planet taxation after rebellion

Distant Worlds is a vast, pausable real-time, 4X space strategy game which models a "living galaxy" with incredible options for replayability and customizability. Experience the full depth and detail of large turn-based strategy games, but with the simplicity and ease of real-time, and on the scale of a massively-multiplayer online game. Now greatly enhanced with the new Universe release, which includes all four previous releases as well as the new Universe expansion!

Moderators: elliotg, Icemania

Post Reply
Chris0War
Posts: 78
Joined: Sun Oct 18, 2020 9:17 pm

planet taxation after rebellion

Post by Chris0War »

hi,

quick question. in my current game i had a planet rebel almost immediatly after colonizing. people refusing to pay taxes, criminal overlords, hell on earth etc.

now the calm has almost returned, the planet is firm under control of the right authorities only for some reason there is still no tax payer to be seen anywhere. satisfaction is oke, development is labeled as high atm and population has doubled from 40 to 80 million. defensive forces are present too.

tax ( and military ships ) are under ai control so i really was wondering if tax would be applied at a certain population number or that this is one of those tiny things that might go wrong in this marvelous 700 megabyte old game.

regards,

chris
Siddham
Posts: 171
Joined: Sun Mar 18, 2012 3:03 pm

RE: planet taxation after rebellion

Post by Siddham »

In my games almost every new colony 'rebels' and refuses to pay tax etc after colonization
I expect it and ignore it because it always goes away fairly soon and they settle down
Cant answer your question about the AI since I always manage taxes myself - but I never tax new colonies
I let them settle and develop and increase population before I tax them
AFAIK population growth is affected by tax levels so no tax is optimal for pop growth
User avatar
SirHoraceHarkness
Posts: 522
Joined: Sun May 17, 2015 5:29 pm

RE: planet taxation after rebellion

Post by SirHoraceHarkness »

Afaik default tax policy is no tax on a planet till it reaches billions in population. It's better to not tax growing planets and instead put the burden on the homeworld and other fully developed worlds which can build wonders and other structures to increase income and reduce unrest from higher taxation.
Intel i9 11900k all core oc@5.3 - 32gb Crucial Ballistix 3600 DDR4 CL16 - EVGA RTX 3090 24gb FTW3 Ultra - MSI Z490 A-PRO Mobo
User avatar
RemoteLeg
Posts: 153
Joined: Tue Apr 21, 2015 12:57 am
Location: Canada
Contact:

RE: planet taxation after rebellion

Post by RemoteLeg »

That seems pretty sophisticated (criminal overlords, hell on earth, ...) for a new colony. Do you mean "conquered colony"?
Either way the plan is the same:
- zero tax for a while (low tax = happy people = frisky, fertile people)
Keep tax at zero for either ten turns (conquered planet with high population) or until the population reaches a decent size (new colony). By this time everybody should be pretty happy and you can gradually increase the tax rate.

One last thought: you mention "criminal overlords". This suggests you might have a pirate base on the planet causing mischief. If so, you need to find it and destroy it.
See my Distant Worlds tutorial videos here:

https://www.youtube.com/playlist?list=P ... VfLtaT9Y81
Chris0War
Posts: 78
Joined: Sun Oct 18, 2020 9:17 pm

RE: planet taxation after rebellion

Post by Chris0War »

great! thanks for the replies

-pirate base is dealt with
- at 120 million inhabitants i noticed the population being taxed, 20% which went down to 18% after a while
Post Reply

Return to “Distant Worlds 1 Series”