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 "ain't got any clans, you
ain't 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 I'm
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 HP's 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 you've 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]
Setting tax rate
1 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, don't 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.
2 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 it's money you want then don't 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.
3 Alternate
a high tax rate with 0% every other turn. I use 22% and alternate
with 0%. Never allow HP's 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 HP's above 70 your native clans
will grow at an unbelievable pace.
4 If you
are not careful and keep building structures, or the planet
isn't a good temp planet, then you can experience "tax
burnout". This is when it takes an extremely long time
to build HP's back up into the 80's and 90's. 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 HP's to drop into the 60's.
5 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
HP's 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.
6 On planets
where you don't 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 it's 17% , but if you want your natives to
grow, alternate with 0%.
Avian natives
1 Sometimes you get those Avian unity planets that will allow
you to tax into the 30's and 40% and still keep there HP's
above 70. By all means do this. Avians are stupid, they don't
care.[G]
2 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 I've revealed this strategy to everyone, I can expect
more powerful enemies, so you may just want to forget I even
told you about it. Hey, I might be lying to make all your
natives start rioting and burn all your factories down. That's
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
Magnum
|