Earning Money: Difference between revisions

From Hazeron Wiki
Jump to navigation Jump to search
(→‎Alternate Incomes: Added "Trading".)
m (Fixed link.)
 
(26 intermediate revisions by 3 users not shown)
Line 1: Line 1:
There are a number of ways to earn [[money]], be it either for the [[empire]]'s [[treasury]] for your personal wallet.
{{Warning|Economy is not implemented for new-style cities yet, so all money minted is accessible to the player immediately. There are no citizen or government accounts currently.}}
There are a number of ways to earn [[money]], be it either for the [[empire]]'s [[treasury]] or your personal wallet.


==Minting==
==Minting==
The first step in earning money, is making the currency.
The first step in earning money is making the currency.


The currency is gold bullion and they are made at a [[Machine_Shop|machine shop]] using [[metal]], [[magmium]], or [[vulcium]].
The currency is gold bullion [[cronodollar]]s and they are made at a [[Machine_Shop|machine shop]] or [[bank]] using [[gold]]. There is no penalty for minting more bullion at once.


All the produced bullion goes into the citizen accounts.
==Acquiring the money==
===Withdrawal===
The primary way of obtaining the money is simple - withdrawing it directly from any [[bank]]. All money in a city is immediately accessible to an [[avatar]] in its chain of command, with no consequence for withdrawing all of it.


==Taxation==
The following methods were more relevant back when it wasn't possible to withdraw the money directly, and there were separate ''citizen'' and ''government'' accounts. However, if one wishes to do a challenge run, they could still be used and are kept here for reference.
The main way for an [[empire]] to make money is through [[tax]]ation.
 
===Taxation===
One way for an [[empire]] to make money is through [[tax]]ation.


Trading between [[cities]] is considered ''wholesale'', and as such is not taxed.
Trading between [[cities]] is considered ''wholesale'', and as such is not taxed.


===Income Tax===
===Income Tax===
All every time a citizen works a job, it is payed 25¢. This pay is then taxed by the income tax.
Every [[City_Report|city report cycle]] all [[citizen]]s are payed 25¢. This pay is then taxed by the income tax.
 
However, when a citizen is about to start a [[Manufacturing_Process|manufacturing process]], there is a chance that it will not start the process that tick. Meaning that an income tax of 50% would essentially cut all production in half throughout the whole empire.
 
It can be advantageous to set the income tax to 100% for a hour and then change it back.
 
===Sales Tax===
The wage left after income taxation is spent by the citizen population based on the sales tax. This is also done at the city report cycle.
 
The optimal sales tax is 50%, that is where citizen spending and taxing is most profitable. But other [[avatar]]s in the empire and company [[spacecraft]] are also affected by sales tax, so a high sales tax can be undesired.
 
===Fleet Tax===
Fleet tax is a special ''sales tax'' that only apply to fleet spacecraft, and has no other purpose then taxing trade transactions made by fleet spacecraft.


Unfortunately once a city's inventory is full, any production processes that produce a commodity which's storage is full will stop being completed and thereby citizens aren't paid for working it.
The tax goes into the fleet spacecraft's tax account. Whenever a fleet spacecraft hails an empire city, the money in the tax account is transferred to the account of that city.


===Subsidized Tax===
Setting a high fleet tax is beneficial when using fleet spacecraft to accumulate income, since it minimizes the need to board the spacecraft and manually empty the ship account. Even a fleet tax of 100% can be useful for fleet harvester ships, but it would make all fleet trader ships go broke.
Subsidy tax is taken every time a subsidized [[spacecraft]] makes a trade transaction.


The tax goes into the spacecraft's tax account, then every time an empire city is hailed the ship tax account is transferred to the government account of that city.
===Spacecraft Income===
It is possible to increase the government account income with the use of [[spacecraft]]. They can be automated using an [[officer]], making it a good alternative to taxation.


