I do believe you require approximately two fully-equipped and high-morale legions to kill a singular Hippo in that game, no joke. If you see 2 or 3 Hippos in a singular area, you'll need a substantial Army to clear them out.
EDIT: If you're lucky and can push the Hippos out to the river somehow, your Navy can bombard the Hippos with impunity, but it takes a long time for those ships to kill a Hippo. (I've literally built the Pyramids before the Hippos died. So a really, really long time)
The other plan is to set up a lot of Police Stations. Police don't have morale-stat and will fight to the death (in contrast: your armies will break formation and retreat). Each time a Police dies, they hire a new citizen rather quickly, eventually your infinite stream of Policemen kill the Hippo. This works because Hippos only attack citizens, never buildings. (In contrast, if you actually had an approaching army, the Police would die, and then they'd destroy the Police Station... so no new Police would come out to defend.)
Also, immigrants come extremely quickly in Pharaoh. You pretty much convert immigrants into Police (and then subsequently dying) at unrealistically high speeds. Armies actually need "training", "Morale" and all that stuff...
Are Pharaoh's Hippos related to Dwarf Fortress Carp, perchance? Because this situation sounds familiar.
Its the only settler game I've played where I enjoyed the siege warfare at all.
Direct link: https://en.m.wikipedia.org/wiki/Farm_(revenue_leasing)
Tangentially, there's a remarkable painting of a tax collection in medieval Denmark:
https://en.wikipedia.org/wiki/Valdemar_Atterdag_holding_Visb...
("Valdemar Atterdag holding Visby to ransom, 1361", by Carl Gustaf Hellqvist in 1882)
You had a little tax collector dude (or dudes) that went around knocking on doors and collecting a % their on-hand assets (which you set). You could exclude areas if they were too far away, or too dangerous. Your tax collector(s) could be ambushed, which frankly was the primary reason to build defenses.
And, you could tolerate some thievery so that you could occasionally extort money from the thieves guild in sort of an unofficial tax collection of unreported income.
All that in a fantasy game. It can be done.
I believe there's a modern revamp version for mobile: https://www.microsoft.com/en-us/p/majesty/9nblggh1850p
The voice acting was good, but they didn't have many sound bytes so it got pretty repetitive. Also whenever a gnome died they'd say "But I'm just a gnome...". When minotaurs were trampling your kingdom, it could get pretty annoying.
https://en.m.wikipedia.org/wiki/Perverse_incentive#The_origi...
Plus, most of these are predicated on the idea that you're the supreme despot. People can protest if you increase taxes, but they can't vote you out/execute you in public and put in new leaders who knock down the tax rate.
Maybe it's the difference between Kerbal Space Program and Galaga. There are certainly markets for both, but less for the former.
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Then I read this interesting article about a guy in SF several years ago and he was the key accountant, strategist for (whatever that massive space battle game is that was hyper popular with the russians) - and he didn't even play the actual game! All he did was manage the massive assets of their guild faction with excel and other tools and they were making hundreds of thousands in real dollars per year and that was his actual IRL full time job.
The one where they had that massive battle and thousand and thousand of real money was lost on the eradication of huge digital fleets...
I agree with your point though. Kerbal Space Program, like all games, also sacrifices realism for fun in places. Like how you can send astronauts on multi-year voyages without any concerns about food, water, life support, radiation shielding, etc.
I joke that the Revert button is the "never mind, that was a simulation. The next one is the actual mission" button.
There should be room for experimental, simulationist and niche games too, not just for the tried and true crowd pleasers, because how dreadfully boring would it be otherwise?
I’m sure the whole story is much more nuanced than that outline.
* https://eu4.paradoxwikis.com/Tax
There are entire Youtube tutorials on it.
Definitely frustrating that you have to try to predict the game trajectory in advance. A game going well is almost a bad thing - you end up ahead of the curve and sit around doing nothing.
In my last long playthrough, the second half of the game was literally me just racing against the victory condition clock to see how much megastructures I can cram in, so I can see what they do in a single game. It got briefly interesting for a moment, when a fallen empire decided to start their crusade at my doorstep - I had to engage in some micro-heavy delaying action for some of in-game years, until my exponential trajectory made me out-tech them and I could get back to building megastructures.
I mean, I like the game - but I wish there was some more meaning attached to things, for the actions to be more complex than scaling some numerical modifiers, for the tech tree to not be a tree and not be shared, for battles to be something more than "weapons are rock-paper-scissors, whoever brings more total points into the fight wins"...
On launch they made a big deal about how they had the "cards" instead of a tech tree... turns out that's pretty much just a tech tree.
Stellaris tries to enable variety by using "cards" to prevent you from seeing the entire tech tree - but you still know there is a tree. You'll still walk through most of it roughly in the same order. So will everyone else.
In this sense, my dream 4x is to Stellaris what StarCraft was to Dark Colony. Where StarCraft gave you 3 completely unique tech trees, each with its own mechanics, playstyle and lore, Dark Colony gave you 2 species that were really just clones with different sprites for the same units (and in few cases, slightly different stats).
