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 3. Abolish Taxes

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Lance
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PostSubject: 3. Abolish Taxes   3. Abolish Taxes EmptySeptember 14th 2010, 22:39

3. Abolish Taxes

(this is subject to change)

I'm guessing the difference between breeding with fodder and breeding with cash is minuscule. It would be a better boost to abolish taxes, which will accomplish two things:

1. Help ease the transition into min/max price laws.
2. Give people more money to spend and invest in the economy.

Also a huge morale bonus to Galloway . . . no one likes paying taxes. If we decide to reduce taxes, we can just use the revenue generated by taxes to buy up goods for trade
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PostSubject: Re: 3. Abolish Taxes   3. Abolish Taxes EmptySeptember 14th 2010, 23:24

Sajanzv wrote:
Cash breeding calculates corn at 3 pounds and wheat at 11.25 pounds. This is always a constant value.

Assuming you use the corn option and breed in batches of 4 (most efficient way to breed using corn), cost is 3/4ths of the selling prices. So for pigs it will be 18.75, for sheep it will be 26.25 and for cows it will be 33.75.

For wheat, the batch sizes differ for various animals. You could breed cows 1 at a time, at a cost of 33.75
For sheep, the most efficient batch using wheat is to breed in multiples of 3. That would give you a cost of 26.25 per sheep.
For pigs, the most efficient batch using wheat is to breed in batches of 49 pigs using 82 wheat. The cost works out to 18.8265 pounds per pig
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PostSubject: Re: 3. Abolish Taxes   3. Abolish Taxes EmptySeptember 16th 2010, 12:11

Given Sajan's response . . . it's only slightly more expensive to breed with cash then using fodder. I think that's the green light to abolish taxes Very Happy. I know Alistair had expressed that he would like to continue taxation. Maybe on a smaller level. Even 1.00 or 2.00 per field/workshop would be a nice cash flow for CC.
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PostSubject: Re: 3. Abolish Taxes   3. Abolish Taxes EmptySeptember 29th 2010, 18:08

Census - 9/28/1458 . . . put this together so we can play with different tax rates. I'll see what 1.00 per field and 2.00 per workshop would give us.

Dumfries - 14 workshops, 28 fields
14 @ 2.00 = 28.00
28 @ 1.00 = 28.00

Total Tax = 56.00

Drummore - 43 workshops, 81 fields
43 @ 2.00 = 86.00
81 @ 1.00 = 81.00

Total Tax = 167.00

Kirkcudbright - 52 Workshops, 125 fields
52 @ 2.00 = 104.00
125 @ 1.00 = 125.00

Total Tax = 229.00

Whithorn - 43 Workshops, 96 fields
43 @ 2.00 = 86.00
96 @ 1.00 = 96.00

Total Tax = 182.00

Wigtown - 68 Workshops, 136 fields
68 @ 2.00 = 136.00
136 @ 1.00 = 136.00

Total Tax = 272.00

I'm assuming these would all be transferred by the Mayor to a grant that a town trader has. Then used to buy up goods. Do you think that's enough money every 15 days to keep a steady stream of exports going?
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Sullihan




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PostSubject: Re: 3. Abolish Taxes   3. Abolish Taxes EmptySeptember 29th 2010, 20:58

We won't know for sure if that'll last 15 days until we implement it...but at approximately 900 pounds per 15 days we could purchase say 50 fish for export per 15 days, 100 per month. I personally don't think that is enough money to really influence trade, if we were to sell those 100 fish at a .50 profit(pretty unlikely) to Cumberland that would a 500 pound profit per month...nice, but if the taxes were 4/3 per workshop/field then the taxes would bring in 2278 per 15 days, 4566 per month. Seeing as our system of getting out of debt is going to be based on market control and trade, I think we need to have closer to 4600 pounds per month than 1800. Especially in the beginning when we are going to have to use this money to grant the mayors money to get their markets under control, we are going to need that extra money.
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PostSubject: Re: 3. Abolish Taxes   3. Abolish Taxes EmptySeptember 29th 2010, 22:44

Well taxes right now are 5/5, I wanted to lower them significantly to create a bit of an economic stimulus to try to soften the blow of all the labor regulations we're throwing at people. Maybe do this in conjunction with a widespread donation program? That way we can still lower taxes, but still have the cash flow we need to trade. I'll let some more people comment on this before working it out further.
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Alistair243




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PostSubject: Re: 3. Abolish Taxes   3. Abolish Taxes EmptySeptember 30th 2010, 12:57

It would start slow your right Sulli but it would be an investment, every 15 days we get 900 pounds then over time then we build it up, and its not going anywhere but a bank account so to speak, so then you end up a few thousand which gets used to trade and only makes more money as we go, say in 2 months time we have 4k and building which gets used for trade and only makes profit and gives us an inventory to work out of, the initial results may not be great but if we need to we can set it up as a trading company and give people rewards for investing money with us and give them returns when we get more money.
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PostSubject: Re: 3. Abolish Taxes   3. Abolish Taxes EmptySeptember 30th 2010, 16:12

Personally I would pay 10 per field and 10 per workshop.


Takes money to make money.
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PostSubject: Re: 3. Abolish Taxes   3. Abolish Taxes EmptyOctober 2nd 2010, 23:17

I know you would, but many others wouldn't. That's why I think we should lower taxes all around, but get a solid donation system going, so that those people that do want to give more, can donate regularly. That would also give us all around more capital to work with.

Also, you can see how some of the other initiatives are going to be rough on people at first. Tax cuts were supposed to be something positive, cut them some slack, while they get used to the min/max prices and the new labor regulations.
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Ceana

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PostSubject: Re: 3. Abolish Taxes   3. Abolish Taxes EmptyOctober 3rd 2010, 11:23

Heh...


You talk like this is already set in stone.. soo.. there seems little to be discussing anymore. Wink
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PostSubject: Re: 3. Abolish Taxes   3. Abolish Taxes EmptyOctober 3rd 2010, 12:02

It's not Razz . . . like I said it takes 7 votes to change things on CC. If we don't have the backing of the majority of our party on this, there's no point and even bringing it up once on CC. That's why I wanted to work this out now, before CC. If no one is going to get on board, I'm going to stop doing all this research and put my efforts into another area where we have a chance to do something productive.
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PostSubject: Re: 3. Abolish Taxes   3. Abolish Taxes EmptyOctober 4th 2010, 16:09

How about we start out at 3.00 for workshops and 2.00 per field. It is an investment, but still adequate enough to keep goods moving. We are going to set up a donation system via the town traders for those that want to donate more.
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Wallace




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PostSubject: Re: 3. Abolish Taxes   3. Abolish Taxes EmptyOctober 5th 2010, 07:36

This seems like a good idea, nobody likes paying taxes, but towns certainly like getting taxes, I found this the only way to keep Drummore in the black until I got trade moving.

Of course, I just answered my own point by saying that trade is the key to towns making money, but we will still be keeping taxes alongside this, albeit lower taxes than usual.

And will this tax still be going to CC? If so, I would find it difficult to keep Drummore out of debt, though I would certainly do my best, though I know Drummore is the least economically viable town in the county right now.
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