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One of the dumbest design descisions. When you go through all the trouble to get +40 growth per turn just for normal taxes to be at -33
BTW, I found out that indeed I don't need to check for tax exemptions anymore, so will be removing that soon. I'll also make this mod just do the tax locking, and move growth changes to my upcoming 'Economy Refined' mod :)
I have to tell you, finding the functions and everything was a nightmare hahahah
It was a combination of:
- looking at the functions used by CA in their scripts.lua and episodicscripting.lua.
- using these resources
http://www.twcenter.net/forums/showthread.php?445980-The-S2-Script-o-Rama
https://wiki.totalwar.com/w/Total_War:_ATTILA_KIT_-_Extra_Scripting_Guides
- learning a bit about how the UI works from here, although a lot of it is about the newer total wars where they made a lot of it much easier:
https://tw-modding.com/wiki/UI:Main_Page
- Finding the structure of the UI 'tree' by converting the UI files
to xml with this resource (requires Ruby). This allowed me to find the exact names of the components I needed, and I could see which states were associated with them etc.:
https://www.twcenter.net/forums/showthread.php?812131-New-UI-converter
- Just testing a whole bunch of different things with explicit logging (explained in the Script-O-Rama)
- Thanks for the spreadsheets, I checked out all your previous notes on the tax rate growth changes and have some ideas for how I want to make refinements to the economy based on your experiences/calculations. I prefer leaning towards making things slightly more difficult instead of easier, and don't want to make minimal/low tax rate strategy have the same economic payoff as normal/high at an early enough point, since they have other benefits (increased PO, flexibility to always be able to change to normal/high taxrate whenever needed etc) I'll make a post on reddit asking for feedback soon, I'll send it to you in a message!
- I'm not sure what you were experiencing, but the mod should be treating the condition of ALL your provinces being exempted as a change to the global tax rate. If at the beginning of a turn it is not the case that all your provinces are exempted anymore, it should register that as a change again. I had to implement it like this, because the mod finds out what the global tax rate is by checking the tax rate of your provinces at the start of your turn. If all of them are exempt it can't find this anymore, so there needed to be some logic to handle that case. Right after releasing this mod I changed the function that reads the tax from province details though-- I haven't yet checked if that is also influenced by tax exemption. I'll check it now, and might remove the tax exemption checking. Like you said, it shouldn't be cheesable anyway.
Thanks for all the info! I'll address each of your points separately. Let me know if you have any interesting feedback :)
- Definitely feel free to add this method to your mods, you can check the readme file in the .pack for a bit more info-- should be pretty easy. It will make your mod incompatible with most big campaign-map overhaul mods tho, as well as any others that change the scripts.lua and episodicscripting.lua ^^
You can make a copy to play around with values on the first sheet.
The first sheet is the actual calculator that shows you the graphs. What you ideally want to see is each tax rate at some point in time winning out over every other tax rate (you can see this most easily in the "Income Win Turn" table).
On this first sheet, the yellow values allow you to play around with different economic or tax factors like avg. growth across all provinces to see how that affects the different tax rates.
On the Tax Rates sheet you can use the drop down in yellow to change between different tax rates, or you can change you own tax rates starting on Column I at row 146 and it will update all the calculations elsewhere.
Personally, I don't think the logic is needed as far as it concerns disabling the tax bar when all provinces are exempted from tax because it will never be an optimal strategy anyway to go back and forth between all provinces exempted and Very High taxes - it would be more optimal at that point for a player to just leave it on Normal taxes. So players would never be in a situation where they are incentivized to do that, unless their public order is so bad that ALL of their provinces would be unhappy, even on Normal tax.
If take 100 turns as an average campaign length I think it should be like:
- 20 turns for high
- 30 turns for medium
- 40 turns for low
- 50 turns for very low
...To be payed off.
As an additional benefit you also get increased public order so you would have less troops to be held in harrisons and become more mobile in wars.
I'd also recommend you to separate the tax lock mod and the tax numbers rebalance mod.