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| description= Imperator: Rome tutorial #4 - economy and trade. | |||
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[[File:Economy screen.png|right|500px|thumb|The main economy interface]] | |||
In Imperator, a country's '''economy''' revolves around the generation of {{icon|wealth}} gold '''income''' from pops and trade that are used for various '''expenses''' and investments. Used for everything from recruiting [[army|armies]] and maintaining {{icon|fort}} forts to constructing [[buildings]] and adopting {{icon|invention}} inventions, gold is one of the most important resources in the game. Thus, managing and optimizing a country's economy is a critical part of building a strong, prosperous nation. An overview of the country's economy and balance, as well as the adjustment of economic policies, can be viewed in the the [[File:Top bar economy.png|28px]] '''Economy''' screen. | |||
== Treasury == | |||
{{SVersion|1.5}} | |||
A country's {{icon|treasury}} '''treasury''' stores all of its currently accumulated wealth and is the main source of accessible gold; most events and actions deposits gold into or withdraws gold from the treasury. At the end of each month, the current balance between the country's income and expenses are automatically added or subtracted from the treasury. Most actions that cost gold, such as constructing [[buildings]], adopting {{icon|invention}} inventions, and completing [[missions|mission]] tasks, have their costs deducted directly from the treasury and require the treasury to have enough gold to pay the cost outright. Thus, for more expensive items, it will often require saving up for months (if not years) to make the purchase or investment. | |||
If the treasury becomes negative for any reason, the country will be considered to be in {{icon|deficit}} deficit. As there are many random [[events]] that can result in the loss of gold, or require gold expenditure from the treasury to avoid a worse outcome in some other field, it may be useful to keep a reserve of gold if the country is sufficiently unstable that going into deficit would be problematic. | |||
While the ruler is paid a portion of the country's income each month, a country's treasury should be distinguished from the {{icon|ruler}} ruler's personal finances, even in [[monarchy|monarchies]]; these two stores of wealth have distinct uses and are not generally interchangeable. If the ruler is {{icon|corruption}} corrupt, this can become a particularly serious problem as the ruler siphons a large proportion of the country's income into their personal coffers where the state cannot use it - it is entirely possible to have a wealthy ruler but a poor state, and vice versa. | |||
== | == Income == | ||
The are three main sources of state income in ''Imperator'': | |||
* {{icon|national tax}} '''Tax''', produced directly by {{icon|population}} pops in owned [[territory|territories]] | |||
* {{icon|commerce}} '''Commerce''', generated by the movement of [[trade goods|goods]] between [[province|provinces]] on {{icon|trade routes}} trade routes | |||
* {{icon|tribute income}} '''Tribute''', paid by many types of {{icon|subject}} subject states | |||
=== | Generally speaking, the effects of {{icon|wage}} governor wages and the stacking effects of [[buildings]] means that the {{icon|capital}} capital [[region]], and especially the capital [[province]] and [[territory]], will produce a disproportionate portion of the country's income. | ||
==== | |||
Modifies income from taxes. | === Taxes === | ||
Tax income is paid by all pops of certain classes in the country, each producing a different amount of base monthly tax income: | |||
* {{icon|wealth}} '''0.008''' gold, for {{icon|freemen}} freemen | |||
* {{icon|wealth}} '''0.003''' gold, for {{icon|tribesmen}} tribesmen | |||
* {{icon|wealth}} '''0.022''' gold, for {{icon|slaves}} slaves | |||
As with all pop output, the base tax production of each pop is then multiplied by its {{icon|happiness}} happiness as a fraction out of '''100%''', which generally means that the tax income of pops is less than the base value. The exception is {{icon|slaves}} slaves, who are fixed at '''100%''' output efficiency regardless of happiness. After this, {{icon|national tax}} '''National tax''' and {{icon|local tax}} '''Local tax''' modifiers are applied at the [[territory]], [[province]], [[region]], and [[country]] level. As tax income is produced almost exclusively by pops, it is also affected by the various {{icon|pop output}} pop output modifiers, with {{icon|slave output}} slave output modifiers being particularly important given that tax income usually comes predominantly from {{icon|slaves}} slaves; {{icon|tribesman output}} tribesman output can also have a significant effect for [[tribal]] countries or states that otherwise have a large number of {{icon|tribesmen}} tribesmen. | |||
Some of the more important sources of {{icon|national tax}} tax modifiers are listed below: | |||
* [[Territory]] modifiers: | |||
** {{green|+10%}} per {{icon|tax office}} tax office | |||
** {{green|+10%}} for {{icon|holy site}} holy sites | |||
** {{red|-50%}} for {{icon|blockade}} blockaded territories | |||
* [[Province]] modifiers: | |||
