[MOD] Finance Hub: Taxes

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mschf
Posts: 1
Joined: Fri, 24. Jun 22, 20:48
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[MOD] Finance Hub: Taxes

Post by mschf » Fri, 15. Jul 22, 16:38

Finance Hub is an attempt to overhaul some of the economic features of the game. Taxes is the first to be released.

Download
Nexus Mods
Steam

Features
NPCs will pay tax for each station they own in your sectors.
You get taxed for each station you own in an NPC sector.
Each workforce member pays tax.
Reputation and Workforce reactions based on tax payments/rates.

Sector Tax Details
Xenon, Kha'ak, Scale Plate and Duke's Buccaneers will not pay tax.
The amount of sector tax you pay and receive is based upon your standings with each faction.
Sector tax percentages are in relation to each station's value (Configurable from 0-5%).
Sector tax rates can be configured per relationship rank.
Failure to pay tax will decrease your reputation with a random sector owner.
Paying tax will increase your reputation with a random sector owner.

Workforce Tax Details
Setting workforce tax high will result in some of your workforce leaving your stations.
Setting workforce tax low will result in new workforce members joining your stations.

Default Configuration
Player pays tax: on
Player collects tax: on
Workforce pays tax: on
Reputation change on failure: on
Workforce events: on
--
Neutral tax percentage: 4%
Friendly tax percentage: 2%
Member tax percentage: 1%
Ally tax percentage: 0%
Enemy tax percentage: 0%
Workforce tax amount: 27cr - calculated at 20% of the average price of Medical/Food Supplies per person.
--
Values can be configured in the extension options in-game.

Requirements
SirNukes Mod Support APIs

Credits and Thanks
Shibdib - Some of the logic from the Landlord mod was used with permission.
DeadAir - For answering my barrage of questions.
kuertee - I sneaked peeks at your code to see how things work.
Last edited by mschf on Sun, 17. Jul 22, 02:18, edited 1 time in total.

kuertee
EGOSOFT
EGOSOFT
Posts: 789
Joined: Sun, 14. Dec 03, 13:05
x4

Re: [MOD] Finance Hub: Taxes

Post by kuertee » Sat, 16. Jul 22, 08:07

Yay! This has been much requested - especially by a certain forum user.
Well done!
Mods: RPG: Reputations and Professions, Social Standings and Citizenships, Crime has Consequences, Alternatives to Death. Missions/NPCs: Emergent Missions, NPC Reactions, Mod Parts Trader, High-sec Rooms are Locked, Hacking Outcomes, More Generic Missions, Waypoint Fields for Deployment. Others: Auto-cam, Friendly Fire Tweaks, Teleport From Transporter Room, Wear and Tear. QoL: Trade Analytics, Loot Mining, Ship Scanner, Signal Leak Hunter, Station Scanner, Surface Element Targeting, etc.

djrygar
Posts: 1841
Joined: Mon, 10. Aug 09, 02:09
x3ap

Re: [MOD] Finance Hub: Taxes

Post by djrygar » Mon, 15. Aug 22, 14:56

I was using Landlord, but man, this is great, I really like integration with extension config menu. Amazing job.

May I drop idea, that was bugging me a bit?
Builder that player hire - base game design is also flawed that you can pay 50.000 to hire builder (300.000 with Mysterial's mods), but there are no ongoing costs. Keeping builder for 150 hours for 50.000 should not be feasible

Folker
Posts: 64
Joined: Fri, 31. Jul 20, 21:56
x4

Re: [MOD] Finance Hub: Taxes

Post by Folker » Sun, 2. Oct 22, 09:03

Hey I saw an poll for enhance X4 universe, it is in connection with your mod, it proposes to improve the economy as well as to create several company or corporation which make an economic war besides, I will also propose it to FOCW

And have a juridic ajustement see that :

THIS IS : X4: Foundations – Corporations Expansion

viewtopic.php?f=146&t=449602&p=5143872#p5143872

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