With the recent changes to the MM for higher tier POPI consumables, and the tweak to Base POPI generation, tl;dr we really need more finite control of taxation. Right now these vastly expensive POPI buildouts to get Engineers and Scientists are socializing these costs onto newer players who are just running Pioneers. I propose a progressive tax system to more accurately reflect the true costs onto those who are consuming and reaping the benefits of them.
I’m unsure of what is planned for the politics update; so forgive me if these ideas are rehashed.
Rain discussed POPI itself in this thread:
But I want to discuss funding of it here. So what is the current problem?
- The current “industry” based taxation system is unfairly taxing pioneers of smaller (poorer) players to fund the development of higher tier industries of the largest (richest) players in the game. “Construction” getting taxed at $30\day could be new players running just Pioneers… or someone running 5x more expensive Technicians/Engineers.
I suggest giving taxation tools to governors to more correctly reflect the true costs.
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Taxes per workforce tier.
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A progressive tax per quantity of population.
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Taxes based on # workers (which is what POPI requires), not building\production time (which POPI doesn’t care about).
What would this look like? (values are arbitrary, I don’t know the correct values)
- Pioneers - $12
- Settlers - $18
- Technicians - $25
- Engineers - $40
- Scientists - $80
Additionally, given that each base provides a small amount of Safety & Health, quantity of population also plays a factor. (values are arbitrary, I don’t know the correct values)
0-200 Pioneers - +0% modifier
200-500 Pioneers - +40% modifier
500+ Pioneers - +70% modifier
0-200 Settlers - +0% modifier
200-500 Settlers - +50% modifier
500+ Settlers - +70% modifier
0-100 Technicians - +0% modifier
100-500 Technicians - +50% modifier
500+ Technicians - +80% modifier
0-100 Engineers - +0% modifier
100-400 Engineers - +50% modifier
400+ Engineers - +90% modifier
0-100 Scientists - +0% modifier
100-200 Scientists - +50% modifier
200+ Scientists - +100% modifier
Again, I’m no expert onto what the correct numerical values of these should be. All I know is that taxes on Pioneers are too high, and taxes on everything else are too low. I think these two tools would give far more control to the planetary governors to correctly tax the inhabitants in a manner in which reflects their consumption of POPI. I think this would result in a far healthier experience for newer players, especially in the coming months once the buildout of POPI continues and costs continue to rise. This isn’t a huge problem… yet, but it will be.
An additional bonus is that maliciously high tax values could disincentivize inhabitants from building certain tiers of buildings during periods where there isn’t enough available population to support that many production buildings while also increasing funding for the buildout of the needed infrastructure.
ps. while I have my soap box, changing the tick size on the cx markets would vastly improve the health and liquidity of the market. “penny frontrunning” by 0.01 is a huge problem. People get to be “first” in line without actually sacrificing any meaningful value. I suggest changing the tick size to 3 sig-fig’s. Ex:
- $6.77 ncc
- $67.70 ncc
- $677.00 ncc
- $6770.00 ncc
Every power of 10 the tick size would increase. The structure would look like this:
- $9.98
- $9.99
- $10.00
- $10.10
- $10.20
- etc
We would see far tighter spreads on the cx markets with this change, along with far greater and more healthy liquidity across all of the markets.
Thanks for listening! What are your thoughts?