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View Full Version : When Does A Pleb Become Profitable?


Zaius
10-21-2006, 02:37 AM
Since a pleb is paid a wage even when unemployed, I was wondering at which point a pleb gave back more money than he took?

Are the sales tax on a pleb's purchase and maintenance of 1 type of food and 1 type of good enough to make up his pay? This assumes standard rates. Because my plebs have 3 types of food and 1 type of good, so I assume that they pay more taxes this way since they buy the other types of food, too which results in a generally higher stockpile of food in the households, more purchasing, and more taxing.

The reason I ask is that I have an economy that is going pretty well. It is completely aimed at sending goods and foods to the markets, which will be bought by plebs and taxed. I have little to no extraneous industries. I want to make money here and I can't. I have no unemployment and yet the wages are by far outweighing my sales tax income. This is just pleb-wise but I have very few equites, just enough to run the essential buildings.

I am forced to raise the sales tax, but I don't see why I shouldn't be able to make money off the plebs. Trade for my map only provides 500 a year and does not let me make a profit. That's right I am more than 500 in the hole in terms of wages vs taxes.

My assumption: Since tax comes to me when a good is purchased, there is no point in building additional markets as long as my houses are all satisfied in goods and foods. There would be no further tax income from additional markets.

Is this a correct assumption?

Thanks.
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Amenuk
10-21-2006, 03:38 AM
you need to build some posh houses for 'Patricians' this will give you a good income. Plebs dont pay house tax.
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Zaius
10-21-2006, 03:47 AM
On another thread I was told to hold off on the patricians 'till later and that I could establish a profit first. Just to make it clear, I am aware plebs don't pay property taxes.

Anyhow, thanks for the reply.
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papymandarin
10-21-2006, 03:54 AM
well i think you're simply on the wrong way... you can't have a positive economy only with plebs if you don't trade with other cities. :D :D

Zaius
10-21-2006, 04:18 AM
My original post mentioned my trading.
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papymandarin
10-21-2006, 04:33 AM
well then you probably don't export enough:cool:

papymandarin
10-21-2006, 04:54 AM
Pleb is profitable only through its work (and then exports) , they cannot bring you more money through markets taxes than what they have been paid LOL can you?

Equites are profitable through the services that allow Patricians to evolve
and Patricians are profitable through their property taxes once they are somewhat evolved.

Spearthrower
10-21-2006, 06:10 AM
Plebs earn you more money than they cost by creating trade goods you can export. This is absolutely key - forget sales tax in the early game and get trade receipts - all your income can be trade receipts and you will be rolling in it!

Aside from creating tradeable goods, Plebs are also a link in the chain towards Patricians - they create the food and basic/luxury goods to furnish your Equites who in turn provide services and entertainment for your Patricians..... it's a well oiled society that is borne on the shoulders of the plebs. Don't expect them to pay for themselves - they dont earn enough to do that - instead they give you a basis to put in the pure tax patricians thereby earning their keep!

First goal in game is get your 1st trade route up and maximised.
Second goal in game is get your 2nd trade route up and maximised.
Then you can start to look at how to develop your Pleb and Equite housing in preparation for your Patricians.

Zamolxes
10-21-2006, 08:25 AM
I am forced to raise the sales tax, but I don't see why I shouldn't be able to make money off the plebs. Trade for my map only provides 500 a year and does not let me make a profit. That's right I am more than 500 in the hole in terms of wages vs taxes.

My assumption: Since tax comes to me when a good is purchased, there is no point in building additional markets as long as my houses are all satisfied in goods and foods. There would be no further tax income from additional markets.

Is this a correct assumption?

Thanks.

Only 500 a year in trade receipes? what map is THAT? Every map i played has at least 5000 potential / year.

Taxing the plebs will not be enuff to pay your wages, but maximizing export using plebs will. Taxes come in only to augment your earnings. And what u really want to tax are sales of exotic goods, later, insane cashiola. But again, your map comes into play, u say u can make only 500 / year.

Are all of your trade routes open? All the trade routes are selling max amount they can / year? When u open trade routes, dont open them randomly, choose carefully which ones u want 1st. Usually i always open the cheapest route that will take the most basic goods. Why? cause i have to produce basic goods anyway to evolve my plebs, so all the extras can be sold for cash.

Yes, your assumption is correct. If all the houses are well fed and have all the goods, that means your markets shuffle as many goods as they are needed, and any additional market wont make a big difference.

When u start your town, u dont need that many markets anyway. 1 food, 1 basic, u could lay 1 luxury and mothball it. Then open up trade with 1 city, maximize it. As your insulaes evolve to max level, lay down a second center: food, basic, 1 luxury mothballed. When u hit 5000 workers or so, u might have to lay down 2 more food markets well placed, but that's it.

