Politician Archive
Thread: Taxes FAQ
We have a level 2 Villiage on Tatooine, costs us 84k maintenance and we have 25 citizens. That's 3,360 credits per person per week. I have not charged any taxes yet, but it's time. We have been running on donations. I'm thinking about starting with a 2000 per week income tax, 10% sales tax and 10% property tax.
Hope my citizens don't feel oppressed.
Here's how the income would break down:
Income Tax: 2000 per week per citizen, 25 citizens. 2000 x 25 = 50,000 credits
Property Tax: Estimate: Say we have 50 structures, average maintenance of 40/hr. 50 x 40 x 24 x 7 x .10 = 33,600 credits
Sales Tax: Hard to estimate, will not rely on taxes from this.
Summary:
Income Tax: 50,000
Property Tax: 33,600
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Total Income: 83,600
Total Expenses: 84,000
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Surplus (Deficit):( 600)
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We can live with that for now. We will be getting more citizens which will add a surplus to the treasury then we will be able to grow to the next level when we hit 35 and also allow us to place more civic structures/trainers/mission terminals.
Are there any other contributions to this FAQ that people can make?
- Acroyear
This has been pulled together from the Holocron, the Advanced Player Guide, and our posts here. Please review it and let me know what corrections need to be made so that it can be submitted to Bajeezus. There are some obvious spots where information needs to be filled in.
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Taxes & Maintenance FAQ Info
Taxes are managed from the city management terminal and all tax information is public and can be seen there. There are four types of tax the mayor can collect:
1 - Property Tax - Every player who owns a structure (house, factory, harvester, PA hall, or civic structure) in the city pays a percentage of their maintenance as property tax. This amount is automatically factored into the structure maintenance. When a player examines a structure they can see the hourly maintenance rate and it will state on that dialog box what the cities taxes are.
This tax is known to have the side effect of destroying the homes of inactive or maintenance fee delinquent players. It can do so by removing money at a more rapid rate from their homes, and has been known to cause issues for casual or infrequent players.
This tax is charged per hour in keeping with the scheduled maintenance payment of a structure.
Unknown if there is a cap.
2 - Citizen (Income) Tax - A non-mandatory flat fee tax charged to every citizen of the city. The money is automatically removed from the player's bank should the player being taxed accept the system message prompting for payment. If the player can't pay, the mayor is notified of the delinquent payment via email.
This tax is a charged to citizens on a weekly basis.
This tax has a cap of 2000cr.
The mayor appears to be exempt from this tax.
The deductions appear to be taken at random times from citizens throughout the week (perhaps at login times?)
There may be a bug with deliquent tax notifications to the mayor, further input from the Politicians is needed on this topic.
3 - Sales Tax - A sales tax added to every item sold by a merchant in the city. The vendor owner sets a price for a given item, and when a customer views that price, they see it with the tax already added in for them to provide transparency.
Tax is collected at the time of purchase.
This tax also applies to the item offered to that vendor.
It is unknown if there is a cap on Sales Tax.
4 - Travel Fee - An additional fee added onto the normal ticket price for traveling from the city.
This fee is known to reset itself daily back to 100cr (bug).
In some instances setting this fee to zero causes issues with the shuttleport that can be resolved only by redeeding it (bug).
The fee is known to apply only to ticket purchases made from the city's shuttleport. Round trip tickets purchased from another location to your shuttleport and back do not produce tax revenue.
Tax is collected at the time of ticket purchase.
There is a maximum fee of 1000cr on the shuttle tickets.
Currently donations made to the city are anonymous, and give no notification to the mayor.
All taxes are deposited directly into the city treasury. City maintenance is evaluated on a weekly basis, after the mayoral election. Each week the total maintenance cost of the city is calculated and subtracted from the treasury.
Each civic structure in the city contributes to the maintenance fee. City hall maintenance is paid first, then the rest of the structures. If the city can't pay for a structure, it will notify the mayor and damage the structure. The status of civic structures may be checked in the city structure report. If a civic structure reaches 0 condition it is destroyed. If the city hall is destroyed, all civic structures are removed and the city is disbanded. A city should take 4 weeks to decay if no maintenance is paid. If the city can't pay for mission terminals, skill trainers, or decorations, it destroys them. The mayor is always notified of this.
Reported bugs in decay include having removed trainers and decorations continue to count against the city's cap on the number of these items available.
The weekly city maintenance is paid from the city treasury, and the mayor of the city only has limited access to these funds - they can withdraw a maximum of 50,000 credits per day, and each withdraw sends an email to all the citizens of the city with the amount that was taken.
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That's what we have so far, and includes updates suggested in the forum. Please post any further contributions here.
HiroBlack wrote:
2 - Citizen (Income) Tax - A non-mandatory flat fee tax charged to every citizen of the city. The money is automatically removed from the player's bank should the player being taxed accept the system message prompting for payment. If the player can't pay, the mayor is notified of the delinquent payment via email.
This tax is a charged to citizens on a weekly basis.