Difference between revisions of "Taxation"

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== Overview ==
== Overview ==
'''Taxation''' is one of the ways players can earn {{Item|resource=gold coins}} for their settlement, with which to build new buildings, unlock technologies, import goods and pay building maintenance costs. New forms of taxation are unlocked in the [[Progression#Progression Tree|Progression Tree]] as the game develops, and can be managed in the Taxation page of the [[Book|Royal Book]] (F8), which will appear when the first taxation type is unlocked.
'''Taxation''' is one of the ways players can earn {{Item|resource=gold coins}} for their settlement, with which to build new buildings, unlock technologies, import goods and pay building maintenance costs. New forms of taxation are mostly unlocked in the [[Progression#Progression Tree|Progression Tree]] as the game develops, and can be managed in the Taxation page of the [[Book|Royal Book]] (F8), which will appear in the Book when the first taxation type is unlocked. On this page, players can choose which taxes to implement in their village, adjust tax rates, and see an overview of tax income and the effects of tax on happiness and [[Labour Influence]].


== Types of Taxation ==
Taxes are stored in the buildings that produce them, and are collected by Tax Collectors working in a [[Tax Office]]. If the building's store of tax coins reaches the maximum, no more tax will be earned by that building until a Tax Collector visits.


=== Residential ===
== Residential Taxes ==
Residential taxes are the first type of taxation, and are unlocked when the first functioning Tax Office is built in the town. Unlike other taxation types, Residential taxes are adjustable, and the player can earn up to {{Item|resource=gold coins|value=6}} per Serf, {{Item|resource=coin|value=16}} per Commoner and {{Item|resource=coin|value=36}} per Citizen, depending on the tax rate for each group. Houses can store up to {{Item|resource=coin|value=10}} per occupant (therefore a tier 2 density house with 6 occupants can store up to 60 coins).
 
However Residential taxes also cause a happiness penalty for villagers of -5% at the first level of tax, rising to -150% at the highest level.
 
== Other Taxes ==
All other types of Taxation do not cause a happiness penalty. However, implementing more than 1 different type of taxation in this group causes a penalty on the player's {{Item|resource=labour influence}} cap of -5 per taxation type. Therefore, if all 6 taxation types in this group are implemented, the player's {{Item|resource=labour influence}} maximum will be reduced by 30. The [[Edicts & Privileges|Labour Privilege]] "Additional Taxation" allows one more tax type to be activated before this penalty is imposed.


=== Milling Taxes ===
=== Milling Taxes ===
 
Milling taxes are unlocked in the Progression Tree. Checking this box on the Taxation page implements a tax on functioning [[Windmill|Windmills]], at a rate of {{Item|resource=gold coins|value=1}} per resource produced. A Windmill can store up to {{Item|resource=coin|value=50}}.
=== Market Stalls ===


=== Mining Taxes ===
=== Mining Taxes ===
Mining Taxes are unlocked in the Progression Tree. Checking this box on the Taxation page implements a tax on all functioning [[Mines]], at a rate of {{Item|resource=gold coins|value=1}} per resource produced. Each Mine can store up to {{Item|resource=coin|value=50}}.


=== Smithing Taxes ===
=== Smithing Taxes ===
Smithing Taxes are unlocked in the Progression Tree. Checking this box on the Taxation page implements a tax on all functioning [[Blacksmith|Blacksmiths]], [[Bowyer's Hut|Bowyers' Huts]], [[Swordsmith|Swordsmiths]] and [[Spearmaker's Hut|Spearmakers' Huts]], at a rate of {{Item|resource=gold coins|value=2}} per resource produced. Each building of these types can store up to {{Item|resource=coin|value=50}}.


=== Drinking Taxes ===
=== Drinking Taxes ===
Drinking Taxes are unlocked in the Progression Tree. Checking this box on the Taxation page implements a tax on purchase at all functioning [[Tavern|Taverns]], at a rate of {{Item|resource=gold coins|value=1}} per resource purchased. Each Tavern can store up to {{Item|resource=coin|value=50}}.
=== Tithe Taxes ===
Tithe Taxes are unlocked by implementing the Tithe Taxes Clergy [[Edicts & Privileges|Privilege]], which is permanently available. This taxation type implements a tax on visits to all functioning [[Church|Churches]] and [[Chapel|Chapels]], at a rate of {{Item|resource=coin|value=0.25}} per visit. This tax excludes Monastics and guests who are part of the Clergy (e.g. the Abbess and wandering monks). Each Church or Chapel can store up to {{Item|resource=coin|value=50}}.
=== Merchandise Taxes ===
Merchandise Taxes are unlocked via implementing the Merchandise Taxes Labour [[Edicts & Privileges|Privilege]]. This Privilege is unlocked by completing the related [[Quests|Quest]]. This taxation type implements a tax on purchases at all functioning [[Market|Markets]], [[City Market|City Markets]] and [[Refectory|Refectories]], at a rate of {{Item|resource=coin|value=0.15}} per purchase. Each Market can store up to {{Item|resource=coin|value=50}}.