A high subsidy tax is preferred when using a [[Harvester_Bay|harvester bay]] equipped spacecraft, since it minimizes the need to board the spacecraft and manually empty the ship account. Even a subsidy tax of 100% can be useful for this.
Do note that fleet tax may make this harder or easier depending on method chosen.


==Alternate Incomes==
===Passenger Transport===
===Harvester===
Using a spacecraft to transport [[passenger]]s between [[Solar_System|solar system]]s is static income. It also moves citizen money from one [[city]] to another as the passengers bring along their belongings.
Setting up automated [[spacecraft]] with [[Harvester_Bay|harvester bay]]s can be very profitable. Making them harvest [[resource]]s and sell them to [[cities]].
 
The passenger capacity of a spacecraft is limited by its [[quality]] level, making it not all that profitable at the lower quality levels.
 
Cryo-berth passengers do not have any money, so there is no money to be earned transporting them.


Especially profitable for advanced and rare resources.
{| class="wikitable"
|+ Passenger fares:
|-
!
! Third Class
! Second Class
! First Class
|-
! Same city
| style="text-align:right;" | 0¢
| style="text-align:right;" | 0¢
| style="text-align:right;" | 0¢
|-
! Same world
| style="text-align:right;" | 3¢
| style="text-align:right;" | 6¢
| style="text-align:right;" | 9¢
|-
! Same system
| style="text-align:right;" | 30¢
| style="text-align:right;" | 60¢
| style="text-align:right;" | 90¢
|-
! Other system
| style="text-align:right;" | 300¢
| style="text-align:right;" | 600¢
| style="text-align:right;" | 900¢
|}


===Trading===
===Trading===
Line 37: Line 84:


It is possible to intentionally cause short supply of some commodities in order to drive the price up. Caution should be taken though, doing so with critical commodities can lead to problems in the cities.
It is possible to intentionally cause short supply of some commodities in order to drive the price up. Caution should be taken though, doing so with critical commodities can lead to problems in the cities.
===Harvester===
Setting up automated spacecraft with [[Harvester_Bay|harvester bay]]s can be very profitable. Making them harvest [[resource]]s and sell them to cities.
Especially profitable for advanced and rare resources.
Historically, [[preon]] harvesting was the primary money-maker for empires.


==Personal Wallet==
==Personal Wallet==
Line 42: Line 96:


===Mayor's Money===
===Mayor's Money===
Being in control of a [[city]] allows you to withdraw money from the city's government account directly into your own pocket.
Being in control of a [[city]] allows you to withdraw money from the city's account directly into your own pocket.


===Worker Pay===
===Worker Pay===
An [[empire]] can set [[reward]]s for certain actions, such as exploration and fighting enemies.
A small pay is issued for doing [[construction]] labor and running [[Manufacturing_Process|manufacturing process]]es.
 
A small pay is also issued for doing construction labor and running manufacturing processes.


The rewards and pay accumulate as [[Government_Debt|government debt]], which can then be redeemed at a [[bank]].
The pay accumulates as [[Government_Debt|government debt]], which can then be redeemed at a [[bank]].


===Jobs===
===Jobs===
Owning a [[spacecraft]] allows you to preform jobs from the [[Jobs]] (F9) window.
Owning a [[spacecraft]] allows you to perform jobs given by [[citizen]]s.


Jobs pay extra for transporting [[commodities]] and [[passenger]]s to other cities, along with other types of jobs such as bounty hunting and pirate elimination.
Jobs pay extra for transporting [[commodities]] and [[passenger]]s to other cities, along with other types of jobs such as bounty hunting and pirate elimination.
For more information, see the [[Job]] page.
===Loan===
It is possible to take a [[loan]] at a [[bank]].
The loan is taken from the city's citizen account and does not need to be paid off, this makes it a wonderful way to get some starting cash.
The maximum amount of the loan is dependent on the [[avatar]]'s [[reputation]].


[[Category:Guides]]
[[Category:Guides]]

Latest revision as of 20:58, 8 March 2024

An important note!

Economy is not implemented for new-style cities yet, so all money minted is accessible to the player immediately. There are no citizen or government accounts currently.

