What I have at the moment is a sort of income tax, where the player gets income based off how many peasants they have, and then pay a fraction of that on to the Emperor. While this is easy to understand in real life terms, I'm not sure it's either historically accurate or best for gameplay.
What I think would be best for gameplay would be for players to pay a tax based on how much money (or rice, or whatever) they have in total - this is because it would apply a "restoring" effect which would get bigger as the player's wealth grew, stopping it from spiralling out of control exponentially as it could in Crossroad Keep. However, this doesn't really seem either realistic or, to my knowledge, historically accurate (a tax on land, maybe, but on savings, maybe not).
A flat tribute rate or amount based on number of peasants and/or land would probably be more likely, and it would stop exponential growth of the kind in CK, where more peasants = more money = better stuff = yet more peasants, since more peasants and land would mean more tax... however, players would still be able to amass a lot of money, since all a peasant tax would effectively do would be to lower income (this is also a problem with income tax).
So, basically, I need some sort of financial system which:
A) Is reasonably simple
C) Helps prevent exponential growth (and, preferably, makes life easy on poor players)
Of course, there will be other costs, like maintaining assets, armies, etc, but I just wanted to know if anyone had any suggestions about how to make the financial system "work", so to speak. I mean, things could even change in-game as the Emperor decides to re-hash the system or whatever (perhaps going from a lax system which lets the player get to grips with things to a harsher one), but I need something which "feels" like Feudal Japan (even if it isn't 100% historically accurate - this is a custom fantasy setting, after all).





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