Taxation

Taxation in M&T is tied to Powerbrokers representing a new model of income for political actors of a system set of flows and transfers.

Core: Taxation is highly tied to reform, with most reforms unlocking or closing various flows, transfers and taxes. Taxation requires Power to enact and collect tax with optimal efficiency. Lack of Power hurts the flows of Elites and the Bureaucracy alike. Taxation is generally handled by either elites, or by the state. Elites will pay obligations to the state, but these obligations are very much dependent on loyalty. With loyalty, some revenue can even pass through local autonomy, representing feudal realms. State (Bureau) taxation is highly dependent on local autonomy and corruption. Local Autonomy represents the ability to tax at all, while corruption generally represents the siphoning and waste of bureaucracy regardless of autonomy.

Details: Taxation works off a core, repeated script, a Tax: A ‘Tax’ is essentially a flow of wealth from one wealth pool into another wealth pool, based on an amount calculated from a Rate multiplied by a rate pool. So, every Tax needs a rate, and a rate pool to calc the amount to multiply by said rate. Like Income is the Rate Pool, Wealth is the Wealth Pool Once this amount is calculated, it is subtracted from the given wealth pool, capped at the size of the wealth pool This amount is added into a temporary wealth pool, to combine the revenue of multiple Tax uses. Most Taxes take from the Class Wealth pool, others take from Industry Wealth pools. Tax base rates are usually fixed, but the many dynamic factors that then further multiply that base rate can lead to wildly varying final rates. Notables a dodge part or all of many taxes based on privileges, with said dodging lowered by having Notable loyalty. Bureau taxes can have their rate lowered globally by players.