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Author Topic: Lordship: A Suggestion Game  (Read 327722 times)

Mlamlah

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Re: Lordship: A Suggestion Game
« Reply #135 on: January 04, 2013, 12:30:57 am »

Or maybe a tax of crops? We collect a tax of crops and store them in a central warehouse. From the stockpile we can either trade the food, or keep it in case of unexpected famines.
Just so you know that's traditional medieval taxation. It's not a bad way of doing things though, though depending on how we do it we may be resented for it.
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Gotdamnmiracle

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Re: Lordship: A Suggestion Game
« Reply #136 on: January 04, 2013, 12:33:49 am »

Or maybe a tax of crops? We collect a tax of crops and store them in a central warehouse. From the stockpile we can either trade the food, or keep it in case of unexpected famines.
Just so you know that's traditional medieval taxation. It's not a bad way of doing things though, though depending on how we do it we may be resented for it.

I think we should worry about that when a ferry will start to consider stopping. We need to figure out who is going.to.work the inn.
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Jbg97

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Re: Lordship: A Suggestion Game
« Reply #137 on: January 04, 2013, 12:39:26 am »

Ok, we should build a basic dirt road. It will originate from the docks. Closest to the docks will be the inn. In the center of the soon to be built town will be the warehouse. Just on the outskirts of the city will be the farms, and the dirt road will give them an easy path straight to town for trade.
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shadenight123

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Re: Lordship: A Suggestion Game
« Reply #138 on: January 04, 2013, 04:37:24 am »

Problem with taxes is: who will collect the tithe? Can we be assured there will be no corruption of officers? No hiding money?
The best thing to do is actually to make taxes on the trade once we get the merchants going through the river. Setting up a militia to 'safeguard' the post, you know?
And why not taxing on 'possessions'? Not of land mind you, but let's say we assign 'values' to stuff farmers have in excess. Like, having a pig counts as 8 'urists' and having an egg is half a urist, then you get the total, use a really complicated financial formula, and be paid in taxes 'tot urists' where that amount is a fair enough tax.
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Dariush

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Re: Lordship: A Suggestion Game
« Reply #139 on: January 04, 2013, 07:52:12 am »

GM, how are taxes gathered in this kingdom? Are they required to be monetary, or produce would also suffice?

Evil Marahadja

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Re: Lordship: A Suggestion Game
« Reply #140 on: January 04, 2013, 08:12:25 am »

Gm: Har we obliged to pay taxes/something to Aaron Foles?

I suggest:

Build a granary.

Proclaim that 1/10 of everything grown on you land falls to you. However, those households which can provide a decently armed militia in case of war/battle are relived of these taxes.

Also, 1/20 of the crops should be keeped in the granary aswell. This should go to the farmers in face of a bad harvest.

If we want people flocking into our domains we need somekind of initiative. Therefore I suggest we go searching for a preacher willing to settle down in our region if we build him/her a church. Ideally we could find a rather corrupt priest so we can control the population.
« Last Edit: January 04, 2013, 08:22:08 am by Evil Marahadja »
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Dariush

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Re: Lordship: A Suggestion Game
« Reply #141 on: January 04, 2013, 08:14:18 am »

However, those households which can provide a decently armed militia in case of war/battle are relived of these taxes.
Guess how many people would say they can do that without actually being able to? (Hint: it's 100%)

Evil Marahadja

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Re: Lordship: A Suggestion Game
« Reply #142 on: January 04, 2013, 08:17:26 am »

However, those households which can provide a decently armed militia in case of war/battle are relived of these taxes.
Guess how many people would say they can do that without actually being able to? (Hint: it's 100%)

Of curse they we would inspect every family which proclaimed that they had decent arms and weapons. A spear or axe is probably enough, together with leather armour. During winter and summer times they could be obliged to train for a few hours every week aswell.
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Maldevious

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Re: Lordship: A Suggestion Game
« Reply #143 on: January 04, 2013, 08:38:14 am »

GM NOTE: The tax system works so that you would be paying Count Foles, who would pay his lord (a Duke), and then he would pay the King. Food as taxes is acceptable, given that not everyone is going to have coins lying around (especially farmers).
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GreatWyrmGold

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Re: Lordship: A Suggestion Game
« Reply #144 on: January 04, 2013, 09:44:19 am »

How about we just ask for service of some kind as tax exemption?

If they don't want to pay X amount of food per head, they need to do Y amount of work of Z people need to decide on one of them to be in the militia.
This last one is the most complex. Let's say z=5. A household of a married couple, two children, and a grandparent would be able to get completely exempt from taxation if the father promised to serve in the militia as needed. Bright side: No taxes. Dark side: The man may be conscripted to deal with threats.

The system needs work, of course, and the militia option will need to wait until there are actual threats about. However, we're not implementing taxes on our people just yet, so we don't need to worry about that yet.

ASAP, though, we need to learn about settlements up- and downstream.
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Ukrainian Ranger

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Re: Lordship: A Suggestion Game
« Reply #145 on: January 04, 2013, 10:26:10 am »

I think that taking tax in a form of work hours is the best solution.
Communal farm is good. Producing trade goods is good. Construction is good. Militia training is good

How much to take? 10 hours per week? 15 hours per week? 20 hours per week?

And we need to meet our lord ASAP
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GreatWyrmGold

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Re: Lordship: A Suggestion Game
« Reply #146 on: January 04, 2013, 10:29:21 am »

Something like 20-25 hours per week per household should work. Each family can have two people who work an hour a day each day to pay that off. More than that seems silly.

I assume some of the food from the communal farm would be used to feed the PC?
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Gotdamnmiracle

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Re: Lordship: A Suggestion Game
« Reply #147 on: January 04, 2013, 12:04:17 pm »

Something like 20-25 hours per week per household should work. Each family can have two people who work an hour a day each day to pay that off. More than that seems silly.

I assume some of the food from the communal farm would be used to feed the PC?

Yes and yes. Also another high priority is setting up a bazaar with stalls, so trade can take place and we can get some coins in these farmers hands. Probably a lot of food trade early on.
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GreatWyrmGold

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Re: Lordship: A Suggestion Game
« Reply #148 on: January 04, 2013, 12:23:00 pm »

Something like 20-25 hours per week per household should work. Each family can have two people who work an hour a day each day to pay that off. More than that seems silly.

I assume some of the food from the communal farm would be used to feed the PC?
Yes and yes. Also another high priority is setting up a bazaar with stalls, so trade can take place and we can get some coins in these farmers hands. Probably a lot of food trade early on.
Oh, sure. For now, designate a Bazaar and make it a BYOS deal until we get people who, you know, stop by to spend their money on stuff.
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Gotdamnmiracle

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Re: Lordship: A Suggestion Game
« Reply #149 on: January 04, 2013, 12:27:37 pm »

Something like 20-25 hours per week per household should work. Each family can have two people who work an hour a day each day to pay that off. More than that seems silly.

I assume some of the food from the communal farm would be used to feed the PC?
Yes and yes. Also another high priority is setting up a bazaar with stalls, so trade can take place and we can get some coins in these farmers hands. Probably a lot of food trade early on.
Oh, sure. For now, designate a Bazaar and make it a BYOS deal until we get people who, you know, stop by to spend their money on stuff.

Easy set up, clear land, canvas colored tents. We can become more permanent as we get more popularity.
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