's different from the point of view of coding.

For example, is the material that advies can buy in region in any way related to the region's stat? Then there is an easy way to link the advy game and noble game: make it such that x% of the value that advies spend in a region go straight into  the Lord's pocket. Then the Lord has an incentive to have an attractive region. That's a sales tax.
After all it's a roleplaying game.

Indirik

I see what you're saying, but that's something different than how the region generates taxes. Region tax income does not necessarily need to be the same explanation, or even the same rate, as taxing advies. Who cares if regions generate taxes by property or income? If we want to tax advy property, we'll tax advy property. If we want to tax the stuff they buy or sell, we'll tax the stuff they buy or sell. If we wanted, we could create new tax rate settings for all kinds of things. It depends on how crazy Tom wants to go with it. We'll have to see how things look once the new estates are done. (And yes, I am trying to passively herd Tom toward finishing the New Estates. :P)
If at first you don't succeed, don't take up skydiving.

Tom

Quote from: Indirik on September 07, 2011, 05:33:48 PM
(And yes, I am trying to passively herd Tom toward finishing the New Estates. :P )

I am on my way. With the government entities set up now in Doctrine, I think that most of the pieces of the puzzle are finally there and I can start putting the puzzle itself together.

egamma

Quote from: Indirik on September 07, 2011, 05:33:48 PM
I see what you're saying, but that's something different than how the region generates taxes. Region tax income does not necessarily need to be the same explanation, or even the same rate, as taxing advies. Who cares if regions generate taxes by property or income? If we want to tax advy property, we'll tax advy property. If we want to tax the stuff they buy or sell, we'll tax the stuff they buy or sell. If we wanted, we could create new tax rate settings for all kinds of things. It depends on how crazy Tom wants to go with it. We'll have to see how things look once the new estates are done. (And yes, I am trying to passively herd Tom toward finishing the New Estates. :P)

I think we can agree that peasants currently pay is either an income or sales tax--they only get taxed if production is >0, so we can infer that it's not a property tax.

At the same time, I know that when advies sell gems and bear hides, etc, those sales are taxed, like a sales tax.

If you want to get the New Estates done, just convince WarMaid to withhold from Bedwyr until it's done. He'll have it done in a week!

Bedwyr

Quote from: egamma on September 07, 2011, 10:12:19 PM
If you want to get the New Estates done, just convince WarMaid to withhold from Bedwyr until it's done. He'll have it done in a week!

Unfortunately, I'm not a coder.  Fortunately, if she ever did that, I have ways of handling the situation  ;)
"You know what the chain of command is? It's the chain I go get and beat you with 'til ya understand who's in ruttin' command here!"

Shizzle

Quote from: Bedwyr on September 07, 2011, 11:00:43 PM
Unfortunately, I'm not a coder.  Fortunately, if she ever did that, I have ways of handling the situation  ;)

Hand-ling?

Bedwyr

"You know what the chain of command is? It's the chain I go get and beat you with 'til ya understand who's in ruttin' command here!"

Jens Namtrah

Quote from: Indirik on September 07, 2011, 02:47:13 PM
... we could even get rid of all the faceless soldiers we hire,and have each and every soldier in the game played by another player! In order to do this, we'll implement the Soldier class, and let every player have one Soldier character in each realm in the game! And the Advies can be the captains of the noble's units, too! Rockin'!  ::)

Wait! Advy ninjas!

They sneak into town among the other donkeys, so no one will notice them...

Chenier

Quote from: vonGenf on September 07, 2011, 12:06:05 PM
I'd point out that the wealth tax is really a tax on fortune, while the region tax is really a tax on income. There is already a mechanism to extract money from the infrastructure in a region instead of the plus-value produced by that infrastructure, and that mechanism is properly called "sacking" instead of "taxing".

In that sense, it would be better to force adventurer to give a part of their bounty to the region Lord when they find it, and not a part of whatever they happen to have in their pockets on tax day. If you want to get what is in the adventurer's pocket, you can beat it out of him whenever you want.

Except that lords are the ones who actually pay the bounty.... That's like saying "I'll give you 20$ if you mow my lawn, but I'll then charge you a 5$ administration fee". Simple no point since one could simply say he'd give 15$ instead of 20$.

Taxes on unique items sold, as well as common items, would make more sense imo...
Dit donc camarade soleil / Ne trouves-tu ça pas plutôt con / De donner une journée pareil / À un patron

Shizzle

Quote from: Chénier on September 08, 2011, 06:13:04 AM
Except that lords are the ones who actually pay the bounty.... That's like saying "I'll give you 20$ if you mow my lawn, but I'll then charge you a 5$ administration fee". Simple no point since one could simply say he'd give 15$ instead of 20$.

Taxes on unique items sold, as well as common items, would make more sense imo...

Or more like: pay me 5$ taxes, and here's a chance to earn some back.

De-Legro

Quote from: Chénier on September 08, 2011, 06:13:04 AM
Except that lords are the ones who actually pay the bounty.... That's like saying "I'll give you 20$ if you mow my lawn, but I'll then charge you a 5$ administration fee". Simple no point since one could simply say he'd give 15$ instead of 20$.



So basically advies would become public servants.
Previously of the De-Legro Family
Now of representation unknown.

Jens Namtrah

Quote from: De-Legro on September 08, 2011, 08:40:05 AM
So basically advies would become public servants.

BTW, Tom said monthly, but aren't we talking about weekly  taxes?


Just curious...won't the advy's lords get a little pissed off that you are taxing their "property"? We are still going with this general idea that advies are the property of their lord (or whatever the correct term is - not the place to debate that one) , right?

Can I start putting a tax on caravan's that pass through my region? That would be cool!

Tom

Let's just say that I want some form of taxation on commoners that makes sure they don't become richer than most nobles.

How exactly that works, I don't care all that much. A constant small drain usually works best, hence the idea of have them participate in tax days.