Analysis of new Game Update(Work Tax)!

Day 2,089, 13:35 Published in South Africa Armenia by The Argead

The newest change in the game, as announced in is the latest updates section is the Work Tax. It's fully detailed how we should expect it to work, so I won't explain it again here, instead I'll straight away focus on highlighting how it affects the economy and overall gameplay.

1. With taxes high enough, countries are going to be rich.

Quoting Margaret Thatcher, "There is no such thing as public money; there is only taxpayers' money".
Enough said. The money won't magically appear, it will be simply taken from some citizens, just to be given to the others, which is a very BAD thing if done excessively. Minimum taxes need to be maintained to fuel the constant warfare, and to raise a bulk of cash for important battles. Apart from that, in this game they serve no other purpose. A small percentage might be used for charity events, e.g. helping new players, but that's usually a fraction of all incomes and can be neglected. This change gives countries a tool to tax their citizens even more. Which means that... the money taken from company owners will be given to the fighters at the best case scenario. At the worst, someone will "borrow" it.

Conclusion:
+1 for war module
-1 for economy module
As simple as that.

2. Weapon raw company owners.

The change is basically a nightmare for all weapon raw company owners, especially those low quality companies. I'll present a small simulation to show it.




This is how the production in raw companies looks now. The "return time" is the number of days, after which the company paid for its building cost. In other words, it's a tool to measure its profitability.

For now, the most profitable are Q3 companies, Q5 are slightly worse in terms of investment return, but they require less hp. As in, with 3 Q3 companies you'll earn 30cc daily for 30hp, with a single Q5 it might be only 20cc, but you'll lose only 10hp. It all depends on your goals.




Here I've added a Tax column indicating a Work Tax, and percentage increase in the return time.

0.2cc tax might mean, that the average salary is equal to 20, and the Work Tax is set at 1%.

Increasing the Work Tax to 10% with the same avg salary would give us 2cc tax. Since the combinations are nearly infinite, I've used some raw values.

The point is, they show how the tax cripples low quality companies, eventually making them almost unprofitable.

Conclusion:
Work Tax discourages players to create low quality raw companies in favor of higher quality ones. If you already have a lot of Q1-Q3 companies then you might have a bad time. In no way it "fixes" the economy, on the contrary, it makes creating companies even more pointless.

3. Food companies.

People still build food raws...? I hope not, otherwise the tax will basically kill their production, because it does not depend on your profit - it's the same for all companies.

New players create 70 food raw in their Q1 raw companies, with the 0.02 market price it gives a whopping 1,4cc profit. Even with the medium tax the already-tiny-profit totally disappears.

Analogically to weapon raw, both food raw and food producing companies will be less affected by the change if their Q is high enough.

Conclusion:
It kills all the weak industries, making even more types of companies absolutely useless. Economy fix? I don't think so. It's another step in having a game dominated by the war, with a makeshift and illusory economical module.

4. Weapon companies.

All which was said so far applies to owners of Q1-Q6 weapon factories: the lower the quality of your company, the bigger percentage of your income you will lose.

With the only exception being Q7 weapon producers, who can maybe earn a bit on the change. How come?




It's of course very simplified, but some part of the money paid in taxes will return to the Q7 company owners. Having more money for warfare, countries can afford better supplies, soldiers can fight more since they have more money (and unprofitable companies as alternative), so part of the money eventually goes back to the weapon producers.

However, this goes mainly for the Q7 company owners, and perhaps weapon raw producers, due to a increased raw consumption, but to a lesser extent. Keep in mind, that weapon raw owners will already pay huge taxes, so they may simply lose less.

Also, if a country maintains very low taxes, it probably won't afford better supplies, or they'll stockpile the surplus money, so the aforementioned hypothetic situation may never happen, still the tax burden will be moved towards the company owners.

5. Final conclusion.

The change undoubtedly strikes at lower quality companies of all kind, discouraging players, especially new ones, from creating them. Surprisingly it isn't a bad thing, as new players can benefit more from upgrading their training grounds, getting BHs in low divisions, and collecting bazookas for events like the national shield.

At the same time, more and more industries are becoming obsolete, leaving the weapon industries still profitable, notably the Q7 weapons and weapon raws.

Work Tax is neither good nor bad; it's good for fighters, bad for company owners, which shows the below picture.




Which causes the game to revolve around war even more. But this approach is not going to "fix eco", as requested by players. Do we need a Robin Hood, who takes from poor, and gives to the poorer?

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Analysis of new Game Update(Work Tax)!
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