** {{green|+3%}} per governor {{icon|finesse}} finesse plus a base of {{green|+3%}} with the [[File:Policy_bleed_them_dry.png|28px]] Bleed Them Dry [[governor policy]] | |||
** {{green|+1%}} per governor {{icon|finesse}} finesse plus a base of {{green|+1%}} with the [[File:Policy_acquisition_of_wealth.png|28px]] Acquisition of Wealth [[governor policy]] | |||
** {{green|+2%}} for each {{icon|iron}} iron [[trade goods|trade good]] in the province | |||
* [[Region]] modifiers: | |||
** {{red|-50%}} for regions without a {{icon|office}} governor | |||
** {{red|-25%}} for regions with a {{icon|position}} governor (as {{icon|wage}} wage), plus an additional {{red|-0.125%}} per governor {{icon|corruption}} corruption | |||
** {{red|-10%}} if the {{icon|position}} governor has the {{icon|miserly}} miserly trait | |||
* [[Country]] modifiers: | |||
** {{red|-50%}} with the Lax Taxes economic policy | |||
** {{green|+1.5%}} per {{icon|statesmanship}} statesmanship-adjusted {{icon|finesse}} finesse of the {{icon|office}} Steward ([[Monarchy]] office) | |||
** {{green|+1.5%}} per {{icon|statesmanship}} statesmanship-adjusted {{icon|martial}} martial of the {{icon|office}} Tribune of the Treasury ([[Republic]] office) | |||
** {{green|+2%}} per {{icon|statesmanship}} statesmanship-adjusted {{icon|finesse}} finesse of the {{icon|office}} Magistrate ([[Tribal]] office) | |||
** {{green|+5%}} with the {{icon|invention}} Property Tax ({{icon|civ}} Civic Advances 0), Eisphora ({{icon|civ}} Civic Advances 4), Liturgies ({{icon|civ}} Civic Advances 9), Use of State Land ({{icon|civ}} Civic Advances 14), and Import Tax inventions ({{icon|civ}} Civic Advances 19) | |||
** {{green|+5%}} with the Status Quo/Lex Aternia Tarpeia [[Republic]] law | |||
** {{green|+10%}} with the For the Common Good [[Tribal]] law | |||
** {{green|+10%}} for various {{icon|pantheon}} pantheon deities | |||
** {{green|+10%}} per {{icon|omen power}} 100% omen power for various omens | |||
** {{green|+10%}} if the {{icon|ruler}} ruler has the {{icon|skeptical}} skeptical or {{icon|corrupt}} corrupt traits | |||
** {{red|-5%}} if the {{icon|ruler}} ruler has the {{icon|selfish}} trait | |||
** {{red|-10%}} if the {{icon|ruler}} ruler has the {{icon|pious}} pious or {{icon|miserly}} miserly traits | |||
** {{green|+0.5%}} per point of [[revanchism]] | |||
====Base tax==== | |||
{{SVersion|1.5}} | |||
Every nation, regardless of its {{icon|population}} population or {{icon|territories}} number of territories, has a '''base tax''' of {{icon|national tax}} {{green|+2}} gold per month, which can then be modified by {{icon|national tax}} national tax modifiers. This case tax is crucial for small nations' economies in the early game, but becomes largely irrelevant as the country expands and grows. | |||
=== Commerce === | |||
{{main|Trade}} | |||
{{SVersion|1.5}} | |||
{{icon|commerce}} '''Commerce income''' is produced by the import and export of [[trade goods]] from the provinces where they are produced and consumed, and unlike tax happens at the [[province]] level. Each {{icon|trade route}} [[trade route]] generates a certain amount of commerce income for both the importing and exporting province, with certain more valuable and exotic trade goods being worth more and foreign trade routes generating significantly more income for both sides (but especially the exporter). Each unused import route also produces a baseline amount of commerce income, though usually less than what using the slot for a trade route would produce. Commerce income is heavily tied to [[trade goods|trade good]] production and unlike tax income is highly dependent on the ability and willingness of other countries to trade, and typically increases in importance throughout the game as the efficiency of trade good production increases and import ability of cities and provinces is expanded. | |||
Unlike {{icon|national tax}} tax income, commerce income is not generated directly by pops, but indirectly through the {{icon|base trade routes}} trade route production of {{icon|nobles}} nobles and {{icon|citizens}} as well as the {{icon|slaves for surplus}} trade good production of {{icon|slaves}} slaves, and so is mostly accumulated from large cities with many import routes as well as areas with high [[trade goods|trade good]] production and export potential. | |||
=== Tributes === | |||
{{main|Subject nations}} | |||
{{SVersion|1.5}} | |||
All {{icon|subject}} subject states pay a certain amount of {{icon|tribute income}} '''tribute income''' to their overlord, which for most subject types comes as a certain percentage of their {{icon|wealth}} income. The tribute paid can be changed by various modifiers, and in particular can be adjusted to be lighter or harsher using the associated economic policy, with a corresponding bonus or malus to {{icon|tributary opinion}} subject opinion (and indirectly {{icon|subject loyalty}} subject loyalty). Tributaries are particularly useful for accumulating tribute income as they are available to all countries and do not take up a {{icon|diplomatic relations}} diplomatic relations slot; because of the effects of base tax, it is generally better to have many smaller tributaries than a few large ones. | |||
== Expenses == | |||
A state has many monthly expenses that must be paid, most relating to military or administrative manners. These expenses are automatically deducted from the income each month and only the balance (which may be negative) appears in the treasury. Monthly expenses must be paid, even if the treasury is already in debt. | |||
