Log in

View Full Version : Income and population correlation



Skuda
08-12-2010, 18:46
I noticed that in every city tax income grows just before you reach the number of people about 6000 or so. After that income groewth stops, so it makes no difference whether you have 6000 or 25000 people in the settlement (excluding of course different bonuses you get from governors, buildings etc.). Is it EB feature or it's hardcoded?

anubis88
08-12-2010, 20:01
The more people you have, the more money the settlement gets, since there are more tax-payers.

The thing is, then when a city becomes larger, that city must pay more for your army. So if you have a city with 30.000 men, you'll get a lot of money, but on the campaing map it will look like the city is actually losing money, because so much of that income goes to pay for your army. Smaller cities pay much less for the army, that's why it looks like they give you a better income.

Skuda
08-12-2010, 20:15
The more people you have, the more money the settlement gets, since there are more tax-payers.

The thing is, then when a city becomes larger, that city must pay more for your army. So if you have a city with 30.000 men, you'll get a lot of money, but on the campaing map it will look like the city is actually losing money, because so much of that income goes to pay for your army. Smaller cities pay much less for the army, that's why it looks like they give you a better income.

No. I look not at campaign map but at a city panel. And, excluding the bonuses I never saw that settlement tax income grew larger than 1500 mnai

Ludens
08-12-2010, 20:36
A more experienced modder can correct me on this, but I am not aware of a moddable cap on city income. It must be a hardcoded thing.

seienchin
08-12-2010, 20:47
Allthoug it is hardcoded there is an easy way around it. Just add tax income boni to buildings that are tied to the city size.

Rahl
08-12-2010, 21:09
But the tax income bonus is not very high and if you give bonuses over 5% it becomes buggy.

stratigos vasilios
08-13-2010, 02:31
Apologies to differ slightly from the OP.

Atm I have about 80-90ish settlements in the year 135 in my Romani campaign with cities such as Segestica, Dalminion, Gader, Sucum-Murgi and Pella all pumping out roughly 13k per turn. I have a ton of upkeep costs lost in military so potentially if I disbanded a few of my full stacks, would I see the (visible) income of these cities rise further? Or would it increase the income of other cities that are not making as much? ie. Athenai 2500ish/Roma 4500ish/Syrakousai 4000ish.

Hope that makes sense.

Ludens
08-13-2010, 10:12
Upkeep for units and wages for family members and agents are divided by population size, so yes, the bigger cities pay disproportionally more. This is because city population grows exponentially with each upgrade, while city income grows accumulatively.

Blxz
08-15-2010, 03:26
I believe I read somewhere that the rate of tax increase is not linear. I am fairly certain it was a walkthrough or a guide on what seems like a fairly legit CA thread (although my memory is average at the best of times). It is somehting like population brackets where under 1500 people you might get 1 mnai per 2 people but when it changes to a higher population bracket it goes to 1 mnai per 3 people and so on and so forth. Your income will still increase but it won't do so at the incredible rate that population (used to in Vanilla) increases.

If anyone knows the more accurate figures then by all means post them up but I am almost certain this is the system they use. I think it is actually flawed in that there is a slight drop in income in the very low stages of the next bracket when compared to the upper stages of the previous bracket.

Zarax
08-15-2010, 09:40
I don't remember the whole progression but IIRC a 400 people village yelds around 250, while 24000 gets around 2500, before modifiers.

It's not hard to experiment, take an undeveloped village and use the add_population cheat to increase or decrease the inhabitants.
Just remember to close and reopen the city panel after each change to correctly refresh the value.