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How is tax collected?

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HI guys

 

I am a newbie and wondering how the collection of  taxes work.

 

For residential is it a percentage of the sims earnings?

For commercial is it a precentage of goods sold?

And for Industry a percentage of good shipped?

 

Any in depth info would be appreciated.

 

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You cannot control taxes until a town hall is placed.  Once the town hall is placed, you have the ability to only tax R-C-I independently regardless of wealth class.  My suggestion is for your first town hall upgrade at 5K population: place the Department of Wealth/Finance which will allow you to have fingertip control of each R-C-I as well as each respective wealth within each zone.  This will give you a total of 9 different tax figures you can control.  

 

The best tax strategy I have found is the 12-11-10 rule.  12 for low wealth, 11 for medium wealth, and 10 for high wealth.  I believe these figures are out of the Prima guide, but I could be wrong.  12-11-10 is the MAX you can raise taxes without losing happiness from your sims.

 

As for percentages, I am not really sure on this or whether it is even relevant to know?  I think it would be very difficult to calculate considering most of your population and goods numbers are fudged anyways.... *SMH @ EA/MAXIS* :no:

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Does the "Happiness is checked at the top of the hour and taxes collected at 3 minutes after so set 0% taxes and then jack them up to 20 before 3 minutes after" still work?

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Yea I don't know if the 3 minute rule still works Rufus. Seems like they may have caught on to that one. Don't hold me to that though. Personally I will zone a bunch of low wealth and then periodically jack the taxes to 20%. For a couple of game days at a time. You'll lose some sims but they'll be back. They always come back!!

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If it's anything like past SimCities, taxes are based on the building, not its inhabitants. In SimCity 2000 they were explicitly referred to as property taxes, but the functionality didn't change in SC3K or SC4. So it doesn't matter what the inhabitants do as long as the building is occupied.

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    If it's anything like past SimCities, taxes are based on the building, not its inhabitants. In SimCity 2000 they were explicitly referred to as property taxes, but the functionality didn't change in SC3K or SC4. So it doesn't matter what the inhabitants do as long as the building is occupied.

    Seems a bit basic. Would improve gameplay if for instance commercial tax was a percentage of goods sold etc so the more tourists buying goods the more tax etc..

     

    So why percent? Is it percent of the value of the building?

     

    If it's anything like past SimCities, taxes are based on the building, not its inhabitants. In SimCity 2000 they were explicitly referred to as property taxes, but the functionality didn't change in SC3K or SC4. So it doesn't matter what the inhabitants do as long as the building is occupied.

    Seems a bit basic. Would improve gameplay if for instance commercial tax was a percentage of goods sold etc so the more tourists buying goods the more tax etc..

     

    So why percent? Is it percent of the value of the building?

     

    If it based on the building what is the use have having thousands of sims per building?

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    To grow your city more. High density buildings allow you to pack more people and jobs into a smaller space, and do pay more taxes on the property, but the tax per head is smaller. You can only get so far with low density development, so you are forced to densify in order to get a larger city. This is true of all SimCity games.

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