=== Army Maintenance === | |||
{{see also|Army}} | |||
In addition to the cost of recruitment, every raised cohort also has a monthly {{icon|army maintenance}} '''army maintenance''' cost that must be paid, with the base maintenance equal to '''1/24''' of the recruitment cost. Cohorts that are {{icon|cohort loyalty}} loyal to a specific commander cost only '''66%''' of their normal maintenance; armies that are led by a disloyal commander do not cost any maintenance at all. | |||
{{icon|clan retinues}} Tribal retinues do not cost any maintenance to the state, with only their {{icon|clan chiefs}}clan chiefs required to pay maintenance. This means that tribes are able to support much larger armies than their economic strength would otherwise indicate. | |||
[[Mercenaries|Mercenary]] upkeep also appears here, which is generally significantly more expensive than normal armies but do not cost {{icon|manpower}} manpower. | |||
=== Navy Maintenance === | |||
{{see also|Navy}} | |||
Like armies, owned ships also have a monthly {{icon|navy maintenance}} '''navy maintenance''' cost, with the base maintenance cost equal to '''1/48''' of the recruitment cost. As with armies, disloyal fleets do not cost any maintenance, while mercenary fleets have a premium that make their upkeep more expensive. | |||
=== Paying Tributes === | |||
{{main|Subject nations}} | |||
All {{icon|subject}} subject nations have a {{icon|tribute income}} '''tribute''' that must be paid to their overlord, which for most subject types is a certain proportion of their income depending on the exact subject type and can be modified by the {{icon|tribute income}} '''tribute income''' modifier of the overlord. The tribute is always paid as long as the country is a subject, even at low loyalty. Note that the tribute paid is a proportion of the total income, not the overall balance. | |||
=== Fort Maintenance === | |||
{{see also|Fort}} | |||
Every {{icon|fort}} fort costs a base of {{icon|wealth}} {{red|0.50}} gold in {{icon|fort maintenance}} '''fort maintenance''' each month. Each fort level counts as its own fort, which means that building up large fortress cities is particularly expensive in maintenance. Disbanding fortresses in the interior of the country's territory, particularly if they are not protecting any important cities and are not realistically accessible (e.g. are not on a vulnerable coast), can be a useful way to save on expenses if fort maintenance is becoming too high. Conquering heavily divided areas where many small city states or tribes have built a capital province, particularly in Greece, can also be expensive if the many forts in the area are kept. | |||
=== Wages === | |||
{{SVersion|1.5}} | |||
{{see also|Position#Mechanics}} | |||
Every character holding a {{icon|position}} government position in the country is paid a monthly {{icon|wage}} '''wage''', usually a percentage of the country's total income which is determined by the exact position the character holds (the only exception being governors, who are instead paid directly from their governorship and not from the central treasury). Character wages therefore scale with a country's size and always form a significant part of a country's expenses, with managing the number of [[general]]s and [[admiral]]s being particularly important for larger empires who may have many armies and navies that they want to be led. Wages can be modified country-wide with the {{icon|monthly wages}} '''Monthly Wages for Characters''' modifier and individually per character by the {{icon|character wage modifier}} '''Monthly Wage''' modifier. Character {{icon|corruption}} corruption can significantly increase the wages that a character is paid out of the government's coffers - up to a {{icon|character wage modifier}} {{red|+250%}} wage modifier at {{icon|corruption}} 100 corruption - making it important to ensure that corruption does not become too endemic in the government (e.g. allowing "free hands"), lest the entirety of the country's income be drained by corrupt officials, leaving nothing for infrastructure or the military. On the other hand, members of {{icon|grateful}} {{green|grateful}} families (families that hold at least double the number of expected positions) will have their wages reduced by {{green|-20%}}. | |||
Wages can be increased or decreased across the entire country through the wage economic policy, in addition to the default setting. Low wages can significantly increase the amount of {{icon|wealth}} gold available for other uses but will rapidly increase {{icon|corruption}} corruption across all of the country's office holders, which makes it infeasible for any significant length of time unless the country has very strong monthly corruption reduction modifiers as the costs of increased corruption will quickly surpass any savings from the policy. High wages, while potentially quite expensive, can be useful for wealthy countries that seek to reduce corruption without using a [[national idea]] or [[laws|law]] slot and/or already have endemic corruption, so that the expenses from the policy will quickly be made up for by the decline in corruption. Notably, it is also the easiest way to decrease {{icon|corruption}} [[ruler]] corruption (which reduces {{icon|pol}} political influence gain), particularly in [[monarchy|monarchies]] which do not have access to a corruption reduction law and where a corrupt ruler may stay in power for many decades. | |||