Spearthrower
10-21-2006, 08:27 AM
I assumed that Zauis has made a mistake there because, unless it's a custom map, I don't understand why 500..... 5000 maybe with a typo? :confused:

Zaius
10-21-2006, 02:39 PM
The map is Kingdom 2, the one in Southern France where you must give the empire 100 lumber. I am trading steel away with a 20 max on the steel per year. It is the only trade route not to give a good in return for my export. All the other ones give luxury/exotic goods in return. I assume that I get no money for my exports from the other trade routes since it would be a straight trade of a good for another good. Is this wrong?

Can I make it where I get money also from the other trade routes and not have to pay for their stinking goods?
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papymandarin
10-21-2006, 03:11 PM
when you open a trade route , you choose what you want to sell or buy OR not
you just have to select the trade depot then go in orders and decide if you buy or sell what you want and the amount per yer

you don't obligatorily buy what they sell !

Zaius
10-21-2006, 03:13 PM
when you open a trade route , you choose what you want to sell or buy OR not
you just have to select the trade depot then go in orders and decide if you buy or sell what you want and the amount per yer

you don't obligatorily buy what they sell !

Wow looks like I can make money now!

Edited to add: Just made 2 more trade depots and I am now at $3k+ with a huge income.

Thanks everyone.
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Naufragus
10-21-2006, 08:20 PM
On another thread I was told to hold off on the patricians 'till later and that I could establish a profit first. Just to make it clear, I am aware plebs don't pay property taxes.

Anyhow, thanks for the reply.


no. no. you dont have to hold off adding them. just dont worry about evolving them. a small villa still pays taxes. just place some and get the revenue.

Grumpus
10-21-2006, 08:30 PM
no. no. you dont have to hold off adding them. just dont worry about evolving them. a small villa still pays taxes. just place some and get the revenue.

Small Villas don't pay taxes

I think it's a good idea to hold off placing villas until there is a dependable supply of 2 basic goods, food and a luxury good. Otherwise they'll just yo-yo taking all their food and goods with them when they go.

Cartpusher
10-21-2006, 11:46 PM
I think it's a good idea to hold off placing villas until there is a dependable supply of 2 basic goods, food and a luxury good. Otherwise they'll just yo-yo taking all their food and goods with them when they go.

That's why I lay out the area with markets and services and empty lots, but only place one villa. When I have that one developed where I want it and all of the supplies and services are stable, then I add the rest of the villas. Then I just sit and watch all the evolution.

Sonny Jim
10-22-2006, 11:29 PM
Take a look at this screen from my Alexandra map and tell me what I am missing. Plenty of new plebs after I upgraded to medium insulae, yet they are all joining the unemployment cue instead of filling the required jobs? What the? lol

Zamolxes
10-22-2006, 11:42 PM
I guess is a farm or 2 they suposed to fill up. Do u have it mothballed or maybe not conected to a road?

Bathing
10-23-2006, 12:10 AM
Take a look at this screen from my Alexandra map and tell me what I am missing. Plenty of new plebs after I upgraded to medium insulae, yet they are all joining the unemployment cue instead of filling the required jobs? What the? lol

This happened to me and I was scratching my head for few minutes wondering about it ... then it turned out I didnt have an aqueduct set up yet and there was no water in the city! No water = no health and no happiness, so your plebs will not work.

edit: nevermind its not your entire population lol. Probably just something not connected to a road like Zam said.

Cartpusher
10-23-2006, 12:41 AM
I've seen this twice. The numbers just didn't add up, but the city seemed to be working. Both times I had a prefect office one space away from the road. Adding a bit of road to connect it fixed the labor report.

Sonny Jim
10-23-2006, 02:29 AM
hmm okay, will try that CP. Thanks all.

Cartpusher
10-23-2006, 09:48 AM
You can find any offenders by using the Risks/Problems overlay. Buildings with no road access will be gray. Not real obvious for the small buildings, but the overhead view might work.

It was only prefects with me, but I wonder if other buildings lacking road access would muck up the labor report, also.

MarkDuffy
05-30-2007, 03:31 PM
I just stumbled across this thread & noticed Sonny Jim's Labor Report. Missing 27 Plebs. Clay or Sand Collecting Camp (27 Plebs per) not connected to a road?

Off to the Lab...

EDIT: Yup, looks like Cartpusher had it correctly. I loaded a save, deleted a Sand Collecting Camp (27 Plebs) & an Odeum (18 Equites) & rebuilt them one microtile away from the road.

While on normal roads, we always get a popup about not being connected to a road, diagonal building is something else & not always? However, if you click on a diagonal building, it will say "needs roads".

Good stuff, thanks! :)

As far as the thread goes, sales taxes appears to be higher for higher markets. Food least (but your people buy a LOT of it), Basic more, Lux even more & outrageous for Exotic Goods. More types of goods & your people will buy them. Make em & market em! Tax those Markets from day one. Every bit helps!

MarkDuffy
05-31-2007, 03:11 PM
Adding another image from my play of E4E Caesarea last night. As you can see from my Financial Advisor, Sales Taxes are VERY kewl!