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Instead of vanilla (minimal = -1, low = -2, normal = -4) it could be minimal =- 3, low =- 3, normal =- 4, or maybe even make low and minimal same as normal at -4.
In my play so far I haven't found a massive difference in the economics of playing on minima as compared to unmodded: in fact, it should be slightly harder economically than normal even when going for an all-out growth strategy. What tax boosts are you referring to exactly? Maybe there's something I'm not accounting for in my modelling.
If you want to duplicate my spreadsheet from the link above, you can play around with some numbers regarding your idea to make static growth smaller and the % boost bigger and send me what you come up with. It would be fun to collaborate with someone on these numbers.
I like the idea of province development being a possible way to replicate some of a clan's unique tech tree benefits (e.g., unlocking a mid-game unit earlier). I think province development in general will be crucial, given that your modding journey (and this release here!) seemed to start in economic viability. The economy and province development are such areas of untapped potential within Shogun 2. Generally, I like the notion of acceleration and momentum when talking about bonuses - incentives for stylistic options without making obvious options.
For geography/expansion being meaningful, my hope is that having more interesting choices regarding province development makes that more rich, along with having unique specialty buildings in most (all?) provinces. There are lots of ways to differentiate provinces in interesting ways. Like one province could have a higher base tax rate; another could begin the game with A LOT of town wealth; another allows immediate recruitment of a unit-capped mid-game unit; another provides a diplomacy boost, etc. My hope is this allows province expansion to play a larger role in letting players express their strategic creativity.
My vanilla play throughs feel mostly same-y regardless of clan because the optimal strategy for things like army composition or economy is the same regardless of your clan choice. My hope is that clans in my mod allow alternative strategies to at least compete with these ordinary strategies, without making those ordinary strategies bad.
My current thought about factions is they will present very different strategic "dilemmas" to players, and that players won't be very limited in what they do between clan to clan, except that different clans get earlier access to some units than others and the way each clan boosts their research speed rate incentivizes different ways of playing the game. I am considering allowing some stat bonuses to be part of differentiating the clan technology options or play styles, but I also dislike some of this because bonuses like this are not as exciting as other potential benefits, and because stat bonuses can get kind of whacky balance wise: either it's so minor it's just flavor, or it's so significant it starts to break down the careful balance of how units in Shogun 2 are meant to serve very different roles in combat.
Overall, a lot of your ideas align with my preferences. I wonder about covering Long yari Ashigaru with upgrades/Oda bonuses. Might help address units being rendered obsolete by mere stat boosted DLC units.
"My acts mark the land; time makes ghosts of every deed; as snow hides footprints."
https://docs.google.com/document/d/1bIEF2mZnF7Kb4suYK5UWT7IVVgi6P1ANj26RHeJdaD0/edit?usp=sharing
It's a bit long (though it's nothing compared to the length of the actual technical and design documentation I've compiled so far).
Also, shout out to the innovations in the Tax Refined mod: https://steamcommunity.com/sharedfiles/filedetails/?id=3088032327&searchtext=
Matta came up with a script that disables the tax slider for a turn when you change the tax rate, to disable the "slamming every other turn" strategy. In playtesting, I have enjoyed how it makes me think A LOT more about changing taxes since you're kind of locked in for a bit. It manages to reduce the obnoxious micro will forcing you to also think more strategically about taxes. If you want to play with that feature and with my tax rates, you can add both mods and load mine first. This will apply his tax slider disabling script along with these tax rates.
At the very least though, thank you for the idea. I think I can make this into a mod where I end up enabling my extreme libertarian dream strategy of setting taxes to single-digits and going hyper growth-based instead of feeling like there's not much reward in doing that.
However, I have been modelling very different tax effects for an update to this mod which dramatically alters that. What I'm working on now are rates which nerf all tax effects (because the current version of the mod makes the game easier). The most recent iterations of these updated effects have higher static growth penalties and bonuses, rather than growth% modifiers, and if the AI does indeed leave taxes on high or very high, these new rates would mean provinces managed by the AI will pretty much always lose wealth (since the AI rarely prioritizes growth buildings to offset these penalties).
I didn't consider modelling AI management of taxes (and I honestly didn't even know until I just looked it up that the AI is constrained to low, normal, and high). If what I'm seeing in the db is correct, I think it's fine not to model it, but if anyone can confirm that the AI only ever sets it on high or that these db values are not implemented, please let me know and I can add that in my modelling.
Is the AI's selection of tax policy something this mod will address? Though I guess it doesn't really matter too much as you said, they have more than enough money, the only "problem" is that they wreck their growth every turn.
I know that there are many people out there who care about the historicity and realism of Total War games and mods, but for me that's like last on the list of my priorities lol. I care most about how something effects the mechanics and gameplay. For realism, my metric is just, "make sure you don't totally break immersion." I do look at history/realism for inspiration when I'm trying to think up something new, but definitely am not limiting myself to it.
But honestly, the historicity or roleplaying of it isn't what bothers me personally, just that it's unintuitive for the player and very unvanilla like in behavior: if your faction-wide tax rate is Minimal, a player would expect that exempting a province from tax should at least retain the Minimal growth boosts, if not make them bigger, and it's unintuitive that it does not (hence the warning).
The oversight provided by application of even a minimal tax rate, would be sufficient to ensure that the individuals/corporations were fulfilling their civic responsibilities.
Don't sweat the small stuff :)
Looking forward to trying this out.
1) v1 tax rates are higher than normal, so the campaign becomes too easy
2) the "squishification" of the tax rates means that raising taxes is less helpful if you need a "get out of debt quick" button, since tax rates are too similar to eachother
Both problems are solved by having almost totally vanilla tax rates (other than Low and Minimal), and by inflating the growth effects of each tax rate to ensure that each strategy is still balanced and a viable strategic choice some of the time.
Speak now or forever get a new updated version. Here are the new rates I'm playtesting:
VERSION 2 TAXES
Tax Rate | Tax% | Static Growth Bonus/Penalty | % growth modifier
Minimal | 15% | +10 | +140%
Low | 22% | +4 | +40%
Normal | 30% | -4 | -20%
High | 40% | -8 | -30%
Very High | 50% | -17 | -90%
I'm still trying to think of an elegant solution, though and I'm definitely welcome to ideas!
I also considered adding an "Incident" that will trigger with 100% chance on any untaxed province. I'm not sure if this is even a condition I can check using events, I'll have to see, but even if I can I dislike that this would spam event notifications at the beginning of every turn.
Change either the base fort/road/farm building (any infastructural building that will always be there, and at level 1) to provide a fixed income growth and then modify your tax tiers accordingly, so that they all subtract a % of growth and that the net effect to a taxed province when compared to your mod is neutral.
This way an untaxed province will still grow more than one at minimal taxes :)
Best of luck
I'm guessing the way to go so as not to significantly tamper balance is to simply make the market cheaper, and then adjust the amount so that it makes sense across different points of the admin cost curve, but I'm still researching and I digress. f you're interested in making a colab in this matter, and, why not, experience the adrenaline blast that comes with crunching some numbers on a spreadsheet, feel free to get in touch with me via steam.
Regards
I know that this might sound like a lie but I was planning on making a mod related to this. I was researching how to add a stacking order penalty whenever one went to negative public order when using high or very high taxes, which would discourage the basic winning vanilla tax strategy, but this seems much easier and parsimonious.
On a separate note, I was doing some math related to paybacks in the market chain, by computing turns-to-recoup and internal rate of return %s. Granted, yes, as long as a mod to remove food consumption in the higher tiered markets is used.
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