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Population and Taxes

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Population and Taxes

Post by Deadman on Sun Nov 03, 2013 8:57 am

The population is your people, and you can do 3 things with them. Provide for them, grow them, and tax them.

Needs
Spoiler:
People have government-provided needs. These are Healthcare and Education. The cost per kerbal of these services will vary depending on economic type -

Spoiler:

Corporate - Can be toggled off/on if so choosed, however, toggling off incurs a 25 PP production penalty
Healthcare - 5 kerbits/kerb
Education - 5 kerbits/child kerb

Capitalist
Healthcare - 25 kerbits/kerb
Education - 20 kerbits/child kerb

Mixed
Healthcare - 60 kerbits/kerb
Education - 45 kerbits/child kerb

Socialist
Healthcare - 100 kerbits/kerb
Education - 78 kerbits/child kerb

Communist
Healthcare - 175 kerbits/kerb
Education - 160 kerbits/child kerb


Growth


Spoiler:

If you provide all of the required needs covered above, your population will grow at 2% per cycle.

Taxation


Spoiler:

Taxation is the way you make money. You choose a worker focus to decide how much each of your kerbs makes per cycle, but also gives you bonuses or penalties in certain areas. The worker focuses are below -

Spoiler:

Industry-Oriented
+10 PP cap bonus, +0.5 units/day for mine, well, farm, and ranch
400 Kerbit salary per kerb

Balanced
No bonuses
500 Kerbits per kerb per cycle

Service-Oriented
-10 PP Cap Penalty, -0.5 units/day for mine, well, farm, and ranch
600 Kerbits per kerb per cycle

After picking your worker focus, you pick a tax rate. The tax rate limits are below, and are decided based on your economic type -

Spoiler:

Capitalist - 25%
Mixed - 45%
Communist - 100%
Corporate - 15%
Socialist - 65%

Multiplying the tax rate and the salary per worker will give you how much money you tax off of each worker. Multiplying this by your adult population will give you how much money you're making per cycle from taxes.
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