SLG-Dennis

SLG-Dennis



02 Sep

Comment

Originally posted by DonaIdTrurnp

The other thing that sales taxes prevent is using stores to create implicit transport requests: if I sell something at one location for 12.35 and buy it at another for 12.36, that’s offering 0.01 per unit to transport it (as well as putting market orders at those prices. But a 1% sales tax would mean that the smallest amount to offer to pay for shipping intrinsically would have to be .13, of which the shipper gets .01.

Shipping contracts exist but need to be interacted with each time they happen.

On White-Tiger we hence have a transporter profession (if you didn't take any skills) that is exempt from sales tax.

But noone there would transport anything for a single cent. Can also use a contract for that, given the government will in any case want to tax that service in some way.

On the other hand our sales tax is between 10 and 20 % mostly, depending on the goods, so we're far off 1%.


01 Sep

Comment

Originally posted by DonaIdTrurnp

It’s not a very big drawback, especially since a VAT would be prohibitively difficult to calculate.

Oh, a VAT is even more prohibitively difficult to actually create with the law system. It's a dream I have for a long time ...

Comment

Originally posted by DonaIdTrurnp

Yeah, it just adds a lot of math in figuring out pricing of complex items. A mechanic will need to sell some items at prices different from the cost basis they need to use to determine the costs of other items.

They've been doing fine with that, though, so I don't see a drawback in that.

Comment

Originally posted by MetallicDragon

but how could this stop the initial creation of immediate winners and losers from the first injection of new global currency by server admins?

It doesn't, but it does keep that from being a problem, since there will be more currency to go around, so those early winners will need to keep selling goods that people want to maintain their advantage.

With barter and minted currencies distributed through a player store perhaps at least those who pursued advanced tech could only get as many resources as people could collect themselves

The problem is not the free money. The problem is not enough money. You still end up with the tech players having all the money regardless of how the money is distributed.

Government stores buying goods to distribute money works OK, but has its own problems. Usually what happens is one or two goods are overpriced, someone notices this, and exploits it to make all...

Read more

And fitting taxation can still reduce the money that lands on the accounts of the early winners.

Comment

Originally posted by MetallicDragon

This is, essentially, deflation in action. I've seen it a bunch of times on servers that just don't hand out enough currency. A very easy and effective solution that tends to make everyone happy is to just implement a UBI (funded by just printing money), like /u/SLG-Dennis mentioned. It makes those less active or late-joining players some spending money, and the large producers get to sell more at higher prices. It's a win-win.

Some people may grumble about inflation, but I've never seen that be an issue under UBI in this game.

Exactly - ultimately it's a game and we know the game has flaws, especially when it comes down to playtime and competetiveness. UBI can ensure that everyone can participate in some way, play and have fun (and that is what it's about ultimately, right?), even if there is the typical pro-players around. You can still limit those by good taxation.

Comment

Originally posted by SkinHungryC-3PO

Would taxation so early in the game dissuade people from going for certain industries known to generate heaps of cash like smelting and such?

Not in my experience. Would be a bit counterintuitive to actually playing the game to not play it as well (and not going for professions is basically ending up just that).

Comment

Originally posted by DonaIdTrurnp

Not unless your taxation is past the Laffer maximum, which would be hard to do.

If you tax sales instead of profits, you’ll make it very hard to calculate prices.

Sales tax is pretty standard and works well as of my experience.

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
This has been fixed in Update 10.
Comment

You seem to be missing taxes. This doesn't happen with taxes.

See White-Tiger's UBI and taxes.

I cannot contribute to a way without UBI, as of my experience it's the absolute best thing you can do out of a multitude of benefits it has.


31 Aug

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
A VPN shouldn't cause any crashes, it can prevent you from accessing the online services though, if the VPN is blocked by Cloudflare.

27 Aug

Comment

The room tier is not determined by the furniture you have in your house, but the material the house is made of. To increase the tier you'll need to use bricks or lumber for the house instead of hewn logs / mortared stones.

Post
    SLG-Dennis on Steam Forums - Thread - Direct
Hello Citizens,
this post contains a collection of useful resources for Eco:

Bug Tracker: https://github.com/StrangeLoopGames/EcoIssues/issues
Suggestions Tracker: https://feedback.play.eco (Archived: https://github.com/StrangeLoopGames/EcoSuggestions/issues)
Support Mail: [email protected]

Official... Read more

26 Aug

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
Originally posted by halmal242: I am having a similar issue with the Update 10 Playtest Solo. It says on the server crash log that an instance is already running and can't start a new one when I have no servers running.
That error appears when the port is used for any reason only. It doesn't even need to be a running server, it can be some other service using that port or a hung up instance of the server still in the task manager. Please also note that we do currently not support private servers on Update 10. The playtest branch is solely intended for playing on our official playtest server. Please keep in mind that changes on the playtest branch could break your savegame irrecoverably at any time.
Comment
    SLG-Dennis on Steam Forums - Thread - Direct
Water flows when the connections are correctly setup and the pumps are in a working state. Would need to see a detail screenshot of the whole setup to say more.
Comment
    SLG-Dennis on Steam Forums - Thread - Direct
I can't give you an ETA, it's not currently on the medium-term roadmap. Water wheels are not affected by this feature not existing either, you are supposed to settle near rivers to use them. Updates to water have been made in Update 10 to support boats, though.
Comment
    SLG-Dennis on Steam Forums - Thread - Direct
No, we're not providing these files at this point. Please note that in our playtest announcement we made clear that we can at this point not offer any support for private playtest servers and that those may break at any time. Public servers on playtest are currently not allowed. (They are not listed on the server list)

The playtest is simply not yet stable enough to be used outside a controlled environment.

25 Aug

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
What version are you on now? (ESC -> Left bottom corner)

24 Aug

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
Those settings will purposefully not be made available in the client, due to them only being suitable and supported to be changed for dedicated servers and having high complexity. They are all part of an config file, though and can be changed via the Server UI.

22 Aug

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
We don't have any XML files to modify things, I guess you talk about .cs files, which are just program code. It's modding when you do that, all relevant settings are available in config files. Anything specific you miss?
Comment
    SLG-Dennis on Steam Forums - Thread - Direct
"vanillaplaytest" is outdated at this point and shouldn't be used anymore. Next playtest is on "wtplaytest" again.