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Author Topic: Taxation  (Read 4375 times)
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Sneakabout
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« on: November 24, 2004, 01:56:27 PM »

I've just finished a module for taxation as a part of my next project - whilst this is intended to be used with various other modules I wish to write, if anyone wants to have a taxation module just as it is, email me and I'll send it to you.

It includes a tax office encounter in the forest, a tax-free allowance, high and low tax rates and a redistribution level if you want all gold to be confiscated after a certain limit. Other functionality alluded to in the code is meant to be used with another module.

EDIT: Oh yeah, be aware that this hasn't been truly tested yet, I've run through it a few times, but there may be minor bugs still lurking.
« Last Edit: November 24, 2004, 01:58:05 PM by Sneakabout » Logged

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Arune
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« Reply #1 on: November 24, 2004, 02:03:49 PM »

Why not post it for the community? Maybe others out there that could build off of this same module as well.

I would definitely be interested in playing around with it.
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Sneakabout
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« Reply #2 on: November 24, 2004, 02:16:40 PM »

I'd like to keep track of who has modules which aren't "finished" by my estimation.... and this one is meant to work with others I haven't coded yet.

When I finish the lot, I will release them as a package in me shared file, yes, but for now I'd prefer to keep track Tongue
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Jim
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« Reply #3 on: November 25, 2004, 04:28:03 AM »

Oh no the tax man is coming to lotgd! I have enough trouble dealing with the real IRS....  Grin
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Sneakabout
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« Reply #4 on: November 25, 2004, 05:20:01 AM »

Heh... not just tax if I get this project done, after all, the money goes somewhere...
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Spider
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« Reply #5 on: December 12, 2004, 08:28:29 AM »

I was actually planning on doing something a little crazy like this a while ago, but my ideas escalated far beyond what I could be bothered to code so I never got around to it (I favour little projects which add nice features and are easier to code Wink)

and by that I mean a taxman who gave funds to the "village" which were then used for other things, such as construction of new shops, meaning I would tell people what the new shop would do, and how much it would cost, and it wouldn't appear until that money was in the village funds.  This approach would also give users a choice between which shops to spend the money on, giving my users a much bigger involvement in what mods I write and add to the game, and making it feel more like a real community.

I'm sure you have other ideas of what to do with a taxman though, just figured I'd voice my thoughts as they were vaguely related Smiley
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