== Economic Policies == | |||
{{SVersion|1.5}} | |||
'''Economic Policies''' can be accessed in the [[File:Top bar economy.png|28px]] economy screen and allow a country to control its income and spending on a country-wide level. Each policy is associated with a specific income or expenses category. | |||
=== Taxes === | |||
{{SVersion|1.5}} | |||
Modifies income from {{icon|national tax}} taxes. Taxes can be lowered to increase {{icon|happiness}} overall happiness, or raised to increase {{icon|slave output}} slave output in return for {{icon|research points}} decreased research. | |||
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
! | ! Policy !! Bonus !! Malus | ||
|- | |- | ||
| Lax Taxation || | | Lax Taxation || {{icon|happiness}} {{green|+10%}} Population Happiness || {{icon|national tax}} {{red|-50%}} National Tax | ||
|- | |- | ||
| Default Taxation || | | Default Taxation || ''No Effect'' || ''No Effect'' | ||
|- | |- | ||
| Harsh Taxation || + | | Harsh Taxation || {{icon|slave output}} {{green|+12%}} National Slave Output || {{icon|research points}} {{red|-20%}} Research Points | ||
|} | |} | ||
=== | === Commerce === | ||
Modifies income from | {{SVersion|1.5}} | ||
Modifies trade income from {{icon|commerce value}} commerce. The default policy gives bonus {{icon|capital trade routes}} trade routes to the capital, while the other two policies may be useful if the country makes a lot of gold from either {{icon|import value}} importing or {{icon|import value}} exporting. | |||
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
! | ! Policy !! Bonus !! Malus | ||
|- | |- | ||
| Free Trade || + | | Free Trade || {{icon|export value}} {{green|+20%}} Export Value || {{icon|import value}} {{red|-15%}} Import Value | ||
|- | |- | ||
| Trading Permits || | | Trading Permits || {{icon|capital trade routes}} {{green|+2}} Capital Trade Routes || ''None'' | ||
|- | |- | ||
| Transaction Taxation || + | | Transaction Taxation || {{icon|import value}} {{green|+20%}} Import Value || {{icon|export value}} {{red|-15%}} Export Value | ||
|} | |} | ||
=== | === Tributes === | ||
Modifies | {{SVersion|1.5}} | ||
Modifies the tribute received from {{icon|subject}} subject states. More {{icon|tribute income}} tribute can be demanded in exchange for lower {{icon|tributary opinion}} subject opinion if the overlord is strong enough to demand it, and vice versa if a country's subject states need to be appeased. Crucially, selecting "Lax Tribute" helps greatly in reaching the {{green|+190}} opinion required to integrate eligible subjects. | |||
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
! | ! Policy !! Bonus !! Malus | ||
|- | |- | ||
| Lax Tribute || Subject Opinion | | Lax Tribute || {{icon|tributary opinion}} {{green|+50}} Subject Opinion || {{icon|tribute income}} {{red|-33%}} Tribute Income from Subjects | ||
|- | |- | ||
| Default || | | Default || ''No Effect'' || ''No Effect'' | ||
|- | |- | ||
| Extortive Tributes || +25% Tribute Income from Subjects || Subject Opinion | | Extortive Tributes || {{icon|tribute income}} {{green|+25%}} Tribute Income from Subjects || {{icon|tributary opinion}} {{red|-50}} Subject Opinion | ||
|} | |} | ||
=== | === Army Maintenance === | ||
{{SVersion|1.5}} | |||
Modifies {{icon|army maintenance}} army maintenance cost in return for {{icon|morale}} army morale. Gold can be saved while at peace by decreasing pay when armies are not needed, while particularly rich countries can improve the quality of their armies by increasing pay. Note that the Decreased Pay option disables drilling for {{icon|starting experience}} army experience and {{icon|military exp}} military experience. | |||
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
! | ! Policy !! Bonus !! Malus | ||
|- | |- | ||
| Decreased Pay || - | | Decreased Pay || {{icon|army maintenance}} {{green|-20%}} Army Maintenance Cost || {{icon|morale}} {{red|-80%}} Army Morale of Non-Clan Retinues | ||
|- | |- | ||
| Normal Pay || | | Normal Pay || ''No Effect'' || ''No Effect'' | ||
|- | |- | ||
| Increased Pay || + | | Increased Pay || {{icon|morale}} {{green|+5%}} Army Morale of Non-Clan Retinues || {{icon|army maintenance}} {{red|+50%}} Army Maintenance Cost | ||
|} | |} | ||
=== | === Fleet Maintenance === | ||
{{SVersion|1.5}} | |||
Like army maintenance, modifies {{icon|navy maintenance}} navy maintenance cost in return for {{icon|morale}} navy morale, and can be used to save gold while at peace or to improve its fighting ability when at war, if higher pay can be afforded. | |||
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
! | ! Policy !! Bonus !! Malus | ||
|- | |- | ||
| Decreased Pay || -50% Naval Maintenance Cost || -80% Naval Morale | | Decreased Pay || {{icon|navy maintenance}} {{green|-50%}} Naval Maintenance Cost || {{icon|morale}} {{red|-80%}} Naval Morale | ||
|- | |- | ||
| Normal Pay || | | Normal Pay || ''No Effect'' || ''No Effect'' | ||
|- | |- | ||
| Increased Pay || + | | Increased Pay || {{icon|morale}} {{green|+5%}} Naval Morale || {{icon|navy maintenance}} {{red|+50%}} Naval Maintenance Cost | ||
|} | |} | ||
=== | === Fort Maintenance === | ||
