

Other peasantry buildings focus on food production, population growth, and public order. The best peasantry income comes at the cost of public order and food. Higher population means more taxes, and you get some flat income for upgrading your settlement to rank 10. Peasantry income comes from taxing your commoners. Let's talk about all five categories and how they generally work. So far I've shown you the peasantry, commerce, and industry tags for income. (What did they call their currency back then?) With our 10% corruption example, our commandery's final taxation would be 280 net income - 10 expenses = 270 income per turn.Ĭalculating taxation: Categories of income Notice that our tier 2 government support has a per-turn upkeep of 10, uh. If we instead had +15% peasantry and +40% commerce, our income would be (105 * 1.15) + (120 * 1.40) ~= 289.Īs you can tell from the previous screenshot, tax rate and corruption cancel each other out - 20% tax level and 45% corruption works out the same as 0% tax level and 25% corruption.įinally, some buildings have an upkeep cost that must be paid per turn, even if you grant a commandery tax exemption. Taking our previous example, if we have 10% corruption, our net income is 311.25 * 0.9, ~= 280. +20% tax rate, -15 public order, +50% food from farmingīecause corruption and tax level are applied after percentage income, they're much more powerful - 1% corruption will do more damage to you than losing 1% percentage income. +10% tax rate, -6 public order, +25% food from farming +0% tax rate, +0 public order, +0% food from farming (default) 10% tax rate, +6 public order, -25% food from farming 20% tax rate, +15 public order, -50% food from farming This is an ability you gain once you rank up to a second marquis simply open the treasury window to adjust the slider. Tax level refers to how much you have raised or lowered taxes from the default. It increases as your empire does - though I'm not sure of the exact mechanics, so I couldn't tell you if it increases with your population, the number of territories you hold, or (more likely) both. Fortunately, it's fairly easy math.Ĭorruption is a measure of how much taxation is being pocketed by the people collecting it. When you hover over the money icon in the corner of your settlement UI, you'll see that there's a little more to the math. This is called the settlement's gross income, and while it's very important, it's not the end of the story.Ĭalculating taxation: Tax level, corruption, and expenditure Thus, we can see the taxation for this settlement is 311 income per turn. Then, apply the percentage income to each base income. Next, add together the percentage income from each building.Ĭommerce: 25% (large town) + 25% (inn) = 50% Peasantry: 25 (large town) + 80 (livestock farm) = 105 How much income does this commandery raise?įirst, add together the base income (or flat income) from each building. Let's say you have one commandery under your control. Prestige is another "faction stat" that appears on buildings. Increasing your trade influence applies faction-wide it wouldn't really make sense if it only applied to some areas. It's a statistic you can see on the diplomacy page. Trade influence, for example, is used in diplomacy with other factions. An outpost is (my word for) a territory connected to the main city for Changsha, those territories are the teahouse, the armor craftsman, and the trade port. This means that if you build a market wharf in one city, it will only provide the +50% income from commerce and -10% cost to build green buildings in that same city and to its connected "outposts". Unless otherwise specified, a building's effects only apply to the local commandery. The money is taken immediately, but you don't get the benefits of construction until after the turns are over.

"Learning and market buildings construction cost reduction: -10%" means that the mentioned buildings - marked by a blue tag in the building interface - get a cost reduction once you've finished building this.įinally, if you hover over the building, you can see that it will cost you 1250 coins and two turns to build. That tag matters for a lot of things that we'll get into later. This income is considered industry income. "+100 income (industry)" means this building contributes 100 income each turn. Let's say you start a new city by building the first building in the state workshops tree. So, let's start by breaking down the basics. Economies in Three Kingdoms have a lot of mechanics that relate to each other in ways you don't necessarily expect.
