Just some numbers I've though about while doing some no export runs, always had a rough number in my head but did found it difficult to actually write it down, so bare with me. It's been a while.
Did 3 recent playthrough to test the feasibility of 3 different starting housing level approach to no export on 3 different map. Difficulty is set at very hard, Saved was at start of January after housing is stable, everyone is fed for +1 sentiment. Wages always 8+ Rome for +4 sentiment. 0-4% unemployment is +1 sentiment, 25%+ unemployment is -3 sentiment. I break down tax income/wages at 3 different housing benchmark per 1000 occupants to get a rough figure in real world scenario. 38 and 53 wages was used cause it's 99% of time the minimum and maximum Rome +8 wage encountered.
*404 worker pool was used as the average benchmark of the 3 save.
#profit at 25% tax rate after paying wages.
Taking the above numbers and using the equation (100%-Tax income/wages), I work out roughly what unemployment rate is needed to break even with wages to know when profit begins and then work out when higher unemployment gives same profit as 25%.
Grand Insulae or above, 25% tax and low unemployment should be most ideal.
It seem Small Hovel can at best break even with wages at 25% tax, but with very high unemployment a decent profit can be reasonably achieved. 80%+ unemployment with central wheat or good fishing spot using a 52 tiles loop can give a possible 600D+ in profit per 1000 resident. Which when scaled up can be quite profitable with minimum setup cost. Otherwise at 11% tax, high wages or mass farms can make this too unprofitable.
Small insulae IMO is the de facto housing level to go for at the start as it doubles the previous income and setup cost isn't too high. Central wheat or fishing map, it should be better to go for high unemployment then 25% tax as it can easily surpass the profit if wages is high and almost equal when wages is low. The initial setup cost is much lower also. For other map, then I think its likely 50/50, have to take into accounts of available starting funds, rugged terrain and distance new immigrants need to travel amongst other things.
from -https://caesar3.heavengames.com/cgi-bin/caeforumscgi/display.cgi?action=ct&f=2,6838,,all
Breaking down tax rate per -1 city mood
Tax rate is most efficient per city mood at 4% then become less efficient as tax gets higher, at 14% and 25% the efficiency bumps up slightly. 6 months rotation of 25% and 4% tax in theory have the same effect to city mood as taxing 11% (-2-2=-4, +2-6=-4) while giving 14.5% tax income(25%+4%)^2 = 14.5%.
Did 3 recent playthrough to test the feasibility of 3 different starting housing level approach to no export on 3 different map. Difficulty is set at very hard, Saved was at start of January after housing is stable, everyone is fed for +1 sentiment. Wages always 8+ Rome for +4 sentiment. 0-4% unemployment is +1 sentiment, 25%+ unemployment is -3 sentiment. I break down tax income/wages at 3 different housing benchmark per 1000 occupants to get a rough figure in real world scenario. 38 and 53 wages was used cause it's 99% of time the minimum and maximum Rome +8 wage encountered.
Housing Grand Insulae Small Insulae Small Hovel
Tax Income 25% 4494 2997 1497
Tax Income 14% 2518 1677 834
Tax Income 11% 1975 1319 655
Wages at 38* 1534 1534 1534
Wages at 53* 2142 2142 2142
Profit 38 wage# 2960 1463 -37
Profit 53 wage# 2352 855 -645
*404 worker pool was used as the average benchmark of the 3 save.
#profit at 25% tax rate after paying wages.
Taking the above numbers and using the equation (100%-Tax income/wages), I work out roughly what unemployment rate is needed to break even with wages to know when profit begins and then work out when higher unemployment gives same profit as 25%.
Grand Insulae or above, 25% tax and low unemployment should be most ideal.
Break Even Same Profit as 25% tax
Small Insulae 14% -14% - 21.7% 46.4% - 85.4%
Small Insulae 11% 14% - 38.5% 88.4% - Above 100%
Small Hovel 14% 45.7% - 61.1% NIL
Small Hovel 11% 57.4% - 69.6% NIL
It seem Small Hovel can at best break even with wages at 25% tax, but with very high unemployment a decent profit can be reasonably achieved. 80%+ unemployment with central wheat or good fishing spot using a 52 tiles loop can give a possible 600D+ in profit per 1000 resident. Which when scaled up can be quite profitable with minimum setup cost. Otherwise at 11% tax, high wages or mass farms can make this too unprofitable.
Small insulae IMO is the de facto housing level to go for at the start as it doubles the previous income and setup cost isn't too high. Central wheat or fishing map, it should be better to go for high unemployment then 25% tax as it can easily surpass the profit if wages is high and almost equal when wages is low. The initial setup cost is much lower also. For other map, then I think its likely 50/50, have to take into accounts of available starting funds, rugged terrain and distance new immigrants need to travel amongst other things.
from -
Tax rate Effect
0% +3
1%-4% +2
5%-6% +1
7%-8% Neutral
9% -1
10%-11% -2
12%-14% -3
15%-18% -5
19%-25% -6
Breaking down tax rate per -1 city mood
Tax Per -1 city mood
4% - 4%
6% - 3%
8% - 2.66%
9% - 2.25%
11% - 2.2%
14% - 2.33%
18% - 2.25%
25% - 2.77%
Tax rate is most efficient per city mood at 4% then become less efficient as tax gets higher, at 14% and 25% the efficiency bumps up slightly. 6 months rotation of 25% and 4% tax in theory have the same effect to city mood as taxing 11% (-2-2=-4, +2-6=-4) while giving 14.5% tax income(25%+4%)^2 = 14.5%.
[This message has been edited by BigBear84 (edited 10-07-2021 @ 09:40 PM).]