The new tax system
There are 10 levels, 5 being the "neutral" level. If you increase the tax level you'll get a popularity penalty, the higher the level, the faster popularity will decrease. A lower tax level does the opposite. To prevent misuse of the tax, and to find a balance, the sector in question will revolt and become neutral if popularity drops below 30. This means you can squeeze the population for a while, but then you must lower the tax level again if you want to keep control.
Sectors have a different tax base, and this reflects the tax income. the more population a sector has, the more money you'll get from it.
The militia
You can recruit militia directly, but it costs a lot and drains your funds quickly. you can also increase militia spending to speed up the automatic recruitment, but that usually takes a few days before they turn up in the sector. In the dialog there is a "keep troops at this levels" option, which doesn't mean no new recruits will show up but that it takes time and sometimes some even leave your service. There's also an option to decrease and in crease this type of spending. The economics of this system is all from the mo ey you carry with you, it never takes anything from the bank of tax fund accounts.
I use slightly modified inventory files for the militia. It follows the same CGL system as all other inventory files.
The mechanic
to get the "Upgrade" option you need to have the money for it and that ranges from 4000 to 30000 depending on what car and level you want. As an example, the first level for the Ford costs 4000, the second level costs 7000 and the final costs 13000. Ford is the cheapest of the cars to upgrade, if you have any other car be prepared to pay more.
If you have the money and the mechanic is at the base, you should get the "upgrade" option in the dialog. If that isn't the case, let me know and I'll try to fix it.
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