Politician Archive

Thread: Taxes

DingoBoi
Tue Nov 18, 2003 2:13 pm
#1

um... try patrons of the city who contribute to the city fund. That's how you pay for a small outpost. The change was to prevent griefing by placing a city around structures and taxing them to death. It happened to me. 50 harvesters with not a single house around prepatch. Post patch city hall right on edge of my harvesters. Who's at fault. The city popped up around me and I should have to deal with taxes immediately. (yes if i stay then thats ok) But right now they could jack the tax rate and my choice is to move immediately or wait it out paying their exorbitant fees. At least the level two size to tax prevents this from happening. My harvesters are moved now as cycle is over. (note: I wasn't taxed by the city but it was possible for them to do so which would have been major griefing. Want to put a miner of of business? Drop a city hall and tax to death. This was a good change.



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BigGuy_WAN
Wed Nov 19, 2003 1:23 am
#2

If Outposts can't collect taxes how are we suppose to pay the bills? What is all the grossly ignorant reasons behind all these changes. Once again, LEAVE THINGS ALONE!



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Tarthos_Intarca
Fri Feb 06, 2004 9:27 am
#3

How do each of the taxes work, i know th sales tax just adds the pwercentage to the sale price of all the vendor sales in the city, but what about property tax and the others


Mayor to be

Tarthos


and has anyonw found a way to get people to actually vote for a mayor that is not in office



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Chibi-Bar
Fri Feb 06, 2004 9:46 am
#4

ok.. answer to the 1st question..


there are 4 taxes


Property tax: this will raise your base maintence rate. the extra will be deposite directly into the treasury every 1 hour.


Sale tax: this amount added to the total (I wish they just deduct from the price listed) and each time the item is sold... the difference (say 100 with 5% tax.. then price is 105.. 5 credits will go into the treasury) will go into the treasury


shuttle port: this is "bugged" default to 100... when a ticket (one way or round trip) purchase on YOUR shuttleport only... 100 credits will deposit to the treasury.. currently even if you set your tax to 0.. it will reset to 100 the next day


income tax.. this amount from 0-2000 max.. after your city cycles (update) I think about 2-5 hours later you will get an email for paying X taxes to the treasury.... this will auto deduct from your bank account not your credit pool.. thus far.. if you have no money in your bank.. I don't think anything else happen. this is done once per week.


To vote for another mayor: the person have to be a resident and run against the mayor.. when you go to the voting terminal, you can choose who you vote.




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jjmartin
Sat Feb 28, 2004 11:34 pm
#5

My city has agreed to a 7K credit tax per person instead of a percentage tax but the game will not let me put an amount that high. Why is that and how high can i place that amount?



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xendro
Sun Feb 29, 2004 5:57 am
#6

If I remember, the limit is 2000 creds.



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Gelco_Darkfly
Thu Sep 15, 2005 3:20 pm
#7

Out of interest has anyone ever suggested a percentage income tax? I have a big problem as mayor as Im sure all do about the money it costs to run the city. Over the time weve tried a lot of things and have managed for a while to stay quite well off and happy.

The 2nd problem I have is putting a massive tax on the city to help fund it. Personally if someone charged me 5k a week to live in the city I wouldnt notice it. However to newer players who dont enter the world and beg dont have a lot of money. I remember for about the first 6 months I had less than 50k in the bank at any one time. Although we tend to recruit rebels so slightly longer in the game to get to that point we do want to be a guild that can welcome new players. These new players cant afford the same taxes as older richer players.


So why not have a percentage tax. Each week players give 1% of their money to the city. That way newer players might be paying a few hundred creds every week while richer players are paying perhaps 10k-20k a week. That would give cities a lot more money but without harming players with less cash. Not sure if this has been brought up before but just a thought.
bluejanus
Thu Sep 15, 2005 8:42 pm
#8



Gelco_Darkfly wrote:
Out of interest has anyone ever suggested a percentage income tax? I have a big problem as mayor as Im sure all do about the money it costs to run the city. Over the time weve tried a lot of things and have managed for a while to stay quite well off and happy.
The 2nd problem I have is putting a massive tax on the city to help fund it. Personally if someone charged me 5k a week to live in the city I wouldnt notice it. However to newer players who dont enter the world and beg dont have a lot of money. I remember for about the first 6 months I had less than 50k in the bank at any one time. Although we tend to recruit rebels so slightly longer in the game to get to that point we do want to be a guild that can welcome new players. These new players cant afford the same taxes as older richer players.
So why not have a percentage tax. Each week players give 1% of their money to the city. That way newer players might be paying a few hundred creds every week while richer players are paying perhaps 10k-20k a week. That would give cities a lot more money but without harming players with less cash. Not sure if this has been brought up before but just a thought.




Hmm that would mean that the city would have direct access to player bank accounts. I think the current system only affects items that are resident in the city.





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Gelco_Darkfly
Sat Sep 17, 2005 12:11 pm
#9

no it wouldnt. it would be exactly the same system as it is now by only applying to residents.

but does it matter if the city has to check first how much a player has? Its not displayin it for everyone to see.I just think it would bring in a lot more money without hurting players with little money
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