{{SVersion|1.5}} | |||
Modifies {{icon|fort maintenance}} fort maintenance in return for {{icon|garrison size}} garrison size and {{icon|fort defense}} fort defense. Gold can be saved while at peace by decreasing fort maintenance when not needed - though this can leave border forts vulnerable to a sudden attack of declaration of war - while wealthier countries can improve the quality of their existing forts by improving their garrisons and fortifiations. | |||
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
! | ! Policy !! Bonus !! Malus | ||
|- | |- | ||
| Ignored Garrisons || -25% Fort Maintenance || -50% Garrison Size | | Ignored Garrisons || {{icon|fort maintenance}} {{green|-25%}} Fort Maintenance || {{icon|garrison}} {{red|-50%}} Garrison Size <br>{{icon|fort defense}} {{red|-50%}} Fort Defence | ||
|- | |- | ||
| Paid Garrisons || | | Paid Garrisons || ''No Effect'' || ''No Effect'' | ||
|- | |- | ||
| Extortive Tributes || +10% Garrison Size | | Extortive Tributes || {{icon|garrison}} {{green|+10%}} Garrison Size <br>{{icon|fort defense}} {{green|+10%}} Fort Defence || {{icon|fort maintenance}} {{red|+25%}} Fort Maintenance | ||
|} | |} | ||
=== | === Wages === | ||
{{SVersion|1.5}} | |||
Modifies {{icon|monthly wages}} character wages in return for {{icon|corruption}} corruption. Reducing wages can be used if gold is urgently needed, but is not viable in the long term as the increased wages from {{icon|corruption}} corruption will eventually far outstrip any savings from the wage reductions of the policies. Increasing wages is the most reliable way to reduce countrywide corruption and can be quite useful if the country can afford it. | |||
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
! | ! Policy !! Bonus !! Malus | ||
|- | |- | ||
| | | Reduced Wages || {{icon|monthly wages}} {{green|-25%}} Monthly Wages for all Characters<br>{{icon|character wage modifier}} {{green|-25%}} Governor Wage || {{icon|corruption}} {{red|+0.25}} Monthly Corruption | ||
|- | |- | ||
| Normal | | Normal Wages || ''No Effect'' || ''No Effect'' | ||
|- | |- | ||
| Increased | | Increased Wages || {{icon|corruption}} {{green|-0.10}} Monthly Corruption || {{icon|monthly wages}} {{red|+50%}} Monthly Wages for all Characters<br>{{icon|character wage modifier}} {{red|+50%}} Governor Wage | ||
|} | |} | ||
== | == Deficit == | ||
{{SVersion|1.5}} | |||
If a country's {{icon|treasury}} treasury becomes negative at any time, whether from a negative balance or from losing {{icon|wealth}} gold in an event, the country will be considered to be in {{icon|deficit}} '''deficit'''. A country that is in deficit will be unable to pay their soldiers and officials properly and destabilize the regime, giving the following modifiers: | |||
* {{icon|cohort loyalty}} {{red|+25%}} Cohort Loyalty Gain Chance | |||
* {{icon|pol}} {{red|-50%}} Monthly Political Influence | |||
* {{icon|stability}} {{red|-0.20}} Monthly Stability Change | |||
While in deficit, a number of special events can trigger. Many of these events will give {{icon|wealth}} gold and may well help the country turn around its financial situation, but many of them come at a significant price, such as reduced {{icon|research points}} research, lower {{icon|pop growth}} population growth, or an {{icon|army morale}} army morale malus. Going into deficit while a {{icon|mercenaries}} mercenary army is employed is especially dangerous, as they may simply abandon the battlefield or attempt to offer their services to the opposing side, which can severely compromise a country's military situation, or even seize control over the local province as their 'payment'. | |||
Out of the valid options, one of the following will occur each month as long as a country is in deficit: | |||
* [[Deficit events#deficit.1|'''Bad Planning''']], with a weight of '''10''' ({{icon|army morale}} {{red|-10%}} Morale of Armies and {{icon|army morale recovery}} {{red|-5%}} Army Morale Recovery for {{icon|wealth}} {{green|3 times}} the monthly income) | |||
* [[Deficit events#deficit.2|'''Deficit!''']], with a weight of '''10''' ({{icon|pop growth}} {{red|-0.02%}} National Population Growth for {{icon|wealth}} {{green|3 times}} the monthly income) | |||
* [[Deficit events#deficit.3|'''Desperate Measures''']], with a weight of '''10''' ({{icon|stability}} {{red|-5}} stability for {{icon|wealth}} {{green|3 times}} the monthly income) | |||
* [[Deficit events#deficit.4|'''A Friend in Need...''']], with a weight of '''10''' ({{icon|character loyalty}} {{red|-10}} Loyalty of Characters for {{icon|wealth}} {{green|6 times}} the monthly income) | |||
* [[Deficit events#deficit.5|'''Tightening the Strings''']], with a weight of '''10''' ({{icon|research points}} {{red|-25%}} Research Points for {{icon|wealth}} {{green|6 times}} the monthly income) | |||
* [[Deficit events#deficit.6|'''A Gift from the Gods''']], with a weight of '''10''' (Gain {{icon|wealth}} {{green|6 times}} the monthly income) | |||
* [[Deficit events#deficit.7|'''Defection!''']], with a weight of '''100''' ({{icon|mercenaries}} Mercenaries attempt to defect) | |||
* [[Deficit events#deficit.10|'''Mercenary Secession!''']], with a weight of '''25''' ({{icon|mercenaries}} Mercenaries seize control of the local [[province]]) | |||
* [[Deficit events#deficit.11|'''Rebels Without a Cause''']], with a weight of '''50''' ({{icon|mercenaries}} Mercenaries leave) | |||
