HomeWorld Tax

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8 years 3 months ago - 8 years 3 months ago #534 by Desertfox
Replied by Desertfox on topic HomeWorld Tax
Expanding on this idea, perhaps make a rule that the owner of the planet gets 15% of all money production of other players on the same planet. This money is subtracted from the income of the non-owners of the planet and added to the owner's.

Aside from the normal rules of planet ownership, a player can build some kind of Planetary Government building that makes him the ruler. Only one Planetary Government Building can be built per planet and whoever owns it, is the undisputed ruler. If it gets destroyed the old rules of ownership apply until somebody else builds a Planetary Government Building.

The advantages are: allowing more than one player on "his" planet is beneficial for the ruler of the planet. This would be a protection against newbie bashing. It is also a choice between risk and reward. A strong player can opt to build a Planetary Government Building on a crowded planet and get the reward, but the other players on the planet will dislike him for stealing part of their income, so he also makes himself a target.

The disadvantage is that rich powerful players get even richer.

Possibly make the 15% income transfer dependent on the presence of such a Planetary Government Building. That means the players on a planet can opt for a more democratic rule where nobody is allowed to build a Planetary Government building and nobody loses income. Planetary Ownership still counts for determining rank but no income is transferred. An agreement can be made that anybody who does make a Planetary Government Building, will be attacked. Or a more feudal system where one player is allowed to build the Planetary Government Building in exchange for taking responsibility for the planet's defense or some other concession.
Last edit: 8 years 3 months ago by Desertfox.

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8 years 3 months ago #538 by Trifler
Replied by Trifler on topic HomeWorld Tax

Desertfox wrote: Expanding on this idea, perhaps make a rule that the owner of the planet gets 15% of all money production of other players on the same planet. This money is subtracted from the income of the non-owners of the planet and added to the owner's.

Aside from the normal rules of planet ownership, a player can build some kind of Planetary Government building that makes him the ruler. Only one Planetary Government Building can be built per planet and whoever owns it, is the undisputed ruler. If it gets destroyed the old rules of ownership apply until somebody else builds a Planetary Government Building.

The advantages are: allowing more than one player on "his" planet is beneficial for the ruler of the planet. This would be a protection against newbie bashing. It is also a choice between risk and reward. A strong player can opt to build a Planetary Government Building on a crowded planet and get the reward, but the other players on the planet will dislike him for stealing part of their income, so he also makes himself a target.

The disadvantage is that rich powerful players get even richer.

Possibly make the 15% income transfer dependent on the presence of such a Planetary Government Building. That means the players on a planet can opt for a more democratic rule where nobody is allowed to build a Planetary Government building and nobody loses income. Planetary Ownership still counts for determining rank but no income is transferred. An agreement can be made that anybody who does make a Planetary Government Building, will be attacked. Or a more feudal system where one player is allowed to build the Planetary Government Building in exchange for taking responsibility for the planet's defense or some other concession.


I'm inclined to say 10% rather than 15%.

Other than that, I think you could add a menu to the Planetary Government building and have some options in there for the various options you're suggesting. Perhaps the owner could decide specific players should be exempt or get a tax break. Or whatever else we come up with. :)

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8 years 3 months ago #549 by Astrogeorge
Replied by Astrogeorge on topic HomeWorld Tax
HomeWorld tax is just the tip of the iceberg of a much bigger problem.
Namely, the Economics of BP.

BP is striving to achieve realism in all aspects of space exploration and development and design yet the economics and taxes are much too simpistic.

First of all, why would we explore new worlds?
How would we populate them?
What unit of money would be universally accepted?
How would banks function in a Galactic system?
What form of energy would be used?

So, taxes don't make sense until we solve the central problem of BP and that is wealth!
What is wealth in an intergalactice economy?

Is it energy?
Is it minerals?
Is it people?
Is it production capacity?
Is it technology?
Is it gold?


What would be the unit of exchange for intergalactic commerce?
Would it be a FIAT currency or something more tangible such as Gold or Uranium?

Once the currency issue is solved, then we can talk about planetary economics.
Namely, how a planet is managed financially, such as a budge and taxes.

AG

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8 years 1 month ago - 8 years 1 month ago #572 by Cyrusblack2
Replied by Cyrusblack2 on topic HomeWorld Tax
the solution to this problem, and several others... i have an idea...
CURRENT CONCEPT
lets say the following:
Lush 10 million Production
Adaptable 4 million
Dessert 2 million
Acidic 0
Lava 0
Arctic 0
Barren 0

Planets can produce Food, food is limited in maximum production rates, 1 food: 1 colonist, you must build farms to make food (food has a maximum cap based on planet type). you can store up food and sell it, or ship it or whatever, any excess can be directed using civilian convoys (so you dont have to get too involved with annoying logistics, just set how much you want to keep on a base, then ship the rest to other colonies automatically.

Howly Asscrackers, i just solved Overgrowth of population, Planet values, base spamming, and Economic inflation in one swoop. limits get instituted and planets now are worth fricken gold.

also, make all the other planets have super rare resources that you cant get elsewhere.
cut down totals to like 10-30 or something, severely cut back the amount and variety per planet (accept for the homeworld), make designs REQUIRE certain resources, then those planets that cant be self sustained, are needed for uber weapons and materials, that dessert planet has nequadria needed for Shields and pulse weapons... but joe blow owns that planet.....
Last edit: 8 years 1 month ago by Cyrusblack2.

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