Taxes serve as one of the main forms of gaining currency as a government. In most civilized societies, taxes are a mandatory part of life and the kingdom's residents simply accept it as the status quo. There are some societies who abandon the traditional form of taxes (often Anarchist nations and Theocratic nations), however they make their money in similar ways and are thus marked under the taxes section for simplicity.
Choose one of the forms of taxation below.
Tax Rate denotes how much Wealth is earned per turn. This is modified by certain buildings.
Unrest denotes how much of a chance the kingdom is falling into civil conflict. The higher the number, the more likely civil unrest will escalate.
Unrest is modified by Crime and Prestige.
Unrest starts at 0 and has a maximum equal to 15 + Tax Unrest - (1 per 25 Prestige) + (1 per 15 Crime).
Unrest increases by the taxes Unrest chosen each turn. When Unrest reaches its maximum listed above, the kingdom erupts into Civil War. See War! for more details.
Every 6 turns a kingdom can opt to change its tax model. Doing so immediately modifies the current Unrest by whatever the new tax model's Unrest is.
This is the most common tax model adopted by kingdoms, and ones that offer a fair balance between benefits for the kingdom and being affordable enough that peasants don't starve.
Tax Rate: For each square the kingdom owns, gain 2 Wealth.
Unrest: 0
A less heavy-handed approach to taxes involving small tithes in order to keep the local populace happy. You receive less revenue, but are in the citizen's good favor.
Tax Rate: For each square the kingdom owns, gain 1 Wealth.
Unrest: -5
Citizens are subjected to harsher taxes and must give a significant portion of their earnings to the state in order to take advantage of the resources. The citizens are generally unhappy, and more prone to unrest.
Tax Rate: For each square the kingdom owns, gain 4 Wealth.
Unrest: +10
Individuals aren't forced to pay taxes if they do not wish to, leading to those who wish to keep their wealth doing so, and those who wish to give the government taxes do so. This is decided by how the citizens feel about actions taken by the kingdom.
Special: Anarchist nations only.
Tax Rate: Each turn, roll a single 1d10.
1-2: You receive no Wealth on your turn.
3-5: You receive 1 Wealth for each square your kingdom owns.
6-8: You receive 3 Wealth for each square your kingdom owns.
9-10: You receive 6 Wealth for each square your kingdom owns.
Unrest: -15
The state owns all. The citizens are unable to fight back, or unwilling due to the sheer brutality of the nation. This may grant excess of Wealth, but neighbors are incredibly hostile.
When Unrest reaches the maximum, other kingdoms instead have a valid Casus Belli to invade for the greater good. Neighboring kingdoms have a valid Casus Belli regardless of Unrest.
Special: Totalitarian nations only.
Tax Rate: For each square the kingdom owns, gain 8 Wealth.
Unrest: +10
Your citizens are devoted to the kingdom's religion so much, other forms of sacrifice are equally as accepted as taxes.
Special: Theocratic nations only.
Tax Rate: For each square the kingdom owns, gain 3 Wealth or 1 Piety.
Unrest: -5
Tribal societies lack enough structure to properly acquire taxes from citizens. Instead however they supplement it with an almost mob-mentality.
Special: Tribal nations must select this and cannot gain another form of taxes unless they switch to a new form of government.
Tribal nations do not have upkeep per square, only upkeep per settlement.
Tax Rate: For each square the kingdom owns, increase Troops by 1 (to a maximum of 10 bonus Troops). These bonus Troops have no cost or upkeep unless they are upgraded above base stats, in which case their upkeep becomes what it normally would be.
Unrest: -1