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Age of History 3
Brunoo1103

[RESOLVED] change tax efficiency feature

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Nowadays, the tax efficiency is very overpower since the percentage of upgrade is infinity, allowing to make like 1000% of efficiency. This leads to creating a huge rank civ points and breaks some features, for example, the colonization, since only top 7 AIs can colonize. If you Prevent to make a infinity tax efficiency, like a condicional to disable the button when the efficiency of a provínce is higher than 100%, the game would be more balanced

Edit: My issue was because I changed a file and got ridiculous tax efficiency lol. In comments I show how to fix tax efficiency if you think that default configs is overpowered for your game. 

Edited by Brunoo1103

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It can be changed in:

game/gameValues/GV_TaxEfficiency.json

 

{
	BASE_INCOME_POPULATION_INCOME: 0.001,
	
	TAX_EFFICIENCY_MAX_POPULATION: 150000,
	TAX_EFFICIENCY_POPULATION_DIVIDE: 27500,
	
	INCREASE_TAX_EFFICIENCY_IN_PROVINCE_DAYS: 100,
	
	INCREASE_TAX_EFFICIENCY_COST: 12,
	INCREASE_TAX_EFFICIENCY_COST_PER_TAX_EFFICIENCY: 0.6,
	
	INCREASE_TAX_EFFICIENCY_COST_LEGACY: 2.0,
	INCREASE_TAX_EFFICIENCY_COST_LEGACY_PER_TAX: 0.25,
	INCREASE_TAX_EFFICIENCY_GROWTH: 1.25,
	
	BASE_TAX_EFFICIENCY_NEUTRAL: 0.25,
}

 

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4 hours ago, Łukasz Jakowski said:

It can be changed in:

game/gameValues/GV_TaxEfficiency.json

 

{
	BASE_INCOME_POPULATION_INCOME: 0.001,
	
	TAX_EFFICIENCY_MAX_POPULATION: 150000,
	TAX_EFFICIENCY_POPULATION_DIVIDE: 27500,
	
	INCREASE_TAX_EFFICIENCY_IN_PROVINCE_DAYS: 100,
	
	INCREASE_TAX_EFFICIENCY_COST: 12,
	INCREASE_TAX_EFFICIENCY_COST_PER_TAX_EFFICIENCY: 0.6,
	
	INCREASE_TAX_EFFICIENCY_COST_LEGACY: 2.0,
	INCREASE_TAX_EFFICIENCY_COST_LEGACY_PER_TAX: 0.25,
	INCREASE_TAX_EFFICIENCY_GROWTH: 1.25,
	
	BASE_TAX_EFFICIENCY_NEUTRAL: 0.25,
}

 

Thanks, actually this was not a bug and I forgot to fix GV_Peace.json lol

 

    PEACE_ANNEX_PROVINCE_TAX_CHANGE: 0.5, //default
   
PEACE_ANNEX_PROVINCE_TAX_CHANGE: 5, //I forgot to fix and every war was increasing it.
 

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{
    BASE_INCOME_POPULATION_INCOME: 0.001,
   
    TAX_EFFICIENCY_MAX_POPULATION: 150000,
    TAX_EFFICIENCY_POPULATION_DIVIDE: 27500,
   
    INCREASE_TAX_EFFICIENCY_IN_PROVINCE_DAYS: 620, //increases 5x
   
    INCREASE_TAX_EFFICIENCY_COST: 70, // increases 5x
    INCREASE_TAX_EFFICIENCY_COST_PER_TAX_EFFICIENCY: 5, // increases 15x
   
    INCREASE_TAX_EFFICIENCY_COST_LEGACY: 2.0,
    INCREASE_TAX_EFFICIENCY_COST_LEGACY_PER_TAX: 0.25,
    INCREASE_TAX_EFFICIENCY_GROWTH: 1.03, //decreases 20%
   
    BASE_TAX_EFFICIENCY_NEUTRAL: 0.25,
}


//My tax efficiency config file GV_TaxEfficiency

//this task efficiency simulates 1440 that will slowly improve the general efficiency until like 40% - 60% on like 1800s. This was done to AI not go above 100% and because the main richness in middle ages was economy and not taxes mainly
Edited by Brunoo1103

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8 hours ago, Brunoo1103 said:

Thanks, actually this was not a bug and I forgot to fix GV_Peace.json lol

    PEACE_ANNEX_PROVINCE_TAX_CHANGE: 0.5, //default
   
PEACE_ANNEX_PROVINCE_TAX_CHANGE: 5, //I forgot to fix and every war was increasing it.
 

What does this command line do ?
peace_annex+province_tax_change 

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8 hours ago, Question said:

What does this command line do ?
peace_annex+province_tax_change 

As I tested, this is to prevent war to break provinces economy

After a peace, the conquested province will receive a plus+ of infrastructure, economy, manpower and etc.
PEACE_ANNEX_PROVINCE_TAX_CHANGE: 0.5, //default
    
PEACE_ANNEX_PROVINCE_TAX_CHANGE: 5, //I forgot to fix and every war was increasing it.

0.5 is the default, and 5 would break tax efficiency because if you conquer a province it will go like +30% more tax efficiency

 

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