Poll
Question:
Should Emperors have the ability to tax everyone?
Option 1: Yes!
votes: 14
Option 2: No!
votes: 2
Option 3: Indifferent
votes: 0
Right now Emperors have two perks: a little crown next to their name, and the ability to send mass-messages to everyone in the game.
In some past Turbo rounds, we've had Emperors set up that taxed everyone in the game...about 0.005-0.02% of cash and food gained per turn (it doesn't sound like much but over time, and from every player in the game, it's somewhat significant).
A lot of players thought this was pretty neat, and I think it provides a little more incentive for other players to unseat the Emperor. The Emperor can control how much the tax is...so if they want, they can be a benevolent Emperor and set the tax to 0. Or they can be greedy and set it to max.
What do you guys think?
*likes* good idea, would not only want others to remove and emperor but also be an incentive to become an emperor.
what would the max tax be? *sets to 70% and gets 5b net*
Eh. Emps in the last while have been plenty powerful without it ^_^
there isnt enough perks for the emp at the moment though >:(
In the past, we've had a max of 0.02% per turn, which might even be too much. Assuming you make $10,000,000 per turn, the Emperor would get $2,000 of that per turn. The ideal tax amount would be not enough to give the Emperor a drastic and rapid advantage over everyone else, but just enough to be slightly annoying to other players. The Emperor can make promises, like, "let me keep the tax set at the max rate and I will give free stuff to everyone" or something. Or he/she can just be a jerk and set it at max rate and say "come at me bros".
Quote from: The Lady Shael on August 17, 2011, 01:37:29 PM
Or he/she can just be a jerk and set it at max rate and say "come at me bros".
this i like, an emp isnt an emp without being evil.
Great idea, but only a minimal amount. Perhaps 0.01% tops? May sound small, but is far from it.
thats 1b per turn if someoe is on 1 tril :o
(psst it's actually only 100,000,000)
Ironic because a moment ago I was just thinking how being Emperor was a bit disappointing.
Suddenly this poll appears. :)
Agree with Firetooth, even 0.01% is a bit much, considering everyone in the game uses turns.
Quote from: The Lady Shael on August 17, 2011, 01:47:22 PM
(psst it's actually only 100,000,000)
thats disapointing :(
still a lot if you think about it.
At 100,000,000 per turn for 450 turns (slightly less or more if you make or lose cash) you'd get 45 billion cash
Awesome idea :) only if it's a small amount though. 0.02% sounds good to me
It would give more incentive to fight against the emperor and also make it slightly more easy to solo emp, I can see this being annoying though if (like last REG round) the emp team totally dominates, maybe there would be a way of disabling it if the emperor got too much power? (i.e he has 20X more net than the closest person to him, or something equivalent)
Also does this take into account profit from missions too? Or just net income from workers?
the tax is on per turn production, not on saved amounts, iirc
Should implement it. Immediately.
Wait a sec, only per turn production? Then make it 0.02%.
Quote from: Uiblis on August 17, 2011, 03:47:41 PM
Should implement it. Immediately.
Right, Emperor Ubilis. :P
Lol, I won't be some evil tyrant setting the tax to max and telling everyone what to do.
Except to spell my name correctly.
Oops, sorry. :-[
Yeah, for some reason everyone does that. Either switch up the letters or omit one.
*made that mistake on a Turbo immort once* >.<
Back on topic:
How long will it take to put this in?
Probably not for a little while. :/ Usually we test things on Turbo for a month before pushing it to Reg.
now would be a good time seeing as there are 2 emps.
A month. I might not still be emp in a month.
just a petty complaint.
Should make another emperor round, test it using a robot account.
Quote from: Uiblis on August 17, 2011, 05:00:10 PM
Should make another emperor round, test it using a robot account.
Please, NO!!!
Then name the emperor land farm.
Happy? :)
Quote from: Uiblis on August 17, 2011, 05:00:10 PM
A month. I might not still be emp in a month.
just a petty complaint.
Sorry, I don't make the rules. =/
Oh wait.....I do.
:D
I'll see what I can do, personally I'd like to see this change up asap too. But, gotta talk it over with staff and make sure it's well thought-out.
the emperor deserves nothing but the finest cheese and ale.
Quote from: Pippin on August 17, 2011, 05:07:03 PM
the emperor deserves nothing but the finest cheese and ale.
Some food and cash from everyone in the game too.
well that to if you wanna get greedy.
*forgets that Shael is omnipotent*
*commends her for logic*
Quote from: The Lady Shael on August 17, 2011, 01:02:08 PM
Right now Emperors have two perks: a little crown next to their name, and the ability to send mass-messages to everyone in the game.
