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Author Topic: Dwarven "Tax" Challenge  (Read 1616 times)

Vgray

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Dwarven "Tax" Challenge
« on: June 16, 2013, 04:53:02 pm »

Has anyone tried anything like this before? The basic idea came from my random musings that Plump Helmets must be a status symbol in Dwarven society or, maybe Nobles are just greedy bastards. So the king imposes a 50-80% tax on Plump Helmets.
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Whackjob

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Re: Dwarven "Tax" Challenge
« Reply #1 on: June 16, 2013, 05:48:08 pm »



Wat?
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Gruxneth

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Re: Dwarven "Tax" Challenge
« Reply #2 on: June 16, 2013, 06:32:53 pm »

Whackjob i nearly pissed myself laughing
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matskuman5

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Re: Dwarven "Tax" Challenge
« Reply #3 on: June 16, 2013, 06:41:48 pm »

How the heck do you set a tax on something?
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Whackjob

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Re: Dwarven "Tax" Challenge
« Reply #4 on: June 16, 2013, 07:18:23 pm »

You cannot currently set taxes.  It was tried once, but the Dwarf workers simply wouldn't stand for it.

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Kofthefens

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Re: Dwarven "Tax" Challenge
« Reply #5 on: June 16, 2013, 08:20:27 pm »

I assume you mean forcing 50% of all goods to be dumped into a noble's room?

You could probably do something like that with minecarts fairly easily. In the farm area, create 2 stockpiles, one to go to the noble and one to go to the commonry. Have each pile be hooked up to a minecart going to the right place.
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Vgray

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Re: Dwarven "Tax" Challenge
« Reply #6 on: June 16, 2013, 08:26:53 pm »

I meant Caravan offerings actually.
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Man of Paper

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Re: Dwarven "Tax" Challenge
« Reply #7 on: June 16, 2013, 08:37:04 pm »

Now it makes sense. Offering a tithe to the King. Seems like an interesting challenge.
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Whackjob

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Re: Dwarven "Tax" Challenge
« Reply #8 on: June 16, 2013, 09:01:49 pm »

Now I understand.  So you give half your plump mushrooms to caravans from the Dwarfhomes.

Hrm.  Well...  I suppose, if for no other reason, it gives you a legitimate gripe and a reason to commit regicide.

"Doze ting's should be WINE!"  *hefts pitchfork and torch*
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Vgray

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Re: Dwarven "Tax" Challenge
« Reply #9 on: June 16, 2013, 09:03:26 pm »

I should'ave been more specific.

Oooh. How about a booze tax? The king demands half of your wine.
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Lielac

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Re: Dwarven "Tax" Challenge
« Reply #10 on: June 16, 2013, 09:06:04 pm »

That'd be too easy without any qualifiers; I'd just stop growing plump helmets, toss the rest of them on the caravan, and live off of the other shit and above-ground crops.
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Kumis

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Re: Dwarven "Tax" Challenge
« Reply #11 on: June 17, 2013, 02:37:10 am »

At least it'd give me something to do with my plump helmets. Hell, I could offer 90% of them without any adverse effects.
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Larix

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Re: Dwarven "Tax" Challenge
« Reply #12 on: June 17, 2013, 03:09:11 am »

My most ambitious fort built around 'royal duties' was in a very mineral-poor world. The only ore the dwarven civ had was galena, the humans only had cassiterite, yet the dwarfs still managed to offer steel wares. So once i found a site with iron ore and limestone, my mission was clear: provide the dwarven civ with steel. All trade goods from the dwarf caravan had to be bought for steel bars, and at least [fort headcount+1] bars of steel had to be provided per year. It was made a lot more fun by the complete lack of coal in the embark, requiring expanded tree farms to drum up enough charcoal. There's also a massive candy spire on the site, so once enough of the stuff has been processed, the fort might declare independence from the mountainhomes...

In order to make tithes interesting, i think you don't need a percentage but rather a quota that must be fulfilled. Best when it's some non-renewable ressource you have to exploit, like a civ that demands a few dozen cut gems (no glass, no rocks) or a pair of adamantine socks per year.
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coldmonkey

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Re: Dwarven "Tax" Challenge
« Reply #13 on: June 17, 2013, 03:57:53 am »

Half the magma I pump is always set aside for the dwarven nobility.
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anzelm

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Re: Dwarven "Tax" Challenge
« Reply #14 on: June 17, 2013, 02:09:07 pm »

Tax calculated as a percentage of what you have is a no-challenge. Try to pay a set percentage of the fortress' entire wealth in plump helmets (or make it steel bars if you feel masochistic) every year, eg. 10 bars per 1 million turtles, cumulative starting on the arrival of the first caravan. With 10% yearly interest on any past-due shipments. Think Dune.
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