👑
Bastion Lords
  • Links
    • Discord
    • Website
    • OpenSea
  • Introduction
  • Roadmap
  • Mission Statement
  • Tokens
    • Gold
    • Resources
      • Wood
      • Iron
      • Stone
      • Food
  • NFTs
    • Tiles
    • Heroes
    • Items
    • Serfs
  • Gameplay
    • Rank
      • Emperors & Empresses
      • King / Queen
      • Dukes & Duchesses
      • Barons & Baronesses
      • Knight
    • Skills
      • Mining
      • Woodcutting
      • Stonecutting
      • Farming
      • Tactics
    • Events
    • Harvesting
    • Clan
    • Crafting
    • Taxes
    • World
      • Tiles
        • Tile Objects
          • Forest
          • Quarry
          • Mine
          • Farm
          • Buildings
            • House
            • Barracks
            • Stable
            • Siege Workshop
            • Market
            • Bank
            • Harvesters
          • Settlement
            • Capital
      • Region
    • Battles
    • Storage
      • Tile Storage
      • Army Storage
      • Treasury
    • Armies
      • Units
        • Heroes
        • Villagers
        • Militia
        • Spearman
        • Swordsman
        • Archers
        • Cavalry
        • Scouts
  • Miscellaneous
    • Premium Features
Powered by GitBook
On this page
  • Types of Taxes
  • World Taxes
  • Region Taxes
  • Tile Taxes
  • Example
  1. Gameplay

Taxes

Taxes are a crucial element in game balance and asset ownership. Some tax values can be set by players, while others are fixed.

Taxes enable land owners to gain revenue from their assets as players interact with them in the game - the amount earned is based entirely on how players are interacting in the game.

Decent Games reserves the right to adjust any values listed within this document at anytime to ensure game balance.

Types of Taxes

Each world has a few levels of taxes, that're combined to form the tax rates that affect most in-game actions, like trading on the Market or harvesting resources from a Tile Objects

World Taxes

Each World has fixed tax rate that is shared between both the owner of the World's Capital Tile and Decent Games. So, using the following static value - both the tile owner and game would each take 0.1% of every in-game transaction. This is use to help fund the game, while ensuring the owner of the World Capital benefits from game progress.

World
Tax Rate (%)

World 1

0.2%

This tax rate is fixed, and cannot be changed by the owner of the attached Tiles

Region Taxes

Each region in the game contains a single Capital, which is a very unique and extremely rare type of Settlement. Each Capital collects a very small amount from all economic activity throughout a region, defined below on a per-world basis.

World
Tax Rate (%)

World 1

1%

As noted, higher tier worlds have a higher Capital tax rate - these values cannot be changed by their owners.

Tile Taxes

The perk of owning a Tiles is the ability to tax the economic activity that occurs on it, this will most likely come in the form of earning resources from other players Harvesting resources from your tile, which you can enable or disable.

This tax rate can be set by the owner of the Tiles and is capped between a range of 0-10%, where lower rates will generally encourage more players to visit your tiles.

The quality of any Tile Objects on your Tiles does not directly effect the taxes earned, but these nodes will usually offer faster collection rates, meaning more taxes per action.

Example

So, now that you understand the basics of taxes - let's explore a scenario that you'll encounter, and how taxes will affect that interaction using the aforementioned values!

Let's say you chop 100 Wood from a Tile that has a Tax rate of 3%, this means your total tax rate would be 4.2%, or 4.2 wood.

The Tile Owner would receive 3 wood, the Region owner would receive 1 wood, and the World Capital owner and Decent Games would each collect 0.1 wood - you would retain 95.8 wood.

PreviousCraftingNextWorld

Last updated 6 months ago