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Author Topic: Taxation, City Hall and Elections  (Read 20328 times)
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Sneakabout
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« on: December 19, 2004, 03:07:20 AM »

Here they are, the three modules you've all been waiting for....

What, no waiting for? Curse you all to eternity!

In any case, these are 1.0 of the modules taxation.php, townfinance.php and election.php These three are meant to work together, should be installed together and will probably cry and sulk if you don't.

The functionality of the modules is as follows:

taxation.php - adds taxation of gold assets in the bank on newday, adds a forest special where you can encounter the Tax Offices.

election.php - adds functionality for elections to be held in the City Hall (see townfinance.php), registration of candidates, voting by all players and finally the finishing of an election through a link in the Grotto.

townfinance.php - adds functionality for the elected leader to change tax rates, make proclamations, give alms, claim expenses, resign his office (triggering candidate registration in election.php) and talk to citizens in the Audience Chamber. Citizens can protest or support the leadership in the City Hall, as well as ask about their tax status and the tax code. They may also petition the Leader.  Also provides for a central treasury which the money from taxation pays into, which is subtracted from the treasury when administrative functions are used.

http://dragonprime.net/users/Sneakabout/election.txt

http://dragonprime.net/users/Sneakabout/taxation.txt

http://dragonprime.net/users/Sneakabout/townfinance.txt

Feedback is necessary, or else I shall summon the dark spawn of Cthulu from R'lyeh to feast on your server. Really.
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Rowne
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« Reply #1 on: December 19, 2004, 11:44:56 AM »

These sound like a fantastic idea and I praise your hard work.  I do think they sound like a good idea but I have two small considerations before I install them.

I'm a left-winger (everyone who doesn't know this in regards to myself will in time) and something of a socialist/communist.  So I don't like taxing the living buggery out of poor people but I do like taxing the living buggery out of rich people and redistributing to the poor to create an equitous flow of resources.

Does this tax the heck out of the poor and does it alter the tax rates based on how much you have?  Will it make it too difficult for new players to get a financial footing in the game?

-=- Edit -=-

I... cannot BELIEVE I just said that with a straight face in regards to LoGD of all things.

*Collapse.*

Still, I think my questions stand, sort of.  I wouldn't want to be cruel to my players.
« Last Edit: December 19, 2004, 11:46:31 AM by Rowne » Logged
Sneakabout
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« Reply #2 on: December 19, 2004, 11:49:07 AM »

Actually, there is a redistributive function, a tax-free setting, a low rate of tax, a high rate, you can enable rebates..... all of these are settable. You can tax poor people huge amounts while letting the rich off, or even favour one town above the others.

Its a full tax system to answer your question, with a communist-style setting which can be enabled if you want. You can look into the module for specifics on what you can do.
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Rowne
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« Reply #3 on: December 19, 2004, 11:54:52 AM »

I'm impressed.

I'll be more than happy to give it a whirl, then.
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strider
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« Reply #4 on: December 19, 2004, 01:31:17 PM »

::sighs and rolls his eyes::

Can anyone tell that Sneak has lived in the UK too long? Death is no longer assured there, but taxes are eternal.

::offers a roguish grin::

The system looks great Sneak. You did a great job with it all.
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robert
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« Reply #5 on: December 19, 2004, 02:43:07 PM »

Quite refreshing and rare these days to stumble onto a new mod that  strides to improve game play rather than boon the player a gazillion gems or even more uneeded buffs.

Looks rather well but I did notice some errors, a spellcheck should clear up the few I seen.

Bravo sneakabout ! - good work !!  Cool
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Excalibur
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« Reply #6 on: December 19, 2004, 02:49:40 PM »

I join Strider & Robert to say: Bravo !!

To complete the work, won't you take time to zip them ?  Wink
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XChrisX
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« Reply #7 on: December 19, 2004, 11:28:05 PM »

Actually, there is a redistributive function, a tax-free setting, a low rate of tax, a high rate, you can enable rebates..... all of these are settable. You can tax poor people huge amounts while letting the rich off, or even favour one town above the others.

