Tax Rate, Loyalty, and Public Grievance

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Tax Rate, Loyalty, and Public Grievance are three numbers which are closely intertwined. The three will always attempt to total 100, and there are different ways to affect each of them.

Tax Rate[edit | edit source]

Your Tax Rate determines how much gold you make per hour, based on your entire population (including unemployed.) Tax Rate is the easiest number to manipulate, the panel for which is found in the Town Hall. Tax Rates are affected only by Tax Policy and Adv. Tax Policy.

Addition by Roninator.
If you are asking yourself "What's the best tax rate for my city?", then listen up. I will give you some advice. The highest tax rate you can set to give you the most money without doing anything else is 50%. Here are some numbers for you to look at. The efficiency of the tax rate can be modeled by the function tax revenue = x(1-x)p where x is the tax rate and p is the population limit.

Population max is 20,000.

Tax rate 30% 40% 50% 60% 70%
Loyalty 70% 60% 50% 40% 30%
Population 14,000 12,000 10,000 8,000 6,000
Income 4,200 4,800 5,000 4800 4,200

A tax rate better than this requires constant interaction. Here's how -
Start by setting you tax rate to 0 or 5%. Your population will rise fast, as long as your loyalty is high as well. (do praying to raise loyalty quickly). When its near max or at max, set your tax rate to 100%. Then do a public grievance comfort in your town hall. Then again when loyalty is at 95%. This will require a lot of food. You use 1 food for each population. I.E. 10 population = 10 food. That's not current population, that's your max population. Now if we have loyalty at 90% or higher, lets assume 100% -
Population is 20,000. Tax rate is 100%. 20,000 * 100% = 20,000 gold per hour.
Don't forget as well about your heroes salary.

Levies[edit | edit source]

Levies are calculated based on city population as follows:

  • Gold = 10% of max Population
  • Food and Lumber = 100% of max Population
  • Stone = 50% of max Population
  • Iron = 40% of max Population
Quest:Resource Levy
subquest Target Award Amount
Gold Levy enact levy Gold 1,000
Food Levy enact levy Food 1,000
Lumber Levy enact levy Lumber 1,000
Stone Levy enact levy Stone 1,000
Iron Levy enact levy Iron 1,000

Loyalty[edit | edit source]

Loyalty affects how many people are in your city. If you have 50 Loyalty, you will have 50% of your maximum population. Loyalty adjusts itself based on your Tax Rate and Public Grievance. In addition to being affected by Tax Rate and Public Grievance, it is affected by Disaster Relief and Praying.

Consolation[edit | edit source]

Consolation has a cooldown of 15m.

Action Cost
Type
Cost
Amount
Increase
Type
Increase
Amount
Decrease
Type
Decrease
Amount
Disaster Relief Food (Max Population) Loyalty 5 Public Grievance 15
Praying Gold (Max Population) Loyalty 25 Public Grievance 5
Blessing Gold (Max Population)*0.1 Food (Max Population)*10
If you successfully handle a disaster you may get an extra blessing. (non-quest)
Quest:Consolation
subquest Target Gold Food
Disaster Relief do once 1,000 1000
Pray for Your People do once 1,000
Bless for luck do once 1,000
Population Raising do once 1,000 1,000

Hero Loyalty[edit | edit source]

If captured, an opponent's Hero can be persuaded to join your forces if plied with Medals and gold. This can also occur vice versa, in which you can lose an attacking hero whose loyalty has dropped to 0. However, in some cases it is also possible to lose your attacking hero if his/her loyalty is at 100.
Hero loyalty can be increased by rewarding the hero with gold or medals. However, it is not recommended for newer players to use medals for this, as they are going to be needing them for promotion quests.

Public Grievance[edit | edit source]

Public Grievance is a number whose purpose is to stymie the growth of Loyalty. It does not do anything but act as a "filler" of numbers where you could instead have higher Loyalty or Tax Rate. It is affected by losing attacks to your city, as well as Disaster Relief and Praying.

