Politician Archive
Thread: How will you pay for your city?
A further thought I had (got me thinking this morning) is this:
The current tax structure on Test Center allows for the following taxes:
1. Income Tax: 0-1000cr per week
2. Property Tax: 0-50% per hour
3. Sales Tax: 0-20% per sale
4. Shuttle fee: 0-500cr per ticket
At launch, you need 100k per week, and let's say you stuff 20 people in a city 5km from the nearest NPC city...
1) 1000 per week for these is 20000.
2) 50% property tax for20 small houses is something like 2400 credits a day, or 16800.
3) Sales taxes will be maybe 2 or 3k a week, because who wants to run 5km to shop?
4) No shuttles fora month. This is not even a funny joke.
Sooo, your potential taxes, jacked ALL THE WAY UP is....39800 or so. So YOU, the MAYOR, gets to make up the other 60200 in taxes...every week!
This is just a City Hall, no amenities, no extras, nothing to make your city special. And if I am paying 60k out of my pocket a week (well, probably fundraising and voluntary levies), I sure am not thinking "gardens, mission terminals and amenities," I'll be thinking, "Man, I had to give up all my combat skills for this job, so I have to run delivery missions for six hours a week to keep it."
RbT
If that is the maintance fee per week, then the first thing to do is too ask the Devs why they hate us so much as to crush our dreams under Confiscatorywealth scheme that would give Democrates wet dreams.
I didn't know you were a Star Wars fan Sean Hanity....
j/k ![]()
Nostradamus smyth
A city grows from tax revenue. Building revenue structures will help pay. From what it looks like, the only "cash revenue cow" would be the starport.
Building your city near a popular attraction, (i.e. jedi caves, krayt dragons) will be essential for a successful large city. As the saying in real estate goes, its all about location.
Fufilling a suppply of a demand is the answer with starports. Building a starport near a popular hunting ground brings money in from folks that DON'T live in the city, (outside revenue). This relieves the citizens of the city of some of the burden.
While not a cure all end all, a heavily used starport has the potential of being the cash cow for a city.
All this being said, if you look at my post, I maintain that unless you have a huge number of people, you won't be able to even use taxes to pay for your city. Less than 1/3 of the city revenue from taxes? Geez. I think some of you need to do the math on your own proposed cities and observe the same.
RbT
1. Income Tax: 0-50cr
2. Property Tax: 0-10% per hour
3. Sales Tax: 0
4. Shuttle fee: 0-100cr per ticket
If anyone runs against me, i'll fit the bill myself ... i love being rich ![]()
For those of you that aren't rich, try speculative resource managment, i mined/bought like 500k eatsob copper, which is selling for 8-10 cpu now, and will only rise
(same goes for my 15 cpu wahic steel)
-Ragnoraq
Ragnoraq wrote:
1. Income Tax: 0-50cr
2. Property Tax: 0-10% per hour
3. Sales Tax: 0
4. Shuttle fee: 0-100cr per ticket
If anyone runs against me, i'll fit the bill myself ... i love being rich
For those of you that aren't rich, try speculative resource managment, i mined/bought like 500k eatsob copper, which is selling for 8-10 cpu now, and will only rise (same goes for my 15 cpu wahic steel)
-Ragnoraq
If you just have 2 heavy minerals on grinding steel and sell for 3cr per, thats still around a mil a week. If a city cannot get a couple lots out of their entire population, something is wrong. All these posts about casual gamers, etc not being able to afford a city.... if they cannot figure out a way to finance their city, they need to find a different profession
many rich people in town will donate their funds.... I will be donating 2 mil.... but 350k to 1mil per week is INSANE!!!! that is way to much money.... if the biggest city had 100 people.... that's 10k a week per person... I know I wouldn't want to live in a town if I had to pay 10k every week....
I plan on mainly charging shuttles and vendor/bazaar tax in our city... with probably a min property tax... rest will come from donations.
Alright I don't see how it can be done, I mean you should be able to balance the budget without external sources, so I attempted for the extreme case that was mentioned. I believe QAville has 64 citizens and a over 1 million credit expense side of the budget, which I properly rounded down to one million.
Alright here are the assumptions for a city to get max profit, without pa halls:
1) Only large houses.
2) Max out all taxes, and shuttle fee.
So with QAville, it would earn 64k in income tax, and if maintenance is 60 cr/hr on large(sorry don't know actual rate) it would also earn 322,560 credits in property tax per week. Then comes shuttles, say everyone rides the shuttle twice a day, everyday, that is 448,000 credits. This comes to a grand total of 834,560 credits. The rest is dependent on sales tax, which is 20%(max), so 1,000,000 - 834,560 credits is 165,440 credits left to compensate, we take that and divide by the 20% tax to get the actual sale we have to make per week to get a balanced budget for QAville... 165,440 / .2 is 827,200 credits. So the city as a whole would have to sell 827,200 credits worth of goods through vendors.
I just don't see how it is possible to balance a budget without external sources, and it most definitely should be!
i plan to make cash by
1. never lifting the zoning rules and charging people a feeto place their bulidings/harvestors/factories. i can make sure the city is laid out the way it should and the fee goes to the city.
2. limiting the number of shops to 1 of each kind in the city and charging those shops a large fee to do bussiness. the shops get to flourish without competition, the residents getto pick fromall the goods available in the SWG and the city gets a big fee in it's treasury.
3. city owned harvestors/windmills. resources are sold to residents at a discount and non-resident at normal price.
having said that, i still don't think a city will be able to stay in the black if the maintance numbers are correct. my only hope is that the numbers are set high to accelerate testing.