* '''Nothing''', with a weight of '''100''' | |||
<br> | |||
== 参考资料 == | == 参考资料 == |
2020年9月28日 (一) 23:26的版本
In Imperator, a country's economy revolves around the generation of gold income from pops and trade that are used for various expenses and investments. Used for everything from recruiting armies and maintaining forts to constructing buildings and adopting inventions, gold is one of the most important resources in the game. Thus, managing and optimizing a country's economy is a critical part of building a strong, prosperous nation. An overview of the country's economy and balance, as well as the adjustment of economic policies, can be viewed in the the Economy screen.
Treasury
这部分内容可能已不适合当前版本,最后更新于1.5。 |
A country's treasury stores all of its currently accumulated wealth and is the main source of accessible gold; most events and actions deposits gold into or withdraws gold from the treasury. At the end of each month, the current balance between the country's income and expenses are automatically added or subtracted from the treasury. Most actions that cost gold, such as constructing buildings, adopting inventions, and completing mission tasks, have their costs deducted directly from the treasury and require the treasury to have enough gold to pay the cost outright. Thus, for more expensive items, it will often require saving up for months (if not years) to make the purchase or investment.
If the treasury becomes negative for any reason, the country will be considered to be in deficit. As there are many random events that can result in the loss of gold, or require gold expenditure from the treasury to avoid a worse outcome in some other field, it may be useful to keep a reserve of gold if the country is sufficiently unstable that going into deficit would be problematic.
While the ruler is paid a portion of the country's income each month, a country's treasury should be distinguished from the ruler's personal finances, even in monarchies; these two stores of wealth have distinct uses and are not generally interchangeable. If the ruler is corrupt, this can become a particularly serious problem as the ruler siphons a large proportion of the country's income into their personal coffers where the state cannot use it - it is entirely possible to have a wealthy ruler but a poor state, and vice versa.
Income
The are three main sources of state income in Imperator:
- Tax, produced directly by pops in owned territories
- Commerce, generated by the movement of goods between provinces on trade routes
- Tribute, paid by many types of subject states
Generally speaking, the effects of governor wages and the stacking effects of buildings means that the capital region, and especially the capital province and territory, will produce a disproportionate portion of the country's income.
Taxes
Tax income is paid by all pops of certain classes in the country, each producing a different amount of base monthly tax income:
As with all pop output, the base tax production of each pop is then multiplied by its happiness as a fraction out of 100%, which generally means that the tax income of pops is less than the base value. The exception is slaves, who are fixed at 100% output efficiency regardless of happiness. After this, National tax and Local tax modifiers are applied at the territory, province, region, and country level. As tax income is produced almost exclusively by pops, it is also affected by the various pop output modifiers, with slave output modifiers being particularly important given that tax income usually comes predominantly from slaves; tribesman output can also have a significant effect for tribal countries or states that otherwise have a large number of tribesmen.
Some of the more important sources of tax modifiers are listed below:
- Territory modifiers:
- Province modifiers:
- +3% per governor finesse plus a base of +3% with the Bleed Them Dry governor policy
- +1% per governor finesse plus a base of +1% with the Acquisition of Wealth governor policy
- +2% for each iron trade good in the province
- Region modifiers:
- Country modifiers:
- -50% with the Lax Taxes economic policy
- +1.5% per statesmanship-adjusted finesse of the Steward (Monarchy office)
- +1.5% per statesmanship-adjusted martial of the Tribune of the Treasury (Republic office)
- +2% per statesmanship-adjusted finesse of the Magistrate (Tribal office)
- +5% with the Property Tax ( Civic Advances 0), Eisphora ( Civic Advances 4), Liturgies ( Civic Advances 9), Use of State Land ( Civic Advances 14), and Import Tax inventions ( Civic Advances 19)
- +5% with the Status Quo/Lex Aternia Tarpeia Republic law
- +10% with the For the Common Good Tribal law
- +10% for various pantheon deities
- +10% per 100% omen power for various omens
- +10% if the ruler has the skeptical or corrupt traits
- -5% if the ruler has the trait
- -10% if the ruler has the pious or miserly traits
- +0.5% per point of revanchism
Base tax
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Every nation, regardless of its population or number of territories, has a base tax of +2 gold per month, which can then be modified by national tax modifiers. This case tax is crucial for small nations' economies in the early game, but becomes largely irrelevant as the country expands and grows.
