Taxes

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[edit] Overview

Taxes are collected from colonists in your bases. Colonists on ships are taxed a bit differently, which can be seen in the Ship Income document. Troops, crew, and high guard rangers do not pay taxes.

Some natives also pay taxes. Natives are happy if you use a tax setting of Conservative or Ultra Conservative. Any other tax setting will adjust their happiness level based on your race's Light Powers and Law values.

A portion of the taxes from colonists and natives are sent to the Galactic Bank. 30% of the total income from taxes is automatically put there. If you want/need more megacredits there then you will have to use a Government Center. Base structures that produce megacredits are not taxes and thus do not have 30% sent to the Galactic Bank.

[edit] Tax Procedure

You change your tax setting in the Headquarters (HQ) function by pressing the Tax button and then enabling the tax setting of your choice. You can choose from Enslavement, Liberal, Conservative, Ultra Conservative, and Complex Tax System. Each of these settings will have varying effects on the amount of taxes generated and on the adjustment in your colonists and natives happiness levels. The happiness of your colonists and natives at a base affects the amount of taxes that are collected. The happiness level at a given ground base must be greater than 20 to generate any taxes at all and for the Enslavement tax setting to increase happiness where applicable.

Taxes from Complex Tax System and other tax policies are processed differently. Complex Tax System allows happiness of over 100 to influence the amount of taxes gained from colonists and natives.

After Colonist and Native taxes are totaled, the Cyborg King multiplies the total tax income by 3. A Xelovi Hive will multiply the total tax income by 1.5.

[edit] Colonists

Colonists in ground bases produce tax income according to the following formula(s):

Total Income = (Colonists * Happiness / 100) * ((Race Money Modifier + 100) / 200) / 1000 * Tax Rate
Sent to base = Total Income * 7 / 10
Sent to bank = Total Income * 3 / 10

Where Tax Rate is between 0.40 and 0.65, depending on the tax setting (see Tax Rates table below). Happiness over 100 does not increase tax revenue (exception: Complex Tax). The quantity "Happiness / 100" is limited to a lower bound of .05 and an upper bound of 1.

Tax Rates
Ultra Conservative 0.40
Conservative 0.45
Liberal 0.50
Enslavement 0.65
Complex 0.55

[edit] Complex Taxes

The Complex Tax setting is the only setting that takes into consideration a happiness level above 100. You can achieve a great return from taxes if your happiness is above 250. Your happiness level will approach 90 while you have this tax setting on.

If the tax setting is Complex, then the formula is different:

Total Income = (Colonists * (Happiness / 100) - 0.5)) * ((Race Money Modifier + 100) / 200) / 1000 * .55
Sent to base = Total Income * 7 / 10
Sent to bank = Total Income * 3 / 10

Where happiness is not limited to 100. The quantity "(Happiness / 100) - 0.5" has a lower bound of -4 and an upper bound of 4.

[edit] Natives

  • You need at least 1 000 000 colonists to have natives taxes
  • You have increased income with 1 400 000 colonists (or more).

Natives in ground bases produce tax income according to the following formula(s):

Non-Complex Tax System:

Native Tax Income = (Natives * Happiness / 100) * (Colonists / 1000000) * ((Race Money Modifier + 100) / 200) / 1000 * Tax Rate * Native Tax Rate
Sent to base = Native Tax Income * 7 / 10
Sent to bank = Native Tax Income * 3 / 10

Complex Tax System:

Native Tax Income = (Natives * (Happiness / 100) - 0.5)) * (Colonists / 1000000) * ((Race Money Modifier + 100) / 200) / 1000 * Tax Rate
Sent to base = Native Tax Income * 7 / 10
Sent to bank = Native Tax Income * 3 / 10

Where Native Tax Rate is referenced by the table below. Happiness over 150 does not increase tax revenues from natives except with Complex Tax System policy in place. For non-Complex, the quantity "Happiness / 100" has a lower bound of .05 and an upper bound of 1.5. For Complex, the quantity "(Happiness / 100) - 0.5" has a lower bound of -4 and an upper bound of 4. The quantity "Colonists / 1000000" has an upper bound of 1.4.

