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Credits and Taxes

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Credits are the digital currency of the galaxy. Their primary source of generation is taxation of an empire's colonies. An empire has a single credit balance that can be utilised by any of its planets and fleets. In-Game Description


Credits are a key resource in Outscape, collected by levying taxes on the Populations a player controls.

Overview

Alongside the five Natural Resources, Credits are a universal resource. Every structure and ship build or upgrade has a cost in Credits, taken from the player's empire-wide Credit balance. Credits may be freely accumulated, as they cannot be stolen by other players.

The only source of Credits in the game is from taxation, levied on the Populations of planets the player controls. The income from each planet (in Credits/hour) is visible on the Planet Management screen, and can also be accessed by mousing over the planet's label in the Star System view or through the Galaxy Overview screen. If two populations are present on a planet, their generated incomes will be added together in these views. Mousing over the Income tab displays a tool-tip, showing the tax rate and income broken down for each Population present on they player's planet.

The total Credit income from all of the player's worlds, along with other useful info is displayed under the Credit Income tab in the Main UI.

Setting a Tax Rate

To set a tax rate, open the populations screen as shown in the image above to view the tax rate and hourly income of that population. The tax rate can be adjusted by clicking the - and + buttons, or the desired rate may be typed into the box. Note that Syntis populations will have these options greyed out - their tax rate is always fixed at 35%.

Income Equation

The formula for determining the Credit income from a Population is as follows:

Income (Creds/h) = Population * Tax Rate * F * Happiness Bonus * Centre Bonus

  • Population: The size of the population being taxed, as a raw number.
  • Tax Rate: The tax rate levied on the population, as a number between 0 (for 0%) and 100 (for a 100% tax rate).
  • F: A numerical constant. This is approximately 2.05X10^-5, but the exact value is unknown.
  • Happiness Bonus: If the population is at 100% Happiness, this bonus, expressed as a decimal greater than 1 is applied. The size of this bonus for each Faction is listed on their respective Faction pages. If Happiness is not at 100%, this value is left at 1, and is always equal to 1 for Syntis populations (which are unaffected by Happiness).
  • Centre Bonus: The cumulative income bonus for any City Center structures built. A single Tier 1 City Center (3% boost) would make this value 1.03, while five City Center Megalopolises (each with a 9% boost) would give a multiplier of 1.45. (Note that Syntis Depositors have different boost values.)

Increasing Credit Income

Players will frequently find themselves short of Credits, particularly in the early game. There are three basic options to increase an empire's overall Credit income:

  • Increase Taxes - the simplest way to get more Credits is to set a higher Tax rate. This must be done individually for every Population under the player's control; individual planets and even different populations on the same planet may have different tax rates. Increasing the tax rate will have a negative effect on the population's Happiness, as shown in the table below. This can be countered by building Entertainment Centers. As already stated, Syntis populations are always fixed at a tax rate of 35%, so cannot do this.
    • One option for organic populations is to temporarily set a tax rate of 100%, causing Happiness to fall by -1/h, then lower it to a level such that Happiness can recover. While useful for providing a short-term income boost, it will stunt population growth (which is tied to Happiness), and the income bonus from 100% Happiness will be lost until it can be restored.
  • Build City Centers - these structures boost the income of a colony by some multiplier. As such, this will be more effective when applied to large populations with high tax rates. All Major Factions have access to this structure, including the Syntis, whose Depositors are particularly effective in order to offset their fixed tax rates.
  • Grow Populations - increasing the size of an empire's overall population means more tax-paying citizens/subjects. This can be done by terraforming planets to ensure optimal conditions for growth, constructing the aforementioned City Centers, or by colonizing new planets to establish new and growing populations.

Credits may also be recovered from dismantling structures or ships, with the amount returned equal to 50% of the original build cost.

Taxes and Happiness

Increasing the tax rate on a population will decrease Happiness, with the amount decreased dependent on the Tax Sensitivity of the faction in question. At higher tax rates, the happiness effect of 1% tax increase is larger than at lower tax rates. The decrease in Happiness from the tax rate may be approximated by the following formula:

Happiness = -12 / SI^(100- Rate) * Sensitivity + 1,785

  • SI: The increase value between tax rate steps. This is a constant rated approximately at 1,02258850350145
  • Rate: Active tax rate on the population
  • Sensitivity: Tax sensitivity of the given faction. This is a static value set by the game.
Tax Sensitivity by Faction.
Faction Sensitivity
Major factions
Mankind 0.95
Ripchee 1.0
Snithereal 1.0
Synthis 1.0
The People's Realm 1.0
Minor factions
Akorokken 0.95
Evolvians 0.95
Mountain Giants 0.8
Skregons 0.9
The Harpy 0.85
Zonikloid 0.9

Trivia

  • Credits may also be received from winning fleet battles. Once a battle is won, the credits are directly added to your empire's balance. The higher the value of the defeated fleet, the more credits received.