Commerce
- 主条目:Trade
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Commerce income is produced by the import and export of trade goods from the provinces where they are produced and consumed, and unlike tax happens at the province level. Each trade route generates a certain amount of commerce income for both the importing and exporting province, with certain more valuable and exotic trade goods being worth more and foreign trade routes generating significantly more income for both sides (but especially the exporter). Each unused import route also produces a baseline amount of commerce income, though usually less than what using the slot for a trade route would produce. Commerce income is heavily tied to trade good production and unlike tax income is highly dependent on the ability and willingness of other countries to trade, and typically increases in importance throughout the game as the efficiency of trade good production increases and import ability of cities and provinces is expanded.
Unlike tax income, commerce income is not generated directly by pops, but indirectly through the trade route production of nobles and as well as the trade good production of slaves, and so is mostly accumulated from large cities with many import routes as well as areas with high trade good production and export potential.
Tributes
- 主条目:Subject nations
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All subject states pay a certain amount of tribute income to their overlord, which for most subject types comes as a certain percentage of their income. The tribute paid can be changed by various modifiers, and in particular can be adjusted to be lighter or harsher using the associated economic policy, with a corresponding bonus or malus to subject opinion (and indirectly subject loyalty). Tributaries are particularly useful for accumulating tribute income as they are available to all countries and do not take up a diplomatic relations slot; because of the effects of base tax, it is generally better to have many smaller tributaries than a few large ones.
Expenses
A state has many monthly expenses that must be paid, most relating to military or administrative manners. These expenses are automatically deducted from the income each month and only the balance (which may be negative) appears in the treasury. Monthly expenses must be paid, even if the treasury is already in debt.
Army Maintenance
- 参见:Army
In addition to the cost of recruitment, every raised cohort also has a monthly army maintenance cost that must be paid, with the base maintenance equal to 1/24 of the recruitment cost. Cohorts that are loyal to a specific commander cost only 66% of their normal maintenance; armies that are led by a disloyal commander do not cost any maintenance at all.
Tribal retinues do not cost any maintenance to the state, with only their clan chiefs required to pay maintenance. This means that tribes are able to support much larger armies than their economic strength would otherwise indicate.
Mercenary upkeep also appears here, which is generally significantly more expensive than normal armies but do not cost manpower.
- 参见:Navy
Like armies, owned ships also have a monthly navy maintenance cost, with the base maintenance cost equal to 1/48 of the recruitment cost. As with armies, disloyal fleets do not cost any maintenance, while mercenary fleets have a premium that make their upkeep more expensive.
Paying Tributes
- 主条目:Subject nations
All subject nations have a tribute that must be paid to their overlord, which for most subject types is a certain proportion of their income depending on the exact subject type and can be modified by the tribute income modifier of the overlord. The tribute is always paid as long as the country is a subject, even at low loyalty. Note that the tribute paid is a proportion of the total income, not the overall balance.
Fort Maintenance
- 参见:Fort
Every fort costs a base of 0.50 gold in fort maintenance each month. Each fort level counts as its own fort, which means that building up large fortress cities is particularly expensive in maintenance. Disbanding fortresses in the interior of the country's territory, particularly if they are not protecting any important cities and are not realistically accessible (e.g. are not on a vulnerable coast), can be a useful way to save on expenses if fort maintenance is becoming too high. Conquering heavily divided areas where many small city states or tribes have built a capital province, particularly in Greece, can also be expensive if the many forts in the area are kept.
Wages
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Every character holding a government position in the country is paid a monthly wage, usually a percentage of the country's total income which is determined by the exact position the character holds (the only exception being governors, who are instead paid directly from their governorship and not from the central treasury). Character wages therefore scale with a country's size and always form a significant part of a country's expenses, with managing the number of generals and admirals being particularly important for larger empires who may have many armies and navies that they want to be led. Wages can be modified country-wide with the Monthly Wages for Characters modifier and individually per character by the Monthly Wage modifier. Character corruption can significantly increase the wages that a character is paid out of the government's coffers - up to a +250% wage modifier at 100 corruption - making it important to ensure that corruption does not become too endemic in the government (e.g. allowing "free hands"), lest the entirety of the country's income be drained by corrupt officials, leaving nothing for infrastructure or the military. On the other hand, members of grateful families (families that hold at least double the number of expected positions) will have their wages reduced by -20%.
