The Joys of taxation
by Magnum
Everyone needs money, even in the virtual universe of VGA Planets, but how do you go
about maximising your cash flow and still allow your clans to grow? Clan growth is of
major importance in the game because if you "aint got any clans, you aint
gonna have a very good chance of surviving the game". So clan growth is one of the
first considerations you must make when deciding on a tax strategy.
Well Im going to just tax at 5% and my clans will love me and they will grow!!!
Big negative!!! It may sound like a reasonable strategy, but even if you tax at 1% clan
growth is slower than at 0%. And who can live off a 5% tax rate anyway? I gotta have
ships!! I gotta have torps and fighters!!
There is an interesting fact about Planets that you may not be aware of. Planets could
care less if you tax at 5% or 50% as long as you let happiness points build back up to 70
or higher. 70 happiness points or more is what is required for your clans to grow. Go
below 70 HPs and no growth will occur. There are also a lot more variables in clan
growth like temperature, building structures, and even overpopulation.
Now when I refer to clans, I am also referring to native clans. The natives are where
the money is at. Get yourself an Insectoid unity planet and youve got it made,
right? True, but how do you go about maximising the cash that you can get from such a
planets natives?
I have developed a tax plan with the help of some very distinguished players, and have
worked a lot of the bugs out, to guide you in your quest for domination of your empire,
and your enemies. The more money you have, the more powerful you are, hopefully.<G>
- Only tax colonist clans when you absolutely must. If it is your Home World or a planet
without natives you must tax them. Natives are where the real money is, so on planets with
natives, dont tax your clans at all, but let them grow uninhibited. Also make sure
that you have the required amount of colonist clans on the planet to enable you to tax all
the natives.
- On planets with a high population of natives with a good government you must decide if
you are going to want money or minerals from the planet. If its money you want then
dont keep building mines, factories and defence posts. Build only the minimum
required structures on the planet. Also take a look at the temperature to see if its a hot
or cold planet. These will affect the strategy that you will eventually employ.
- Alternate a high tax rate with 0% every other turn. I use 22% and alternate with 0%.
Never allow HPs to stay below 70. If they go below 70, then give your clans a break
and let them off the hook for a couple of turns. One guy I know taxes 1 turn at 40% and
then 4 turns at 0%. This strategy actually allows for the fastest clan growth, but the
money is not as good and it is hard to keep track of the last time you taxed them. With a
20% rate it is easy to keep track of and you will triple the money you are getting from a
good planet. As long as you alternate with 0% and keep the HPs above 70 your native
clans will grow at an unbelievable pace.
- If you are not careful and keep building structures, or the planet isnt a good
temp planet, then you can experience "tax burnout". This is when it takes an
extremely long time to build HPs back up into the 80s and 90s. If this
happens it is best to just tax at an even 5-10% and take what you can get. You can also
experience this problem because of overpopulation of the natives. When this happens I no
longer care if I am inhibiting the growth of the native population and will allow the
HPs to drop into the 60s.
- There are a lot of factors to consider when implementing your tax plan. Everyone needs
money early in the game, so starting with an aggressive tax plan can help you get the
quality builds that you need to survive. After the ship limit is reached you have time to
let your natives chill out and get their HPs up. This will allow you to start taxing
aggressively later on in the game when there are a lot of battles and the build queue is
moving faster.
- On planets where you dont have the proper amount of colonist clans to get all the
taxes out of the natives, tax at the highest rate that you can and alternate with 0%.
Sometimes that is only 5% and sometimes its 17% , but if you want your natives to
grow, alternate with 0%.
- Sometimes you get those Avian unity planets that will allow you to tax into the
30s and 40% and still keep there HPs above 70. By all means do this. Avians
are stupid, they dont care.<G>
- If you use this strategy try very hard NOT to miss any turns. If you do miss one or two
turns you can recover by not taxing for at least double the time that you were taxing at a
high rate. You should have a pile of money to use in the mean time. If you miss more than
three turns you are likely to find your natives rioting.<G>
In conclusion, now that Ive revealed this strategy to everyone, I can expect more
powerful enemies, so you may just want to forget I even told you about it.<G> Hey, I
might be lying to make all your natives start rioting and burn all your factories down.
Thats the ticket!!!
May your clans grow uninhibited until I come along and SSD your planet. Till
then.....In Game!!!
This strategy was thought of, tested, and debugged by a lot of people. My thanks go to
them. They are....
Hammer, Megalomaniac, Autopilot, The General
This article was submitted by the Editor of the, now defunct, E-Zine
Planeteer Resurrection.
Other articles, fiction & humour from the Planeteer Resurrection have been
submitted to the "UK Atheist
& Science E-Zine
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