A Miracle![edit | edit source]

If your City Loyalty/Grievance is in a very bad way, due to poor tax management, overworking or being under heavy attack, a miracle cure exists in the form of the Speech Text item. Thanks to the amazing powers of good oratory, this instantly sets your Loyalty to 100 and your Grievance to 0. Such fortune doesn't come cheap though - it's 100 Game Cents in the Shop. If the alternative is losing your main city that may seem a small price to pay.

Ticks[edit | edit source]

Every six minutes, or ten times per hour, the game will update the Loyalty, Population and Gold of each city. This moment is called a tick.

Occupancy is the percentage of a city's Current Population to its Population Limit. If the Population Limit is 20,000 but the Current Population is 15,000 then the Occupancy is 75%.

On every tick, the following things happen in each city:

Loyalty + Tax Rate + Grievance = 100, eventually. Loyalty will change by +1, 0 or -1 to make this number closer to 100.

Population will then increase, decrease, or stay the same until Occupancy is equal to Loyalty. This increase or decrease is determined by the Tax Rate.

+Population change per tick

Tax Rate Increase Decrease
0% 5% 0%
10% 4.5% 0.5%
20% 4% 1%
50% 2.5% 2.5%
80% 1% 4%
90% 0.5% 4.5%
95% 0.25% 4.75%
98% 0.1% 4.9%
99% 0.05% 4.95%
100% 0% 5%

If a population increase makes the Occupancy exceed the Loyalty, it will cut off at the Loyalty. A population decrease however will not cut off, and may correct upward on the next tick.

If you are one who maxes out your population, jacks up your tax rate and comforts with Disaster Reliefs, you should note that it takes 30 minutes for your Loyalty to drop 5 points. If you forget your Loyalty for a while, your Occupancy can drop to nearly 5% less than your lowest Loyalty, and it will barely increase until you lower your taxes. New cottages will also fail to fill their population.

Naming Your City[edit | edit source]

Award: National Flag (1), Prestige (50), Gold 500

This opens up awards for accumulating Prestige.


Population[edit | edit source]

There are several Quests that have population targets or add population to your city.

Population[edit | edit source]

Quest: Rebuild: Continuous Development
Target
Population Limit
Award
Population Food Lumber Stone Iron
1,000 100 1,000 4,000 1,000 1,000
10,000 500 5,000 10,000 5,000 5,000
50,000 2,000 10,000 20,000 10,000
Quest: Population Increase
Target
Population
Award
Prestige Population Gold
100 10 10 10
200 20 20 20
500 50 50 50
1,000 100 100 100
2,000 200 200 200
5,000 500 500 500
10,000 1,000 1,000 1,000
20,000 2,000 2,000 2,000
50,000 5,000 5,000 5,000

Idle population is also required for the production of troops in the barracks.

Colony[edit | edit source]

Quest: Colony: Valleys Conquer
Valley
Level
Items Food
1 War Horn (1) 1,000
2 Corselet (1) 2,000
3 Penicillin (1) 3,000
4 4,000
5 5,000
6 10,000
7 20,000
8 50,000
9 100,000
10 200,000

Wealthy Society[edit | edit source]

Quest:Wealthy Society
subquest Target
(Base production)
Award
Great Harvest Food 1,000 Plowshares (1)
Food 1,000
Food 5,000 Food 5,000
Food 10,000 Food 10,000
Food 50,000 Food 50,000
Logging Lumber 1,000 Arch Saw (1)
Lumber 1,000
Lumber 5,000 Lumber 5,000
Lumber 10,000 Lumber 10,000
Lumber 50,000 Lumber 50,000
Quarrying Stone 1,000 Quarrying Tools (1)
Stone 1,000
Stone 5,000 Stone 5,000
Stone 10,000 Stone 10,000
Stone 50,000 Stone 50,000
Forging Iron, 1,000 Blower (1)
Iron 1,000
Iron 5,000 Iron 5,000
Iron 10,000 Iron 10,000
Iron 50,000 Iron 50,000
Tax Revenue Tax Revenue 500 Gold 1,000
Tax Revenue 1,000 Gold 5,000

Empire Building[edit | edit source]

City Expansion:Conquering
Target Prestige Gold Food Lumber Stone Iron
Conquer a Flat 100 5,000 5,000 5,000 5,000 5,000
City Expansion:Satellite City
Target Prestige Gold
Build a new city 100 50,000