Warband Tweak: Tax Inefficiency (reduce it, increase it, or eliminate it)

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kefka95

Squire
Since a lot of people are having frustrations with tax inefficiency, I thought I would create a few tweaks to help soothe your pain  :mrgreen: (this has also been added to TweakMB!).  If someone else has already come up with these tweaks, then please pardon my redundancy!

Go to your PRESENTATIONS.TXT module file and find the following (this is under the "prsnt_budget_report" header):
2106 2 1224979098644774918 27 3 0 4 0 32 2 1224979098644774913 3 32 2 1224979098644774914 0 2121 3 1224979098644774924 1224979098644774913 3 2107 2 1224979098644774924 5 2110 2 1224979098644774924 70 2122 3 1224979098644774925 1224979098644774914 1224979098644774924 2108 2 1224979098644774925 100 2106 2 1224979098644774919 1224979098644774925

The 3 in red represents the number of centers you must own before tax inefficiency goes into effect (a "center" being defined as any village, town, or castle that you are lord of).  It's actually a "greater than" check, which means that with the default value of 3, you must own 4 or more centers before having tax inefficiency.  If you want to completely eliminate tax inefficiency, simply change this to a very high number, such as 999 (ie, you can never own 999 centers, so you would never have tax inefficiency).

The 100 in blue represents the final divider for the tax inefficiency calculation.  For example, changing this to 500 would reduce your tax inefficiency to 1/5th of it's default value.  Likewise, changing it to 20 would increase your tax inefficiency 5x over.

NOTE:  If you're using TweakMB to modify this, keep in mind that TweakMB will actually display this in the opposite fashion for simplicity's sake, and then handle the number conversion internally (ie, setting it to 20 would reduce it 5x over, and setting it to 500 would increase it 5x over).  This is also explained within the program, but I just wanted to make note of it here as well.
 
thats interesting, but when you own castles with farms you will spend more money on defence than the town/farms actually give you
 
I think it would be cool if tax inefficiency varied based on the type of settlement. I would think that large population centers (towns) would have a greater tax inefficiency. But that is really because I only want to tweak tax inefficiency in a minor manner, cause I like the type of strategy it forces encourages. Food for thought....maybe come up with a tweak that modifies how relation hits from assigning fiefs? As in, I don't think Lords should get offended just because you gave land to a landless vassal. If anything, if they are an honorable lord, they should applaud your fair distribution of land.....just sayin'
 
CounterPoint391 said:
I think it would be cool if tax inefficiency varied based on the type of settlement. I would think that large population centers (towns) would have a greater tax inefficiency. But that is really because I only want to tweak tax inefficiency in a minor manner, cause I like the type of strategy it forces encourages. Food for thought....maybe come up with a tweak that modifies how relation hits from assigning fiefs? As in, I don't think Lords should get offended just because you gave land to a landless vassal. If anything, if they are an honorable lord, they should applaud your fair distribution of land.....just sayin'

I REALLY REALLY second this. The relationship drop is just insane, stupid, and unrealistic. Sure, some relationship drops are OK, that is, if two lords are rivals or are currently fighting with each other, but other than that...
 
Cyrilix said:
CounterPoint391 said:
Food for thought....maybe come up with a tweak that modifies how relation hits from assigning fiefs? As in, I don't think Lords should get offended just because you gave land to a landless vassal. If anything, if they are an honorable lord, they should applaud your fair distribution of land.....just sayin'

I REALLY REALLY second this. The relationship drop is just insane, stupid, and unrealistic. Sure, some relationship drops are OK, that is, if two lords are rivals or are currently fighting with each other, but other than that...

It's a fairly difficult thing to tweak.  It's easy enough to simply eliminate the relationship hit (ie, just change the appropriate multiplier to 0), but if you want to actually "tweak" it without simply getting rid of it, then it gets quite a bit more complicated.  The way the game calculates the relationship reduction involves lots numbers being multiplied, divided, subtracted, added to, etc, etc, and eventually you arrive at the amount the relationship is reduced by.  In other words, there's no one value that makes for an obvious or easy tweak.  I could probably throw something together for TweakMB, although I think the tweak would be a little bit confusing.  Oh well, I suppose something is better than nothing  :mrgreen:
 
kefka95 said:
It's a fairly difficult thing to tweak.  It's easy enough to simply eliminate the relationship hit (ie, just change the appropriate multiplier to 0), but if you want to actually "tweak" it without simply getting rid of it, then it gets quite a bit more complicated.  The way the game calculates the relationship reduction involves lots numbers being multiplied, divided, subtracted, added to, etc, etc, and eventually you arrive at the amount the relationship is reduced by.  In other words, there's no one value that makes for an obvious or easy tweak.  I could probably throw something together for TweakMB, although I think the tweak would be a little bit confusing.  Oh well, I suppose something is better than nothing  :mrgreen:

More details on the above, please? I will do this for now, since it's far better than the current implementation regardless.
 
