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Forum Index General Discussion New income stream idea?

New income stream idea?

Started by MajorDinero · 05/04/2011 · 09:51 AM · 112 replies · 3 reads
M MajorDineroOP
Admins have the ability to change race income modifiers, right?

Actually requires stephen but i`d like to see where this goes if needed i "can" get stephen to change race mods lol

Well, in this case why don`t we look into making tax a viable income source for collective?

What I mean by this - is give collectives something like a 0% modifier for tax. Currently, the modifier is set at -50%, which means that food has to be around 2 in order for tax to be break even in profit. At 0%, I haven`t done the calculations, but collectives should be able to make some decent money from taxing.

What are the implications for this? Well collectives can only grow food on individually assimilated planets. If they capture a large cluster C1/C2/C3, they can`t grow food on it. If this suggestion goes through, then perhaps collectives can use these captured clusters to tax their population, while growing their own food so they could be market independent (to an extent) with a high base PR.

This might add a very unique element to the game, and perhaps bring collective (which is a pretty uncommon race to be played) some unique challenges and opportunities for veteran players.

Edited by BadWolf on 2011-04-05
V Vendeen
When racial attribute = +0%
(pop/2)+(pop * 5000/5000) = 1.5*pop
pop/10 = food required
1.5 * 10 pop per food = 15 income per food required
So with a +0% mod, you can make a profit until food hits 15 with max loyalty vs. the 7.5 current.

I don`t really see this causing collectives to suddenly go tax, more so I see it as encouraging them to capture C1-3`s, pop them up and keep them for a while before plundering them depending on the state of the food market. Kinda a bonus to building up pop and plundering.
D DrKsTGuArDiAn
This would require collective to have a capitol ship and cap build rate, coll needs to be overhauled to make this work but its going in the right direction.
W wingnut
yeah, it is not something a normal collective would want to do. It would only be beneficial to a massive empire.
J Jammer
High base power and slow build seems like a bad idea to me.
D Deamon666
wow this is the most positive reseption to a change to a race that ive seen ever since i started playing keep the ball rolling guys
W wingnut
yep great idea.
S Seraphim
seems pretty reasonable bring some light onto the collective race
E elemental
that would be cool.
M Mazuku
Adding some more colony space to collective seems reasonable.
D Deamon666
nice this is neat make the less playd races more attractive not the moreplaid races less attractive :)
S ShadowKing
hmmmmmm i doubt that would work unless they up the max colonies on collective... its hard enough tryin 2 keep these 3 c.4s from being caught so i normally just plunder any captured a miner c1/c2/c3...
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