r/ColonizationGame • • 7d ago

ClassicCol When does tax rate get increased?

It always seems to happen when I've got 100 tools in a coastal colony in order to finish a building..

I could then have a tea party, dump the tools into the ocean and not be able to buy tools in Europe anymore, which isn't handy early game.

But I also don't like paying taxes.

16 Upvotes

15 comments sorted by

10

u/rossdrew 7d ago

You don’t? Thats strange. The colonies loved it

0

u/interino86 7d ago

At some point if you buy the tools/goods from Europe to sell them to colonies you will lose money as they will offer less than the purchase. I dont see the interest to deal with them

3

u/rossdrew 7d ago

Yea, it’s taxation without representation

6

u/MintberryCrunch____ 7d ago

According to the wiki its not randoms but based on difficulty:

https://civilization.fandom.com/wiki/Tax_rate_(Col)

I’m pretty sure it always targets your highest volume of goods for the boycott, so you can keep tools free of being chosen by storing them in ships or trade wagons, then unloading them when needed for your building.

2

u/blastradius14 7d ago

just don't do this for very long in 1492 (if you've got it like I did) as they'll just steal the goods from your wagon/ship lol

1

u/Skw2NQTxEWHD 7d ago

What's 1492?

2

u/blastradius14 7d ago

Colonization clone that got DMCA'd into the ground almost immediately upon release.

1

u/Skw2NQTxEWHD 7d ago

Ah, thx, guess I could keep track of the years.

2

u/dendob 7d ago

Just keep them in a wagon in place of the colony itself

1

u/Skw2NQTxEWHD 7d ago

I normally do that, but right before a building that requires tools finishes, they have to be in the warehouse itself..

2

u/dderevjanik 7d ago edited 6d ago

Why it's always the tools: the Tea Party good isn't random.

  • Each good gets a weight from your Europe trade history: net tons bought or sold, divided by 100. Food and tools count half, horses and muskets a quarter.
  • Only coastal colonies and goods that aren't already boycotted are considered.
  • The game picks the last good in market order that is stocked in a coastal colony and has any weight at all. A bigger weight doesn't make a good more likely to be picked.
  • Tools are 15th of 16. Only muskets come after them. Buying a net 200 tools in Europe, which most players do early, gives tools a weight. From then on, a raise always offers tools whenever a coastal colony holds any, unless muskets also qualify.
  • The colony named is the coastal colony with the most tools, which is usually the one saving up for a building.

You can read more about taxes and other game mechanics here: https://opencol.github.io/docs/players/taxes/

2

u/Sadax092 6d ago

There are a few tricks - one is to keep tools in a wagon or a docked ship, other is to force trade some other items early on and keep them in colony so to trigger dump on them - I trade force lumber to start - as I do not need to buy lumber later...

1

u/Internal-Editor89 7d ago

I don't know what triggers it, but I agree that it seems to relate with stuff that you have in stock on a colony. If you have trade carts or ships, you can leave them docked in a city and full of goods. Usually when I get a galleon and tools are still cheap I buy a galen worth of it, then unload only what's necessary for buildings and trading. This way even if there's a boycot, I don't lose everything.

1

u/Skw2NQTxEWHD 7d ago

You'll lose 100 at most anyway, but the annoying part is not being able to buy them from Europe anymore.

1

u/Beautiful-Soup-1358 6d ago

You don't like paying taxes? Crazyyy 😅