LittleJP said:
Look there
http://forums.taleworlds.com/index.php/topic,107685.0.html

Does that still work with the newer patches or is it only for the old one?
Kefka, can you include the appropiate multiplier to 0 in the next tweak pack and then in later versions include something that can change it once you figure out the tweak? I would really appreciate this and I'm sure many others would as well. Your TWEAKMB is a lifesaver for so many and we thank you for your time invested in making it.
 
So I'm not doing anything wrong when I see tax inefficiencies... like not having enough men garrisoned or not upgrading the towns mills, schools etc....
 
same. tried looking for it but only some of it is there. "27 3 0 4 0 32 2" and after that it just starts getting... weird.
 
i have no problem with this tax inefficiency, i have 1 town, 1 castle and 4 villages and i'm making a nice income...
 
Phaserburn, continue on from "27 3 0 4 0 32 2" until you find "100 2106".
You can change the 100 to a higher number to reduce tax inefficiency in Warband v1.127.
I changed the 100 to 500 and it dropped it to 1/5 of the prior number as mention by kefka95.
The tax inefficiency numbers have been way to excessive for the all the locations I control and I have given many castles, villages, and some towns to vassals.
Thanks for the data kefka95, now I have some coin of the realm to invest in the conquest of Calradia. 
 
Tweaking tax inefficiency may no longer be needed, because since the creation of this thread, the following has been introduced:

1. Castles now generate income.
2. Income has been increased across the board. ~700 denars per week for a village with average prosperity.
3. Town tariffs have been fixed. Now they accumulate for every villager or caravan that reaches your town.
4. Player enterprises introduced, which is a huge source of income.
5. Half wages for both garrisoned AND non-garrisoned troops have been fixed.
6. Prisoner ransom amount is now based on prisoner level rather than a fixed 50 denars.
 
kefka95 said:
Since a lot of people are having frustrations with tax inefficiency, I thought I would create a few tweaks to help soothe your pain  :mrgreen: (this has also been added to TweakMB!).  If someone else has already come up with these tweaks, then please pardon my redundancy!

Go to your PRESENTATIONS.TXT module file and find the following (this is under the "prsnt_budget_report" header):
2106 2 1224979098644774918 27 3 0 4 0 32 2 1224979098644774913 3 32 2 1224979098644774914 0 2121 3 1224979098644774924 1224979098644774913 3 2107 2 1224979098644774924 5 2110 2 1224979098644774924 70 2122 3 1224979098644774925 1224979098644774914 1224979098644774924 2108 2 1224979098644774925 100 2106 2 1224979098644774919 1224979098644774925

The 3 in red represents the number of centers you must own before tax inefficiency goes into effect (a "center" being defined as any village, town, or castle that you are lord of).  It's actually a "greater than" check, which means that with the default value of 3, you must own 4 or more centers before having tax inefficiency.  If you want to completely eliminate tax inefficiency, simply change this to a very high number, such as 999 (ie, you can never own 999 centers, so you would never have tax inefficiency).

The 100 in blue represents the final divider for the tax inefficiency calculation.  For example, changing this to 500 would reduce your tax inefficiency to 1/5th of it's default value.  Likewise, changing it to 20 would increase your tax inefficiency 5x over.

NOTE:  If you're using TweakMB to modify this, keep in mind that TweakMB will actually display this in the opposite fashion for simplicity's sake, and then handle the number conversion internally (ie, setting it to 20 would reduce it 5x over, and setting it to 500 would increase it 5x over).  This is also explained within the program, but I just wanted to make note of it here as well.

i cannot find this line of numbers in "presentation.txt" in warband 1.1 someone help
 
Hey Guys, thank you for this awesome idea, but i really am confused right now, because in my case my prsnt_budget_report is so very unbelievable long and for example starts of with -60.000 and i have no clue how to find the right numbers to change .
any idea why it looks different for me ?
Pls help
 

yeah and right im playing gekokujo mod so i dont know whether tweak mb works :/
 
So with 1.167 Warband and its mods TweakMB is does not have all the possibilities any longer but besides minor changes to code it's quite the same.

1. Have an editor...I recommend EditPad Lite as it is my favorite-est ;P
2. open the presentations.txt file
3. Search for "prsnt_budget_report"without quotes " around it
4. it will look like:
prsnt_budget_report 0 121 2
-60.000000  730 902 1 999999...etc or something close to that..in that paragraph of code look for some long code like 1224979098644774915 that ends with 2 2133...then later 4 2133 and later 6 2133....you want to change the 2, 4, and 6 to 60 or more to eliminate tax inefficiency.

so for example what worked for me for 1257 ad mod v1.1 was changing the line

1224979098644774913 2 2133 2 1224979098644774914 5 5 0 31 2 144115188075857213 1 2133 2 1224979098644774913 4 2133 2 1224979098644774914 4 5 0 31 2 144115188075857213 2 2133 2 1224979098644774913 6 2133

to

1224979098644774913 60 2133 2 1224979098644774914 5 5 0 31 2 144115188075857213 1 2133 2 1224979098644774913  60 2133 2 1224979098644774914 4 5 0 31 2 144115188075857213 2 2133 2 1224979098644774913  60 2133


Enjoy the little help if not confused. Also, what is dead may never die...like this thread ;D
 
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