In some past Turbo rounds, we've had Emperors set up that taxed everyone in the game...about 0.005-0.02% of cash and food gained per turn (it doesn't sound like much but over time, and from every player in the game, it's somewhat significant).
A lot of players thought this was pretty neat, and I think it provides a little more incentive for other players to unseat the Emperor. The Emperor can control how much the tax is...so if they want, they can be a benevolent Emperor and set the tax to 0. Or they can be greedy and set it to max.
What do you guys think?
Thats how it should be :)
No sure if its been mentioned yet, but this used to be standard.
At least for some reason I remember it being standard.
I think it would be hilarious, and more severe too. More incentive to pay attention to the clans that jump early rather than ignore events until the last week of the round.
i say let them have an evil tax collector to go round knocking on their doors and charging 70% tax just to be meaner.
I think different networths should be able to be taxed different amounts.
the bigger the emp the larger the hold on land and control, i like it.
Quote from: Neobaron on August 18, 2011, 06:32:49 AM
No sure if its been mentioned yet, but this used to be standard.
At least for some reason I remember it being standard.
Having official emps wasn't really standard until a few months ago. We just had emp themes before that, and I think we had the tax feature in two or three or those themes.
Last reg round, Holby taxed everyone over 100 million networth. Doesn't have to be official, but would be cool if I actually was emp and taxed people.
wouldnt officially call that a tax but similar i suppose, a net cap.
True, would actually be cool if there was a robot account that was there to aid the emp in collecting taxes.
i'd do it for free, sacking and stealing is my specialty. and i'd keep 90% of it.
Quote from: Dark Claws on August 18, 2011, 10:42:15 AM
True, would actually be cool if there was a robot account that was there to aid the emp in collecting taxes.
Why would you need an account to collect taxes?
BECAUSE AN EVIL TAX COLLECTOR FOR AN ALMIGHTY RULER IS ESSENTIAL.
Corrupted tax collector like you would just take everything.
90% actualy
I'm not that kind of emperor. My position helps all the new players. They ask for something and I send it. I get to teach lots of tricks
QuoteHaving official emps wasn't really standard until a few months ago. We just had emp themes before that, and I think we had the tax feature in two or three or those themes.
Hmm. Maybe i'm thinking of another promi then, but i'm fairly certain it was RWL.
If there was a tax, it should be for a certain group networthwise and a certain number (possibly what you tax your workers).
I am for this.
Would be cool if you could select who you want to tax and who you dont.
Quote from: Night Wolf on August 20, 2011, 08:48:47 AM
Would be cool if you could select who you want to tax and who you dont.
Or this:
Quote from: Rakefur on August 18, 2011, 06:53:06 AM
You should be able to tax different networths different amounts.
Wouldn't that be kind of complicated? How would that work?
Sorta like the worker tax I guess. Instead, you would also input data on the warlord networth range to tax ie. 100 mil to 500 mil. This could help increase the strength and reign of the emporer, but would anger rebels. Maybe if we do that, a robot account could be made to aid resistance leaders (I know it's a stupid idea, but I'm just typing what I think).
THe problem is subjectivity. Code is objective, so it cannot usually identify "resistance" player without human input. That's not to say that you couldn't write a particularly clever algorithm to do so, but I really don't think that that would be a good or even productive use of time.
Quote from: Dark Claws on August 23, 2011, 06:28:55 PM
Sorta like the worker tax I guess. Instead, you would also input data on the warlord networth range to tax ie. 100 mil to 500 mil. This could help increase the strength and reign of the emporer, but would anger rebels. Maybe if we do that, a robot account could be made to aid resistance leaders (I know it's a stupid idea, but I'm just typing what I think).
Quote from: Shadow on August 23, 2011, 07:51:04 PM
THe problem is subjectivity. Code is objective, so it cannot usually identify "resistance" player without human input. That's not to say that you couldn't write a particularly clever algorithm to do so, but I really don't think that that would be a good or even productive use of time.
Too bad. :'(
Why does it need to care about resistance players? If I don't like the goverrnment, I still pay my taxes.
removed spam
Shadow
Modding
:'(
if tax/turn is the problem make it per day
If you're going to tax, make sure that it taxes missions, too. And make it tax food gain. The percentage that you've listed isn't even that much, but emping should have some tangible benefit.
It taxes all the food and cash you make per turn from every player in the game...so I think that's a lot (basically other people running turns for whatever reason benefits you). In past rounds I've watched it from a robot emp account's point of view, and 0.02% was still a tangible profit. But we'll test this soon. ^.^
Right now I believe it's set up to do per turn income, but mission income is actually independent of turn income. I believe it's only drawing on the final +n that you get from your workers, markets, and such. Unless you specified this already and I just didn't read (I think I skipped most of page 2 and half of page 3). But if it takes from missions, that'd be killer.