The United Enforcement Authority multiplies the native tax income for non-Complex taxes by 2.5 prior to the "Colonists / 1000000" modifier.

Income From Natives
Native Rate
Humanoids 1 x
Bovinoids 2 x
Reptilians / 4
Avians 2 x
Amorphous 0 x
Insectoid 3 x
Amphibians 1 x
Ghipsoldals / 10
Siliconoids / 12
Chupanoid 0 x

[edit] Calculation

[edit] Example 1

You are playing the Solar Federation. For the base in this example, it has 5.670.612 colonist with happiness 220; 137.564 humanoids, 249.328 avians and 6.364 siliconoids with happiness 105, 23.041 reptilians with happiness 74 and 306.306 insectoids with happiness 100. The tax is set to ultra conservative.

Total Income =
            (Limited to 100)
(COLONISTS *     HAPPY       + ((HUMANOIDS * NTR + AVIANS  * NTR + SILICONOIDS * NTR ) * HAPPY + REPTILIANS * NTR * HAPPY + _
( 5670612  *        1        + (( 137564   *  1  + 249328  *  2  +    6364     * 1/12) *  105  +   23041    * 1/4 *   74  + _

                               (Limited to 1,4)   HF        Solar Federation                          Ultra Conservative
_ INSECTOIDS * NTR * HAPPY) * COLONISTS/1000000 / 100) * ((RACE MONEY MODIFIER + 100) / 200) / 1000 *     TAX RATE       
_  306306    *  3  *  100 ) *       1,4         / 100) * ((      130           + 100) / 200) / 1000 *       0,4          = 3634

Where:

  • NTR: Native Tax Rate
  • HF: Happy Factor

[edit] Happiness Adjustment

The happiness level of your coloninsts and natives is adjusted by your tax setting. Other factors will adjust your happiness level, so a negative adjustment may be acceptable if you have other factors increasing it.

Happiness Effects
Tax Setting Effect
Ultra Conservative Colonists 0 to +10
All Natives 0 to +5
Conservative Colonists 0 to +4
All Natives 0 to +2
Liberal Light Powers > 80 or is Coalition

Law < 50

PC Factor > 90

  • Colonists 0 to +20
Enslavement Light Powers > 80 or is Coalition

Law < 60

PC Factor > 90 and happiness of colonists at the base > 20

  • Colonists 0 to +40
Complex Happiness tends to move to 90 points for colonists and all Natives except the Chupanoids and Amorphous
  • Natives & Colonists: -(Happiness - 90) / 5
  • Income 0.5 x Normal on happiness 100 worlds
  • Income 2.5 x Normal on happiness 300 worlds

[edit] Moment / Duration

Taxes are collected at the beginning of the turn, before movement. Note: Tax rate changes take effect before taxes have been collected. If you change the tax rate then you will see adjusted revenues the next turn.

Technology upgrades and Exotic Techs are purchased after taxes are collected.

If you have adequate supplies at a base you can build new structures at the beginning of the turn after you have collected taxes. New supplies are generated during the Base Jobs portion of the turn, which occurs after the two build parts/build structures phases occur. So you will not have the new supplies to build structures with.

You can expect to build a structure that generates megacredits and receive the megacredits for it during the same turn. For example, you can build a structure that generates megacredits (such as a Farm or an Undercity) and have it function in the same turn since base jobs occur at the end of the turn after movement and base structure building.

Breeding/growth occurs after structures that depend on population collect income, so if you don't have enough colonists for a Farm, City, or Undercity to function then it will not produce income until the next turn.

[edit] Other ways to put money in the galactic bank

[edit] See Also

  • Ship Income
  • [1] A pdf file listing the effects of the tax settings for all races. (by Michael Richardson)
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