Taxation: Difference between revisions
From Project Rebearth
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| cost = {{formatnum:1000}} {{Icon|Knowledge}} | | cost = {{formatnum:1000}} {{Icon|Knowledge}} | ||
| lock = 1 day | | lock = 1 day | ||
| effects = <table class="rb-ib-subtable"><tr><th>Effect</th><th> | | effects = <table class="rb-ib-subtable"><tr><th>Effect</th><th>Value</th></tr><tr><td>[[Happiness]]</td><td class="rb-ib-nerf">−30%</td></tr></table> | ||
| flags = Enables taxation ({{Icon|Coin}} collection from population) | | flags = Enables taxation ({{Icon|Coin}} collection from population) | ||
}} | }} | ||
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! Effect !! Multiplier !! Description | ! Effect !! Multiplier !! Description | ||
|- | |- | ||
| Happiness || | | Happiness || −30% || Reduces settlement happiness by 30% | ||
|- | |- | ||
| Taxation | | Taxation system || Enabled || Activates {{Icon|Coin}} collection from population | ||
|} | |} | ||
The core mechanic of this choice is enabling the taxation system. When active, the settlement generates {{Icon|Coin}} income through its population. Without Taxation active, settlements can only earn {{Icon|Coin}} through buildings like the [[Tavern]] and [[Market Stall]]s. | |||
The taxation income rate is further modified by [[Alliances|alliance type]]: the [[Trade Alliance]] increases taxation income by 10% (×1.1), while the [[Great Federation]] decreases it by 20% (×0.8). The [[Science League]] does not affect taxation. | The taxation income rate is further modified by [[Alliances|alliance type]]: the [[Trade Alliance]] increases taxation income by 10% (×1.1), while the [[Great Federation]] decreases it by 20% (×0.8). The [[Science League]] does not affect taxation. | ||
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== Strategy == | == Strategy == | ||
The −30% happiness penalty is substantial and can push a settlement toward [[Strike]]s if happiness is already low. Players should ensure their happiness is comfortably above the strike threshold before enabling Taxation. Choices that boost happiness, such as [[Lavish Rations]] (+20%) or [[Worker Safety]] (+10%), can help offset the penalty. | |||
The | |||
The {{Icon|Coin}} income from Taxation is valuable for funding buildings that consume {{Icon|Coin}}, including the [[University]] (−10/day), [[Museum]] (−10/day), [[Tower]] (−5/day), and [[Water Tower]] (−5/day). Without Taxation, {{Icon|Coin}} income is limited to the [[Tavern]] (+10/day from {{Icon|Drinks}}), [[Market]]/[[Square]] (+1/day each), and [[Market Stall]]s (+0.05 to +0.5/day each). | The {{Icon|Coin}} income from Taxation is valuable for funding buildings that consume {{Icon|Coin}}, including the [[University]] (−10/day), [[Museum]] (−10/day), [[Tower]] (−5/day), and [[Water Tower]] (−5/day). Without Taxation, {{Icon|Coin}} income is limited to the [[Tavern]] (+10/day from {{Icon|Drinks}}), [[Market]]/[[Square]] (+1/day each), and [[Market Stall]]s (+0.05 to +0.5/day each). | ||
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Settlements in a [[Trade Alliance]] benefit most from Taxation due to the +10% income bonus, while those in a [[Great Federation]] receive 20% less taxation income but gain other advantages like +10% production and reduced raid risk. | Settlements in a [[Trade Alliance]] benefit most from Taxation due to the +10% income bonus, while those in a [[Great Federation]] receive 20% less taxation income but gain other advantages like +10% production and reduced raid risk. | ||
The | The 100,000 {{Icon|Knowledge}} cost means players should plan for Taxation well in advance, prioritizing {{Icon|Knowledge}} production through the [[University]] and [[Museum]] to accumulate the required amount. | ||
== Changelog == | |||
{{Changelog}} | |||
== See also == | == See also == | ||
Latest revision as of 21:52, 27 February 2026
Taxation is a choice in Project Rebearth that enables the taxation system for a settlement. When active, the settlement collects
Coin income from its population, but at the cost of significantly reduced happiness. Taxation requires a large
Knowledge investment to enact and can be toggled on or off with a 1-day lock period.
Effects
[edit]| Effect | Multiplier | Description |
|---|---|---|
| Happiness | −30% | Reduces settlement happiness by 30% |
| Taxation system | Enabled | Activates |
The core mechanic of this choice is enabling the taxation system. When active, the settlement generates
Coin income through its population. Without Taxation active, settlements can only earn
Coin through buildings like the Tavern and Market Stalls.
The taxation income rate is further modified by alliance type: the Trade Alliance increases taxation income by 10% (×1.1), while the Great Federation decreases it by 20% (×0.8). The Science League does not affect taxation.
Details
[edit]Taxation costs 1,000
Knowledge to enact, the highest
Knowledge cost of any choice in the game. This makes it a mid-to-late game option, requiring significant research investment before it becomes available.
Once enacted, Taxation has a 1-day lock period before it can be disabled. It can be freely toggled on and off (paying the lock period each time), unlike permanent choices such as Intensive Farming.
Taxation is a standalone choice with no exclusive group. It does not conflict with any other choices and can be combined with any other active policies.
Strategy
[edit]The −30% happiness penalty is substantial and can push a settlement toward Strikes if happiness is already low. Players should ensure their happiness is comfortably above the strike threshold before enabling Taxation. Choices that boost happiness, such as Lavish Rations (+20%) or Worker Safety (+10%), can help offset the penalty.
The
Coin income from Taxation is valuable for funding buildings that consume
Coin, including the University (−10/day), Museum (−10/day), Tower (−5/day), and Water Tower (−5/day). Without Taxation,
Coin income is limited to the Tavern (+10/day from
Drinks), Market/Square (+1/day each), and Market Stalls (+0.05 to +0.5/day each).
Settlements in a Trade Alliance benefit most from Taxation due to the +10% income bonus, while those in a Great Federation receive 20% less taxation income but gain other advantages like +10% production and reduced raid risk.
The 100,000
Knowledge cost means players should plan for Taxation well in advance, prioritizing
Knowledge production through the University and Museum to accumulate the required amount.