Wages can be increased or decreased across the entire country through the wage economic policy, in addition to the default setting. Low wages can significantly increase the amount of gold available for other uses but will rapidly increase corruption across all of the country's office holders, which makes it infeasible for any significant length of time unless the country has very strong monthly corruption reduction modifiers as the costs of increased corruption will quickly surpass any savings from the policy. High wages, while potentially quite expensive, can be useful for wealthy countries that seek to reduce corruption without using a national idea or law slot and/or already have endemic corruption, so that the expenses from the policy will quickly be made up for by the decline in corruption. Notably, it is also the easiest way to decrease ruler corruption (which reduces political influence gain), particularly in monarchies which do not have access to a corruption reduction law and where a corrupt ruler may stay in power for many decades.
Economic Policies
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Economic Policies can be accessed in the economy screen and allow a country to control its income and spending on a country-wide level. Each policy is associated with a specific income or expenses category.
Taxes
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Modifies income from taxes. Taxes can be lowered to increase overall happiness, or raised to increase slave output in return for decreased research.
Policy | Bonus | Malus |
---|---|---|
Lax Taxation | +10% Population Happiness | -50% National Tax |
Default Taxation | No Effect | No Effect |
Harsh Taxation | +12% National Slave Output | -20% Research Points |
Commerce
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Modifies trade income from commerce. The default policy gives bonus trade routes to the capital, while the other two policies may be useful if the country makes a lot of gold from either importing or exporting.
Policy | Bonus | Malus |
---|---|---|
Free Trade | +20% Export Value | -15% Import Value |
Trading Permits | +2 Capital Trade Routes | None |
Transaction Taxation | +20% Import Value | -15% Export Value |
Tributes
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Modifies the tribute received from subject states. More tribute can be demanded in exchange for lower subject opinion if the overlord is strong enough to demand it, and vice versa if a country's subject states need to be appeased. Crucially, selecting "Lax Tribute" helps greatly in reaching the +190 opinion required to integrate eligible subjects.
Policy | Bonus | Malus |
---|---|---|
Lax Tribute | +50 Subject Opinion | -33% Tribute Income from Subjects |
Default | No Effect | No Effect |
Extortive Tributes | +25% Tribute Income from Subjects | -50 Subject Opinion |
Army Maintenance
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Modifies army maintenance cost in return for army morale. Gold can be saved while at peace by decreasing pay when armies are not needed, while particularly rich countries can improve the quality of their armies by increasing pay. Note that the Decreased Pay option disables drilling for army experience and military experience.
Fleet Maintenance
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Like army maintenance, modifies navy maintenance cost in return for navy morale, and can be used to save gold while at peace or to improve its fighting ability when at war, if higher pay can be afforded.
Policy | Bonus | Malus |
---|---|---|
Decreased Pay | -50% Naval Maintenance Cost | -80% Naval Morale |
Normal Pay | No Effect | No Effect |
Increased Pay | +5% Naval Morale | +50% Naval Maintenance Cost |
Fort Maintenance
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Modifies fort maintenance in return for garrison size and fort defense. Gold can be saved while at peace by decreasing fort maintenance when not needed - though this can leave border forts vulnerable to a sudden attack of declaration of war - while wealthier countries can improve the quality of their existing forts by improving their garrisons and fortifiations.
Wages
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Modifies character wages in return for corruption. Reducing wages can be used if gold is urgently needed, but is not viable in the long term as the increased wages from corruption will eventually far outstrip any savings from the wage reductions of the policies. Increasing wages is the most reliable way to reduce countrywide corruption and can be quite useful if the country can afford it.
Deficit
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If a country's treasury becomes negative at any time, whether from a negative balance or from losing gold in an event, the country will be considered to be in deficit. A country that is in deficit will be unable to pay their soldiers and officials properly and destabilize the regime, giving the following modifiers:
While in deficit, a number of special events can trigger. Many of these events will give gold and may well help the country turn around its financial situation, but many of them come at a significant price, such as reduced research, lower population growth, or an army morale malus. Going into deficit while a mercenary army is employed is especially dangerous, as they may simply abandon the battlefield or attempt to offer their services to the opposing side, which can severely compromise a country's military situation, or even seize control over the local province as their 'payment'.
Out of the valid options, one of the following will occur each month as long as a country is in deficit:
- Bad Planning, with a weight of 10 ( -10% Morale of Armies and -5% Army Morale Recovery for 3 times the monthly income)
- Deficit!, with a weight of 10 ( -0.02% National Population Growth for 3 times the monthly income)
- Desperate Measures, with a weight of 10 ( -5 stability for 3 times the monthly income)
- A Friend in Need..., with a weight of 10 ( -10 Loyalty of Characters for 6 times the monthly income)
- Tightening the Strings, with a weight of 10 ( -25% Research Points for 6 times the monthly income)
- A Gift from the Gods, with a weight of 10 (Gain 6 times the monthly income)
- Defection!, with a weight of 100 ( Mercenaries attempt to defect)
- Mercenary Secession!, with a weight of 25 ( Mercenaries seize control of the local province)
- Rebels Without a Cause, with a weight of 50 ( Mercenaries leave)
- Nothing, with a weight of 100
参考资料