Politician Archive
Thread: Unable to Balance Budget
well, i saw this a while back as a problem to be moving far away from a civilised location... here is my 'personal' solution.
I run a architect / tailor / stim's shop. (me and a RL friend)
My shop will stay where it is to begin with, and will be moved slowley to my new city, and finish the move completely and cancelling old vendors, once the shuttle port is in. I can currently make 50k - 1million k per day, very fluctuating depending on how many structures i sell really, someone asked me to make him 8 heavy mineral harvesters once, needless to say thats a lot of money in one day. Also have a TKA friend who solo's Kamurith missions on dantooine, she can make around 40k per hour, longer with coffee breaks between, or accidental deaths etc.
Politician is obviously not going to be a financially independant proffession, you will either need backing from friends (sponsors?) or a second proffession that can get money in.
If cities could balance themselves out financially, then anyone could get one, and there wouldnt be so much challenge imo, and im pretty sure that is why SoE has done it like this
Joshie wrote:
So what you're saying is you want the functionality of the tax system to be increased so that you don't have to do anything manually. I can understand that.
There is a difference between what you're saying and what many others are saying, though. Most are complaining that the costs are too high, rather than being worried about the income tax cap being too low.
If it comes down to it, I can raise 60k a week to cover the city's costs out of my own pocket. I am not giving up all my combat skills to pick up Politician, nor am I giving up all my tradeskills, so there are still many money-making opportunities available. 60k a week is 8500 credits a day. I can make that with one large mineral harvester.
Ok, Joshie, I think we can agree on some points. I DO feel the costs are high, but I also know my city and many others can raise the money. I think we agree that:
1) Taxes should be capable of coveringthe city costs without manual infusions of cash.
2) The amount of taxes is not the trueissue, it's the inability to balance the budget.
3) Politicians aregoing to need a city full of help if the costs remain the same, or at leastbe motivated to make money.
Yes?
RbT
There is a difference between what you're saying and what many others are saying, though. Most are complaining that the costs are too high, rather than being worried about the income tax cap being too low.
If it comes down to it, I can raise 60k a week to cover the city's costs out of my own pocket. I am not giving up all my combat skills to pick up Politician, nor am I giving up all my tradeskills, so there are still many money-making opportunities available. 60k a week is 8500 credits a day. I can make that with one large mineral harvester.
The great tax variable is sales tax. Our current city does anywhere from 2 to 10 million credits of business per week. This is just the nature of our PA, though - we have a good supporting crafter group who make some of the best weapons and armors on our server. I think this is an important variable that some Mayors may be neglecting.
However, I understand that there will be some cities built, comprised of, and funded by mostly combat folks. As such, the only real taxing option would be the income/citizen tax. Using this scenario, then I definitely see a need to raise the income tax cap.
Having the city balance itself would of course be the ideal solution, but one of the large problems with that is an inability to determine each player's actual income to tax them appropriately to what they can afford. This will have to be covered down manually by soliciting donations, which stinks, but I can't think of a better way (meaning a system for the devs to implement) to handle things.