There are a number of ways to earn money, be it either for the empire's treasury or your personal wallet.

Minting

The first step in earning money is making the currency.

The currency is gold bullion cronodollars and they are made at a machine shop or bank using gold. There is no penalty for minting more bullion at once.

Acquiring the money

Withdrawal

The primary way of obtaining the money is simple - withdrawing it directly from any bank. All money in a city is immediately accessible to an avatar in its chain of command, with no consequence for withdrawing all of it.

The following methods were more relevant back when it wasn't possible to withdraw the money directly, and there were separate citizen and government accounts. However, if one wishes to do a challenge run, they could still be used and are kept here for reference.

Taxation

One way for an empire to make money is through taxation.

Trading between cities is considered wholesale, and as such is not taxed.

Income Tax

Every city report cycle all citizens are payed 25¢. This pay is then taxed by the income tax.

However, when a citizen is about to start a manufacturing process, there is a chance that it will not start the process that tick. Meaning that an income tax of 50% would essentially cut all production in half throughout the whole empire.

It can be advantageous to set the income tax to 100% for a hour and then change it back.

Sales Tax

The wage left after income taxation is spent by the citizen population based on the sales tax. This is also done at the city report cycle.

The optimal sales tax is 50%, that is where citizen spending and taxing is most profitable. But other avatars in the empire and company spacecraft are also affected by sales tax, so a high sales tax can be undesired.

Fleet Tax

Fleet tax is a special sales tax that only apply to fleet spacecraft, and has no other purpose then taxing trade transactions made by fleet spacecraft.

The tax goes into the fleet spacecraft's tax account. Whenever a fleet spacecraft hails an empire city, the money in the tax account is transferred to the account of that city.

Setting a high fleet tax is beneficial when using fleet spacecraft to accumulate income, since it minimizes the need to board the spacecraft and manually empty the ship account. Even a fleet tax of 100% can be useful for fleet harvester ships, but it would make all fleet trader ships go broke.

Spacecraft Income

It is possible to increase the government account income with the use of spacecraft. They can be automated using an officer, making it a good alternative to taxation.

Do note that fleet tax may make this harder or easier depending on method chosen.

Passenger Transport

Using a spacecraft to transport passengers between solar systems is static income. It also moves citizen money from one city to another as the passengers bring along their belongings.

The passenger capacity of a spacecraft is limited by its quality level, making it not all that profitable at the lower quality levels.

Cryo-berth passengers do not have any money, so there is no money to be earned transporting them.

Passenger fares:
Third Class Second Class First Class
Same city
Same world
Same system 30¢ 60¢ 90¢
Other system 300¢ 600¢ 900¢

Trading

It can be profitable to automate a spacecraft to run trade runs between cities.

Buying low and selling high is key for it to work, but this only works if the city uses the commodities quickly so the storage is never full.

It is possible to intentionally cause short supply of some commodities in order to drive the price up. Caution should be taken though, doing so with critical commodities can lead to problems in the cities.

Harvester

Setting up automated spacecraft with harvester bays can be very profitable. Making them harvest resources and sell them to cities.

Especially profitable for advanced and rare resources.

Historically, preon harvesting was the primary money-maker for empires.

Personal Wallet

Filling your personal wallet is required in order to trade with cities and other empire.

Mayor's Money

Being in control of a city allows you to withdraw money from the city's account directly into your own pocket.

Worker Pay

A small pay is issued for doing construction labor and running manufacturing processes.

The pay accumulates as government debt, which can then be redeemed at a bank.

Jobs

Owning a spacecraft allows you to perform jobs given by citizens.

Jobs pay extra for transporting commodities and passengers to other cities, along with other types of jobs such as bounty hunting and pirate elimination.

For more information, see the Job page.

Loan

It is possible to take a loan at a bank.

The loan is taken from the city's citizen account and does not need to be paid off, this makes it a wonderful way to get some starting cash.

The maximum amount of the loan is dependent on the avatar's reputation.