Jump to content
Sign In to follow this  
wolfmanbfc

Taxes: simoleons taxed per sim and per sim job

16 posts in this topic Last Reply

Highlighted Posts

Posted:
Last Online: A long, long time ago... 
 

This was a very simple experiment that I didnt see posted in this board, so if it has been done before I will close this thread.

Anyway, the first part of my experiment was to determine how everything is taxed. While I assume the actual calculations use building values, I found that just taking the taxes made and dividing by jobs and population numbers gives consistant results (ie. 0.06$ margin of error) for commercial and industrial.

Residential on the other hand gives significantly different numbers in the move from low density to medium and high density so I will list that seperately.

Anyway, here are the simoleons per job/sim I came up with averaged from my 3 cities in order of zone type:

CS$__: 0.135$

CS$$_: 0.524$

CS$$$: 1.353$

CO$$_: 0.085$

CO$$$: 0.125$

I-A: 0.064$

I-D: 0.202$

I-M: 0.289$

I-H: 0.255$

Low Density

R$__: 0.337$

R$$_: 0.617$

R$$$: 1.000$

Medium-High Density

R$__: 0.070$

R$$_: 0.293$

R$$$: 0.628$

Conclusion: In order to have a balanced budget, a good mix of low, medium and high density residential is needed. In one of my industrial cities I put in some high density and let 24000 low wealth sims move into hi-rises and was only making 1703$ off them at 9% taxes, while in another city with 27000 low wealth sims living in low density I was making 9014$ at 9% taxes.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

I reckon this should be stickied, or Omnibused, as it could be useful forb penny-pinchers. 2.gif

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Interesting data. However, I think the results would be better displayed as $ per tile. There's a few things to consider:

1. Generally, low-income buildings have more sims/tile than high-wealth buildings. This means that even though $/sim may be small for R$, the R$ buildings hold more sims than R$$$ buildings, so it balances out a bit.

2. High-wealth buildings cost more to maintain (especially water resources) than low-wealth buildings. So, the higher-income from R$$$ comes at the cost of maintaining more water pumps and parks and stuff like that.

3. Regardless of what zone type is most cost-effective, you need all types for a region to function. So, it's not really practical to concentrate on developing CS$$$ or whatever.

Share this post


Link to post
Share on other sites
  • Original Poster
  • Posted:
    Last Online: A long, long time ago... 
     

    On your first idea to go by tile. I made an experimental city with six tiles of low density commercial and when those six tiles were used by first CS$ and later, after parks were added, CS$$ both times the $/job result was the same as the numbers above. I didnt go any further into detail than that. I will experiment with various densities tommorrow.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Somehow you came up with less money for CO $$$ than CS $. You might want to figure out what went wrong there...

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online: A long, long time ago... 
     

    Go into SC4Tool and look at the numbers yourself. CS$ provides more in taxes per job on average than CO$$$.

    Speaking of SC4Tool, does anyone know the exact formula for calculating taxes.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online: A long, long time ago... 
     

    With the per-tile calculations, I think it actually does not reflect your budget income levels as well, because while it's true that many low-wealth sims live on a single tile of high-density area, they also drain a lot of your education / health resources (if you are going to build a good city), whose costs are a per-sim thing... so per-sim I think reflects your actual budget income well.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Well, you don't actually have to educate R$ sims, unless you want to boost demand for higher-wealth jobs and thus higher-wealth sims to move in. They don't need the education and health to improve desirability either, since they'll live happily just about anywhere. I think the only thing health does for them is that more of them will go to work (40% if LE=50, 60% if LE=90). That might boost demand for jobs.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online: A long, long time ago... 
     

    I have also been experimenting with taxes per sim, So far I find R$ appears to be 1 simolean per job (or commuter), although Agriculture workers (Farmers) seem to be exempt. Thanks for your data. Do you agree with my calculations so far?

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online: A long, long time ago... 
     

    Very good Finding! I don't know how Accurate This is, but This Prooves Very Useful If Accurate!

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    I've been playing for years now and only realised those ridiculusly low tax revenues from CO$$/CO$$$ jobs compared to CS-Job-revenue a short while ago.

    I'm somewhat proud of my liveable city at relatively low tax rates (7,2% for all residental types, 7.0% for all commercial) without using cheats or money-lots, but i feel a bit conned because the shiny skyscrapers that i'm looking for are all CO wich pay so little taxes.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Yeah.... whywould commercial office be so low? Aren't those 'rich valuable buildings?'

    THis isn'tmaking sense to me.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    i just wanted to comment on the R$ taxes being 5 times more if on low density zone lol. 27000 sims would take up a lot of room with low density. i think high density would be able to achieve a similiar population effortlessly. the question is can high density handle 5 times more than low density? i think the answer is yes lol. it's an interesting topic nonetheless 17.gif

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Originally posted by: Jasoncw The density of the zone doesn't matter, what matters is the building that is built on it.quote>
     

    Is there a way or tool to check the amount of tax a building can bring?

    Also, since high-rise bring in less $ per sim, does this mean taxes should be rised in high-density city?

    Share this post


    Link to post
    Share on other sites

    Sign In or register to comment...

    To comment in reply, you must be a community member

    Sign In  

    Already have an account? Sign in here.

    Sign In Now

    Create an Account  

    Sign up to join our friendly community. It's easy!  

    Register a New Account

    Sign In to follow this  

    • Recently Browsing   0 members

      No registered users viewing this page.

    ×

    Thank You for the Continued Support!

    Simtropolis depends on donations to fund site maintenance costs.
    Without your support, we just would not be in our 24th year online!  You really help make this a great community. *:thumb:

    But we still need your support to stay online. If you're able to, please consider a donation to help us stay up and running. This helps sustain a platform where we can share our community creations for years to come.

    Make a Donation, Get a Gift!

    Expand your city with the best from the Simtropolis Exchange.
    Make a Donation and get one or all three discs today!

    STEX Collections

    By way of a "Thank You" gift, we'd like to send you our STEX Collector's DVD. It's some of the best buildings, lots, maps and mods collected for you over the years. Check out the STEX Collections for more info.

    Each donation helps keep Simtropolis online, open and free!

    Thank you for reading and enjoy the site!

    More About STEX Collections