My ideas were;
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((Base Tax Income per Unit of Population × Population) × Tax Rate Modifier) × Morale %
and
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(Base Mining Income × Resource Level) × Mining Rate
The thing is, the planet quality/conditions themselves do not really change anything beyond the amount of population and the max possible morale, because it just represents the planet itself, not any infrastructure provided.
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Tax Rate:
Extreme (125% Tax Income, -35/-15% Max Morale, -10% Morale Per Turn)
Very High (115% Tax Income, -25/-10% Max Morale. -5% Morale Per Turn)
High (110% Tax Income, -20/-5% Max Morale, -2% Morale Per Turn)
Normal (100% Tax Income)
Low (80% Tax Income, +10/+2% Max Morale, +2% Morale per Turn)
Very Low (50% Tax Income, +25/+3% Max Morale, +3% Morale per Turn)
None (0% Tax Income, +50/+5% Max Morale, +5% Morale per Turn)
What does the Morale figure mean? Well, the first number is how much the maximum morale is altered by. The second number is how much the maximum morale is altered by per turn.
So for example if your planet has a max of 100, and you set it to No Taxes, it's new maximum will be 150, but it will take 17 turns to actually reach that maximum - it's effective maximum takes time to increase. This is to prevent "see-sawing" taxes between None and Extreme. On the other hand, it doesn't take long for your effective maximum to drop to match the actual maximum once new, higher taxes go into effect, and morale will steadily drop every turn as well!
Mining Rate:
Extreme (135% Mining Income, -10% Conditions per Turn, -10% Resources per Turn, -2% Morale per Turn)
Very High (125% Mining Income, -7% Conditions per Turn, -7% Resources per Turn, -1% Morale per Turn)
High (115% Mining Income, -4% Conditions per Turn, -4% Resources per Turn)
Normal (100% Mining Income, -2% Resources per Turn)
Low (75% Mining Income, -1% Resources per Turn)
Very Low (50% Mining Income, +2% Max Morale)
None (0% Mining Income, +5% Max Morale)
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Some quick examples. System 1, where the morale and max morale drops rapidly, then slows;
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((Base Tax Income per Unit of Population × Population) × Tax Rate Modifier) ÷ Morale
((1 × 100) × 100%) × 1) = 100cr per turn.
((1 × 100) × 110%) × 1) = 110cr per turn.
((1 × 100) × 110%) × 0.95) = 105cr per turn.
((1 × 100) × 110%) × 0.90) = 99cr per turn.
((1 × 100) × 110%) × 0.85) = 94cr per turn.
((1 × 100) × 110%) × 0.80) = 88cr per turn.
((1 × 100) × 110%) × 0.78) = 86cr per turn.
((1 × 100) × 110%) × 0.76) = 84cr per turn.
((1 × 100) × 110%) × 0.74) = 81cr per turn.
((1 × 100) × 110%) × 0.72) = 79cr per turn.
((1 × 100) × 110%) × 0.70) = 77cr per turn.
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((Base Tax Income per Unit of Population × Population) × Tax Rate Modifier) ÷ Morale
((1 × 100) × 100%) × 1) = 100cr per turn.
((1 × 100) × 110%) × 1) = 110cr per turn.
((1 × 100) × 110%) × 0.98) = 108cr per turn.
((1 × 100) × 110%) × 0.96) = 106cr per turn.
((1 × 100) × 110%) × 0.94) = 103cr per turn.
((1 × 100) × 110%) × 0.92) = 101cr per turn.
((1 × 100) × 110%) × 0.90) = 99cr per turn.
((1 × 100) × 110%) × 0.88) = 97cr per turn.
((1 × 100) × 110%) × 0.86) = 95cr per turn.
((1 × 100) × 110%) × 0.84) = 92cr per turn.
((1 × 100) × 110%) × 0.82) = 90cr per turn.
((1 × 100) × 110%) × 0.80) = 88cr per turn.
Most of the above is just notes and rambling and probably needs some solid going over, 'cause I'm definitely not gonna be able to make it reasonable by myself.
Ed:
You need to be signed in to edit it but I've made a googledocs spreadsheet here. The first sheet is an uneditable 'master', second is a duplicate that can be tweaked (only touch the grey boxes!) and you should be able to freely add new sheets to customize at any time.