(I could rant on and on. One day maybe I'll just write the damn game myself. I already have a sketch of a design doc assembled over the years.)
Haha - If you ever end up writing that game, send me a beta invite!
This may cause you to crash and burn with your kingdom, but it's probably more akin to how humans (and rulers) actually operated.
I played recently ck3 and, even if the vanilla gamw is better than ck2, i got the same dull - boredom after 20 hours than i had when i played vanilla ck2 for thr first time. Give it some time :~)
Is this that VB game that got eventually rebooted(?) in C#, that's full of annoying little glitches[0] that would be trivial to fix if the author wasn't aggressively against any and all kinds of modding?
I'm definitely looking for a 4X equivalent of Dwarf Fortress. Stellaris ain't it - I like it, but it gets too repetitive after first longer game, because the mechanics is just rock-paper-scissors with a hundred thousand numerical modifiers that have little qualitative impact on gameplay.
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Like some number handling within the game being locale-dependent, so that unless you set your system locale to en_GB, it might behave unpredictably.
In these games you play as the feudal lord: you control all of the money, and dictate what can be built, where. Units in the game have no agency outside what you tell them to do, and they have no resources outside what you give to them to build, and they give to you from production.
You owed the lord a percentage of what you produced as rent. You owed the church a tithe. You also potentially owed service to the lord and the church. Taxes were also paid on certain goods purchased. Taxes that in many cases nobles were exempt from. Kings and feudal lords could also enact special taxes to pay for specific projects.
If you were a merchant of some kind and you wanted to float your barge down a river, you had to pay nearly every town you passed through.
>it's nothing compared to what we experience today in the developed world.
Your overall tax burden could still be tremendous even if it's not paid to 1 central taxing authority.
More importantly, these income taxes were based on rather small fraction of revenues, since they were only based on agricultural production, and not on household production. Obviously, it was extremely impractical to tax household production, and it still is. Importantly though, back then, typical household consumed much more of its own production as a fraction of all consumption than today, and as a result, less of their real income was taxed.
Here is a way to think about it: if you buy a shirt from someone, you might need to pay the sales tax. However, if you make your own shirt, you aren’t going to pay tax on it. Today, you wouldn’t actually do it, because other people can make a shirt with much less effort than you ever could, so it’s still worth it for you to buy someone else’s product and pay the tax, because the productivity gains of trade will more than pay for what government skims from the transaction. However, back before industrial revolution, the differences in productivity weren’t nearly as big, so it didn’t alway make much sense to specialize in everything and trade.
And my point about carrots was deliberately cartoonish. The point is that revenue, not profit, was taxed.
If you're not earning more than 17.5k€/a in addition to your regular income, you can opt to forfeit the whole stuff in favor of the "Kleinunternehmerregelung" (small business provisions), but then you don't get the above business perks. Though after a few years you can change from a full business to a small business, so you'll have to do the math.
Sounds complicated? Welcome to Germany! :D
(Disclaimer: This might be not 100% accurate, so talk to your tax consultant if you're doing solar in Germany)
If you don't feed into the grid as a normal person you're right (that's either "Kleinunternehmerregelung" or, if it's obviously not producing any profit, "Liebhaberei"). But if I built a fictive 500kWp solar plant to power my fictive compute center I would have to pay taxes on the self consumed power. Mind I'm a layman, so I might have gotten that wrong, but I'm 80% sure I got it right.
...yes, you would. What else could you feed them?
Animals get lower-quality stuff. Wheat for people and oats for horses. But it's not like people can't eat oats.
Also interesting tidbit — apparently horses of modern sizes cannot eat grass fast enough to sustain their size. They require the higher calorie density of oats and such. Horses that get back into the wild apparently quickly revert to much smaller sizes with a couple generations (according to acoup.net, which I never verified further)
All that's really necessary for the draft horse to wind up eating oats is that its economic contribution exceeds the value of the oats.
Now, I’m happy that your knowledge already allows you to infer that regular peasants did not, in fact, own draft animals, and I’m sad that it does not allow you to infer that the draft animals were not fed human edible food. Alas, that was the case: draft animals, which were universally oxen, would eat pasture grass, cut hay, and waste biomass like straw left over after growing grains. Human edible food was much too valuable to feed it to animals on a regular basis, and vegetables even more so, considering how little vegetables a typical peasant consumed himself (his diet was overwhelmingly grain based).
This is the part that's most interesting to me. I always feel tax policy & land use is very rarely explored in games; in most of these games if you can set tax rates at all it always seems to be a straight tax on productivity so you just have to pick the amount of deadweight loss you're willing to accept to generate the revenue you need to run your government. There's also very rarely any distinction between government spending and private spending, and how government spending on public goods influences the asset values of private interests. You could make an entire game about just that subject.
EDIT: As a follow-up, I found this history of land & tax policy in Denmark going back to the middle ages to be quite fascinating and might be a useful point of contact for this sort of thing: https://bibliotek1.dk/english/history/centuries-of-experienc...