Total War: SHOGUN 2

Total War: SHOGUN 2

Tax Refined
27 Comments
Daimyo 25 Aug, 2024 @ 9:07pm 
I added it to a multiplayer coop save and it seems to lock the tax indefinitely. It could be my own issue but removing it allows it to revert in case anyone also tries in MP.
Kalenz 8 Apr, 2024 @ 12:47pm 
Does this lock the negative town growth from taxes on normal to -2 or does it still rise with growth?
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
Jishnu777 16 Feb, 2024 @ 2:10am 
nvm thanks bro for the mod, i downloaded it through steamcmd lmao. I have 275 points rn but will award you if i reach 300 steam points asap. Thanks again..
Jishnu777 15 Feb, 2024 @ 6:26pm 
buddy can you put the pack. file in a link like mediafire or gdrive or something because it's not actually downloading for me in the game. Hats to your work man!
John Hancock 10 Feb, 2024 @ 5:44am 
How do the AI manage their taxes?
John Hancock 9 Feb, 2024 @ 12:05pm 
Does this work with FOTS?
JorjisPorjis 4 Feb, 2024 @ 12:18pm 
Is there a population mod?
izzi 29 Jan, 2024 @ 2:08pm 
Just a question, could you do let's say a lua script base on population? I already have a population system in my mod, as it was a leftover from ETW/NTW. I could add it in the UI. Only thing is that i need a script that decreases/increases % wise. So i was hoping you could help out with that (or point me to the right direction).
william09703 10 Jan, 2024 @ 4:53am 
so if I want to make this compatible with extended japan mod which also edited scripting.lua. I can just put the new added texts from your lua file in extended japan one to make them work?
Matta  [author] 15 Dec, 2023 @ 7:10am 
@izzi for sure!
izzi 4 Dec, 2023 @ 7:28pm 
Interesting. Maybe i can add the script for my overhaul mod (with permission of course).
Qirn 3 Dec, 2023 @ 8:39am 
Yo, thank you for this info! And I'm excited to check out your economy refined mod once it drops!
Matta  [author] 3 Dec, 2023 @ 2:34am 
@Qirn

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 :)
Matta  [author] 3 Dec, 2023 @ 2:33am 
Hey @Qirn,

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)
Qirn 2 Dec, 2023 @ 7:26pm 
So excited to see what you come up with rate-wise! And thanks for the permission! Since our mods are currently compatible, I don't think there's a need to add it to my tax rate mod (and this will also allow folks to play with or without the tax rate freezing), though I may integrate your method into the overhaul mod I'm making. How did you find out which UI functions are available to the lua scripts? I haven't been able to find much good documentation on which functions are available for scripting. There's a lot I'd like to be able to do in scripting, but haven't tackled because I'm not sure there's even a way to do it.
Matta  [author] 30 Nov, 2023 @ 11:13am 
@Qirn
- 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!
Matta  [author] 30 Nov, 2023 @ 11:12am 
@Qirn
- 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.
Matta  [author] 30 Nov, 2023 @ 11:12am 
@Qirn
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 ^^
diessa 22 Nov, 2023 @ 4:14pm 
Saw this on reddit. Excited about it - keep up the good work.
Qirn 22 Nov, 2023 @ 9:25am 
If you want to play around with my spreadsheets for calculating return on investment at different tax levels, I added your tax rates into the latest version of my tax spreadsheet here: https://docs.google.com/spreadsheets/d/1LPWNjPjXtoVrqWqKAi3yw1bgpEfENGJOqGrBBX7ifMI

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.
Qirn 22 Nov, 2023 @ 9:15am 
There seems to be some weirdness around capturing new provinces or exempting a single province from tax, which disables the tax bar when I don't think you wanted to disable it.

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.
Qirn 20 Nov, 2023 @ 2:59pm 
Yo, this is very cool! What a great idea. Not sure how you managed to lock in the tax rate for 2 turns like this, but this is a great improvement. I'm going to take a look at your mod files to see how you did it, but would you mind if I applied your method to my mods as well, with credit?
hitulya 19 Nov, 2023 @ 5:48pm 
I don't come with certain numbers but...
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.
Matta  [author] 19 Nov, 2023 @ 4:12pm 
Good to see you guys here :) @hitulya I'm still going to do some research as to the best approach for the tax growth change, but thanks for the link to that mod! It'll be useful. In the meantime, I think you should be able to combine both the tax locking mechanism of this mod with the tables of that mod by simply having that mod higher in your load order-- but you should do a quick check with a new campaign to verify.
hitulya 19 Nov, 2023 @ 11:51am 
Can you please add tables with payback in turns of the new taxes levels in the description like in that mod? https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2880826037&searchtext=tax
hitulya 19 Nov, 2023 @ 11:45am 
From Reddit, keep working.
Dark Sun Gwyndolin 19 Nov, 2023 @ 4:39am 
Here from your Reddit thread.