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Author Topic: [Suggestion] Recruitment and Taxes.  (Read 1072 times)

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Offline Erathsmus

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[Suggestion] Recruitment and Taxes.
« on: October 23, 2011, 10:45:17 pm »
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 Suggestion:      When fief owners raise taxes too high, there is a chance that people can recruit nearby the fief. Depending on how high the taxes are, there will be a higher % corralation to the chance of recruiting outside of that village. Kinda like having a population so upset, that they are willing to be hired by other forces because thier Lord is being abusive with taxes. This would also mean that the higher taxes you charge, the more likely bandit groups (player owned) will be outside of your village trying to recruit the population you have been taxing.
« Last Edit: October 23, 2011, 10:54:50 pm by Erathsmus »
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Offline PhantomZero

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Re: [Suggestion] For small clans and bandits!
« Reply #1 on: October 23, 2011, 10:58:52 pm »
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It is a dumb idea firstly because it isn't high taxes on the population (the population pays no taxes), it is a high hourly fee for visitors.

How is the owner supposed to prevent people from entering his town and reducing the crafting or recruiting %'s during a time of war when equipment/troop production is crucial? He can't sit around all day kicking people out, if people want to craft or recruit so bad in his fief, they can spend the money.

Consider it a form of protectionism, THOSE DARN FOREIGNERS KEEP TAKING OUR JOBS! It is a tax on non-clanmembers to use the services of the town/village/castle, if you can't afford it, obviously you don't need those services bad enough.

There is a benefit in keeping the visiting fees low in most fiefs (more money), there is also always someone willing to sell you troops and equipment, as well as goods.
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Offline Erathsmus

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Re: [Suggestion] Recruitment and Taxes.
« Reply #2 on: October 23, 2011, 11:03:17 pm »
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"craft or recruit so bad in his fief, they can spend the money."

Why would someone craft in a town in the first place if they had to pay rediculous rent.

Slow and steady wins the race...Unless there is a fast person in it.

Offline PhantomZero

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Re: [Suggestion] Recruitment and Taxes.
« Reply #3 on: October 23, 2011, 11:07:10 pm »
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"craft or recruit so bad in his fief, they can spend the money."

Why would someone craft in a town in the first place if they had to pay rediculous rent.

Exactly! They wouldn't, which is why they would go someplace else.
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Offline Erathsmus

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Re: [Suggestion] Recruitment and Taxes.
« Reply #4 on: October 23, 2011, 11:12:16 pm »
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"someplace else"

And that's what I am trying to address. What if a certain player or group, has horrible relations with neighboring groups. Just go somewhere else? I think it would be alot more fun if they can struggle to survive, hide off in the woods, and when they have been hidden long enough they can attempt to sneak attack when the time seems right. Instead of move extremely far away and have to beg for services in another clans territory.

*Edit- Also, how are they able to make money to even buy troops if all of the fiefs have rediculous taxes? I guess you can mega grind on Siege and Battle, but that's about it.
« Last Edit: October 23, 2011, 11:14:08 pm by Erathsmus »
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Offline PhantomZero

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Re: [Suggestion] Recruitment and Taxes.
« Reply #5 on: October 23, 2011, 11:24:09 pm »
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"someplace else"

And that's what I am trying to address. What if a certain player or group, has horrible relations with neighboring groups. Just go somewhere else? I think it would be alot more fun if they can struggle to survive, hide off in the woods, and when they have been hidden long enough they can attempt to sneak attack when the time seems right. Instead of move extremely far away and have to beg for services in another clans territory.

*Edit- Also, how are they able to make money to even buy troops if all of the fiefs have rediculous taxes? I guess you can mega grind on Siege and Battle, but that's about it.

You have be to more of a privateer than a pirate if you want to survive like that I guess. Even then pirates had a place to stockpile supplies and spend gold on wenches, pirates weren't at sea 24/7, what is the point of raiding if you can't spend your money?

You can't be enemies with everybody, without at least one friendly clan or village of your own, you will never be able to survive as a bandit. You don't even have to move very far away to find a clan that hates another clan and would be very supportive of you raiding someone else instead of them. Clans not at war would never let you sneak troops from their villages anyways, and there would be no hope of you combating a standing army, you would get chased down and your now naked army gets murdered.

Like I said, all the fiefs won't have ridiculous fees. It is in the best interest of the fief owner to keep the visiting fees low, especially small clans, so that way they can compete with larger clans in terms of gold income. The visitor fees boost a fief's income greatly, but if nobody shows up, you are missing a big source of revenue.
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Offline Erathsmus

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Re: [Suggestion] Recruitment and Taxes.
« Reply #6 on: October 23, 2011, 11:39:57 pm »
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You bring up very good points Phantom, and ty for the feedback btw. I am just not too happy thinking about bandits as complete parasites (not in the sense that they raid things, in the sense that they have to be provided a fief to work in from another clan). It feels like there should be something done with all of the empty space near feifs and castles etc. Like maybe chopping trees in a forest, nomad camps and stuff like that. But being a nomad seems impossible, as there is nothing gained from non-infastruture areas.
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Offline PhantomZero

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Re: [Suggestion] Recruitment and Taxes.
« Reply #7 on: October 23, 2011, 11:47:36 pm »
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Let me throw some numbers out there:

A village can have 500 population, and about 90 soldiers standing around costing no upkeep.

One person in the fief with a visiting fee of 1/hour can allow for a standing army of 115.
One person in a fief with a visiting fee of 5/hour can allow for a standing army of 190.
Five people in a fief with a visiting fee of 5/hour can allow for a standing army of over 500.

Combined with income from taxes on trade and production, you can make even more money to pay for equipment.
A village with a visiting fee of 5/hour and 5 foreigners occupying it could maintain 1000 troops self-sufficiently.

Clans that have high fees/taxes on trade will find themselves searching for money to compete with clans with much less restrictions.

In addition, you can attempt to raid player-owned fiefs to steal gold/equipment. Raiding I believe does not take the village population into account, only the defending army.


You bring up very good points Phantom, and ty for the feedback btw. I am just not too happy thinking about bandits as complete parasites (not in the sense that they raid things, in the sense that they have to be provided a fief to work in from another clan). It feels like there should be something done with all of the empty space near feifs and castles etc. Like maybe chopping trees in a forest, nomad camps and stuff like that. But being a nomad seems impossible, as there is nothing gained from non-infastruture areas.

Bandits are complete parasites, you are basically preying upon traders who are doing the work of moving goods from one end of the map to the other which can take several days, in the hopes of gaining gold. Gold which you have no real use for except to better equip your bandits in a never-ending arms race against the merchants, and the armies and manhunters trying to defend them.

The most you could hope to be is a symbiote, disrupting the economy of an enemy faction in exchange for a place to stay in a friendly one.

Being a nomad(craftsman/laborer) is completely different, you could probably make a lot of money simply moving around from village to village, finding places with low production costs, and simply leaving if the place gets too expensive to stay around, then selling any goods you make to nearby traders without having to move the goods around yourself (or risk being attacked by bandits)

Ultimately, what are you going to spend your money on? More troops? More equipment? The most you could do is take your  Strategus gold/equipment/troops and trade it for CRPG gold.
« Last Edit: October 23, 2011, 11:49:56 pm by PhantomZero »
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