Tax
- For War Taxes, see war taxes.
Taxation is one of the three primary sources of monthly income with production and trade. Each province has a base tax (and eventually an additional tax income) and a tax income efficiency. The yearly province tax amount is simply (base tax + local tax) * (tax efficiency) further modified by local autonomy. Taxation is increased by national tax income besides tax income from provinces so that:
Contents
Provincial tax income[edit]
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This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.24. |
Monthly tax income from provinces is:
The tax income efficiency includes local modifiers such as buildings and wrong-culture penalties and also national tax modifiers like treasurer advisor. The
Local Autonomy is applied multiplicatively, so if a province has 100% Local Autonomy, the province tax amount will be of 0%. Local autonomy has no effect on tax income in provinces controlled by the Dhimmi and Clergy.
Base tax and local tax income[edit]
Base tax is one of the three components of
development in a province, and is an abstract representation of the size and wealth of the population. Players may increase base tax by spending
administrative monarch points. Some events and decisions also affect base tax.
Moreover, each point of base tax give the following bonus:
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The following table may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.28. |
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−1% | Local recruitment time |
The local tax income is a flat amount added to the base tax. Currently, the Longhouse native building (+1
tax income) is the only source of local tax income.
Tax income efficiency[edit]
Tax income efficiency is how efficient the government is at extracting taxes from a province. The percentages are additive so, for example, if a province in an Oligarchic republic (+5%) is a
core city (+25% and +75%) but it is
blockaded (−75%), the total tax efficiency will be 30%.
Local modifiers[edit]
These are modifiers that affect provinces on a case-by-case basis.
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Additive Conditions |
---|---|
+75% | ![]() |
+60% | ![]() |
+50% | |
+40% | ![]() |
+33% | ![]() |
+25% | City |
+10% | |
+2% | Colony level (for 100 ab., max of 20% which becomes 25% as a city) |
−10% | ![]() |
−15% | ![]() |
−23% | ![]() |
−25% | ![]() |
−33% | |
−50% |
|
−75% | ![]() |
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Multiplicative Conditions |
---|---|
0% | ![]() |
−100% | ![]() |
National modifiers[edit]
These are modifiers that affect all of the owner's provinces equally.
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Conditions |
---|---|
+50% |
|
+25% |
|
+20% | |
+10% |
|
+5% | |
−5% | ![]() |
−10% | |
−25% |
Ideas and policies:
Various events, decisions and mission rewards may influence either local or national tax efficiency.
National tax income[edit]
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This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.24. |
National tax income is a special tax income that is not tied to individual provinces. It is added last to your tax income after tax efficiency is applied, so it isn't affected even by national modifiers.
Unlike every other income it is usually expressed as a yearly value in events, so if an event grants a national tax income the actual monthly income is determined by dividing the given value by twelve.
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Conditions |
---|---|
|
HRE emperor after Enact Gemeiner Pfennig reform |
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Base for every nation |
|
Subject nation |
|
Free city |
|
Bonus per Free city for the HRE emperor |
Several events, such as a successful hunt for the seven cities, can grant a national tax income.
Concepts | Buildings • Colonization • Trade • Trade goods • Trade nodes • Trade company • Tariffs • Development • Tax • Production • Overextension • War exhaustion |
Management | Capital • Core • Culture • Religion • Rebellion • Autonomy • List of provinces |
Economy | Development • Tax • Production • Buildings • Manpower • Sailors |