Latest revision as of 11:57, 22 January 2026

Overview

Taxation is one of the ways players can earn Gold Coins.png Gold Coins for their settlement, with which to build new buildings, unlock technologies, import goods and pay building maintenance costs. New forms of taxation are mostly unlocked in the Progression Tree as the game develops, and can be managed in the Taxation page of the Royal Book (F8), which will appear in the Book when the first taxation type is unlocked. On this page, players can choose which taxes to implement in their village, adjust tax rates, and see an overview of tax income and the effects of tax on happiness and Labour Influence.

Taxes are stored in the buildings that produce them, and are collected by Tax Collectors working in a Tax Office. If the building's store of tax coins reaches the maximum, no more tax will be earned by that building until a Tax Collector visits.

Residential Taxes

Residential taxes are the first type of taxation, and are unlocked when the first functioning Tax Office is built in the town. Unlike other taxation types, Residential taxes are adjustable, and the player can earn up to 6 Gold Coins.png Gold Coins per Serf, 16 Gold Coins.png Gold Coins per Commoner and 36 Gold Coins.png Gold Coins per Citizen, depending on the tax rate for each group. Houses can store up to 10 Gold Coins.png Gold Coins per occupant (therefore a tier 2 density house with 6 occupants can store up to 60 coins).

However Residential taxes also cause a happiness penalty for villagers of -5% at the first level of tax, rising to -150% at the highest level.

Other Taxes

All other types of Taxation do not cause a happiness penalty. However, implementing more than 1 different type of taxation in this group causes a penalty on the player's Labor Influence.png Labour Influence cap of -5 per taxation type. Therefore, if all 6 taxation types in this group are implemented, the player's Labor Influence.png Labour Influence maximum will be reduced by 30. The Labour Privilege "Additional Taxation" allows one more tax type to be activated before this penalty is imposed.

Milling Taxes

Milling taxes are unlocked in the Progression Tree. Checking this box on the Taxation page implements a tax on functioning Windmills, at a rate of 1 Gold Coins.png Gold Coins per resource produced. A Windmill can store up to 50 Gold Coins.png Gold Coins.

Mining Taxes

Mining Taxes are unlocked in the Progression Tree. Checking this box on the Taxation page implements a tax on all functioning Mines, at a rate of 1 Gold Coins.png Gold Coins per resource produced. Each Mine can store up to 50 Gold Coins.png Gold Coins.

Smithing Taxes

Smithing Taxes are unlocked in the Progression Tree. Checking this box on the Taxation page implements a tax on all functioning Blacksmiths, Bowyers' Huts, Swordsmiths and Spearmakers' Huts, at a rate of 2 Gold Coins.png Gold Coins per resource produced. Each building of these types can store up to 50 Gold Coins.png Gold Coins.

Drinking Taxes

Drinking Taxes are unlocked in the Progression Tree. Checking this box on the Taxation page implements a tax on purchase at all functioning Taverns, at a rate of 1 Gold Coins.png Gold Coins per resource purchased. Each Tavern can store up to 50 Gold Coins.png Gold Coins.

Tithe Taxes

Tithe Taxes are unlocked by implementing the Tithe Taxes Clergy Privilege, which is permanently available. This taxation type implements a tax on visits to all functioning Churches and Chapels, at a rate of 0.25 Gold Coins.png Gold Coins per visit. This tax excludes Monastics and guests who are part of the Clergy (e.g. the Abbess and wandering monks). Each Church or Chapel can store up to 50 Gold Coins.png Gold Coins.

Merchandise Taxes

Merchandise Taxes are unlocked via implementing the Merchandise Taxes Labour Privilege. This Privilege is unlocked by completing the related Quest. This taxation type implements a tax on purchases at all functioning Markets, City Markets and Refectories, at a rate of 0.15 Gold Coins.png Gold Coins per purchase. Each Market can store up to 50 Gold Coins.png Gold Coins.