About this mod
Have you ever thought who pays the tax to the governor, to use the farm?
i did.
this mod calculates the value of the lot challenging the player to think before build anything.
- Requirements
- Permissions and credits
- Changelogs
- Tax Payment based on lot's value.
TIPS:
- You can change manually the state on Save and you don't need to close the game, sleep or reload the savegame.
- Having a hard time? lower the LotValue and tillableSoil.
Configuration:
I love when the mods are configurable to configure to my liking So...:
on config file you'll find something like: without the comments
{
"ListOfDepreciationObjects": [ /// if you want to add depreciation objects to decrease the lot's value you'll need to put the id here.
746, //Jack O Lantern
747, //RottenPlant
748, //RottenPlant
784, //Weeds
785, //Weeds
786, //Weeds
674, //Weeds
675, //Weeds
676, //Weeds
677, //Weeds
678, //Weeds
679, //Weeds,
295, //Twig
450, //Stone
],
"LotPrice": 1500000, // this is the base price if you really into the calculation itself
"TaxPaymentType": "Daily", // currently just Daily it's implemented.
"ThresholdInPercentageToAskAboutPayment": 60 // you'll be asked if you want to postpone the payment or Pay if paying the tax will use 60% of your current money
}
Source: github
Known Bugs:
- tooltips is drawn behind economic tab button.
- tooltips is drawn begind behind content of economic tab.
- fps drops when economic report is open (fixing)
Roadmap:
- Increase Lot value ( House size,
- Detect if automation is being used and charge.
- Tax for tractor mod :D
- Not paying the bills, the tax collectors will take items from you.
- Loan Mod (integration/implementation).
- Remove Lookup Anything requirement.
- Consequences when bill aren't paid (Sabotage, pesticide arent magically brought, so crops are destroyed by bugs)
-
- Limit tile usage if tax aren't paid
- Tax exemption ( Recycling, helping the community)
- More money = higher tax
- Config in game with preview of upcoming taxes.
-
- Tax payment type (
- balance Tax with Margin.
Features on upcoming version:
Configuration Menu with Tax Preview.
Goal:
I don't feel challenged by the difficulty, even using Longevity.
so my goal is to expand the game so that every change that occurs in the game is challenging, trying to implement emerging systems
FAQ:
A: YES, it does, if you have separate wallets the tax is shared between each valid farmer
Q: What is a valid farmer?
A: even if you have 4 houses built, just the ones that someone created a character will count.
Q: What if my wallet isn't shared?
A: only the host pays the bill.
Q: I Hate this mod, am i tied to suffer because i've installed?
A: Nope!, you're not, just delete the mod, it saves your bills on it's "save" folder btw... you should't hate it :(, i spent hours writing with love
Q: How it "Calculates"? O.o
A: it counts every tillable soil and counts every tile that has liter.
E.g:
depreciationPercentage = (100 - (State.UsableSoil - CalculateDepreciation()) * 100 / UsableSoil)
if depreciationPercentage > 0 then
LotValue.Sum / depreciationPercentage
otherwise
LotValue.Sum;
Please use the github for issues :kiss:
P.S sorry for the bad formattation, i'm lazy to do it right now :X