Just before I start telling my users nonsense Wink ...

Is there a seperate treasury for each city or will all cities share the same treasury?

Could you add a modulehook somewhere to let the leader buy new features?! (I think Excalibur already had something like this in 0.97...)

I think of letting the actual leader buy / activate new modules, if the amount of gold in the treasure is "sufficient" ...
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Sneakabout
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« Reply #8 on: December 20, 2004, 02:20:09 AM »

Thanks for the support, muchly appreciated indeed. Cheesy

Currently all cities share the same treasury, and the same leader. In the future I may well use the same code-base to write a module which does elections on a smaller scale, to have leaders for each city.... but that lies in the future some way off, and they would not have the same broad powers as the leader in this mod has. There is a modulehook in the leader's office called "waroffice", though I can't remember if modulehooks work inside modules....

You'd still be able to hook in though through runmodule then selecting the $op as "office", so it doesn't really matter if the modulehook works or not. You could do an interface of some sort by which you could buy new features by that method.
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XChrisX
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« Reply #9 on: December 20, 2004, 02:53:40 AM »

Great... Smiley

Yes, modulehooks work inside of modules... it's a bit less... complicated than using the runmodule-hook-version...

Okay, let's build this city... *g*
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lonnyl
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« Reply #10 on: December 20, 2004, 02:42:58 PM »

Couple suggestions for the elections.....

a confim of some sort for ending the election....
once a person has won the election, they cannot run again??? what no incumbents?Huh
Also could use a current election standings list somewhere.....
Maybe some election tools..... hire someone to make you look better.... pay for campagn signs..... (text banners shown to users as they play, with cantidate platform)
A limit to the quantity of cantidates...
Parties..... (NOT democrat or republican... maybe something with a little more humor)..
Impeachment!.... for those who really crank up the taxes.....

ok... so more than a couple.... I got carried away......
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strider
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« Reply #11 on: December 21, 2004, 12:15:12 AM »

Another interesting twist that could go with the system is have a city "Satisfaction" poll. Allow users to post how they feel about their leader that day. If the satisfaction poll ever drops too far, the player who is the leader gets a "sleeze" factor. Make their charm begin to take a nose dive. If their charm ever goes to Zero. . . they lose their office.

Each player could add to the poll via their preferences and change their opinion there at any time. Entire guilds might vote one way or the other depending on who the official was.

You can also have a little menu that posts how satisfied the people are with their leader. If it ever gets too high, make the city throw a "We love our King" day, (sort of like the game Civilization II used to do) and let the leader gain charm.

With what you've already built, it'd be pretty fun and easy.
« Last Edit: December 21, 2004, 12:16:35 AM by strider » Logged
lonnyl
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« Reply #12 on: December 21, 2004, 06:22:28 AM »

Another suggestion.... only show the vote box and submit button if there are 2 or more catidates.... or even go so far as to not allow voting until it is turned on by and admin.  

Also since you are entering a number, a drop down list or even a set of check boxes would be nice for the vote screen.
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lonnyl
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« Reply #13 on: December 21, 2004, 06:24:39 AM »

Oh yes... and I noticed that the treasury needs to be rounded.... getting totals for gold in treasury at things like 583726.7887 gold.......

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XChrisX
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« Reply #14 on: December 21, 2004, 06:29:15 AM »

You can also have a little menu that posts how satisfied the people are with their leader. If it ever gets too high, make the city throw a "We love our King" day, (sort of like the game Civilization II used to do) and let the leader gain charm.

With what you've already built, it'd be pretty fun and easy.

That might work together with the gardenparty module... Wink

Set the Partytype setting to any desired value and the starting date to "today" and let's celebrate our mayor... Wink

Maybe some kind of custom title for the player who has this office... "mayor of Degolbourg" or something like that... (of course admin configurable Wink )
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