Taxes, the Imperium, and You!

There is an inherent flaw in the taxation concept - that is every world would need to convert it's local currency and economy to Imperial Credits. A poor world (say TL5) economy would be quite small in IMP Cr terms compared to a moderately populated higher TL world (say 12 - the Imperial average).

In this case you would very much have worlds that paid a pittance in taxes compared to more industrial and technical worlds. Even converting pure GDP won't solve the issue, as PPP (purchasing parity power) is a more accurate model of what the 'average' citizen can buy a serving of ramen for locally. And as we see in real-life (TM), imposing import and export tariffs are messy and rarely equate to the totals that are claimed.

This idea is terribly complicated and the game already butchers the economic model. Because of all the challenges I just ignore it completely. The Imperium gets its money in a magical way, it spends it in a magical way, and the running of the government is magical. It simplifies a lot of things and leaves more time to try and rationalize things that have at least a potential of being explained away in a reasonable manner.

They did that in an earlier version and it was a nightmare and did not usually add anything to the story. Easier to handwave it a bit.
 
Interesting. That’s charging companies, I assume.
Looks like it was part of the process for general galactic trade.


Pay Taxes
Unless the traders somehow managed to find a buyer that is at
the top of his own commercial food chain, someone out there
is looking to make a few credits off the business taking place in
their realm of influence. In legal markets this comes in the form
of taxation, morally neutral buyers often have to pay someone
to maintain security at the market; black markets tend to have
gangs or criminal organisations that want their cut off the top
as well. Essentially, somebody has their fingers in the trading
community.
Collectively called ‘taxes’ no matter where the money is coming
from or going to, this final part of the trading process is an
important step to remind Player Character traders that getting
rich requires more than just a few good hunches.
After a trade has been completed and the trader has been paid.
The amount of money he receives as profits (based on normal
market price) is then taxed as a percentage based on the size
of the profits and the type of government overseeing the market
sector. This is shown on the following table.
Finalising our ongoing example, the trader crew accepts the
80,000 credits from their sale and head to their ship – but
are ‘ambushed’ by the local taxation officers (and their very
large bodyguards!). The local government, a Representative
Democracy, calculates the traders’ profits for the day at 10,000
Credits (earned 80,000 Credits on 70,000 Credits market-worth
of goods), requiring a payment of 8% taxes – 800 Credits. The
trader crew hand over the 800 Credits, making sure to get their
receipt for their corporate backer at home and can be on their
way, 9,200 Credits richer!
Once the traders have paid their requisite taxes, the trade
is complete and they can get on their way to their next big


opportunity – or off to lament their unfortunate losses in the


market.
 
Looks like it was part of the process for general galactic trade.


Pay Taxes
Unless the traders somehow managed to find a buyer that is at
the top of his own commercial food chain, someone out there
is looking to make a few credits off the business taking place in
their realm of influence. In legal markets this comes in the form
of taxation, morally neutral buyers often have to pay someone
to maintain security at the market; black markets tend to have
gangs or criminal organisations that want their cut off the top
as well. Essentially, somebody has their fingers in the trading
community.
Collectively called ‘taxes’ no matter where the money is coming
from or going to, this final part of the trading process is an
important step to remind Player Character traders that getting
rich requires more than just a few good hunches.
After a trade has been completed and the trader has been paid.
The amount of money he receives as profits (based on normal
market price) is then taxed as a percentage based on the size
of the profits and the type of government overseeing the market
sector. This is shown on the following table.
Finalising our ongoing example, the trader crew accepts the
80,000 credits from their sale and head to their ship – but
are ‘ambushed’ by the local taxation officers (and their very
large bodyguards!). The local government, a Representative
Democracy, calculates the traders’ profits for the day at 10,000
Credits (earned 80,000 Credits on 70,000 Credits market-worth
of goods), requiring a payment of 8% taxes – 800 Credits. The
trader crew hand over the 800 Credits, making sure to get their
receipt for their corporate backer at home and can be on their
way, 9,200 Credits richer!
Once the traders have paid their requisite taxes, the trade
is complete and they can get on their way to their next big


opportunity – or off to lament their unfortunate losses in the


market.
I can see how that would be complicated. I’ll bet I could automate that in my trade ledger. Thanks!
 
A cut of the docking fees from the many Imperial ports?

When you look at services The Imperium provides member worlds it seems like operating ports, protecting the ports, and protecting trade between the ports are primary functions.
 
A cut of the docking fees from the many Imperial ports?

When you look at services The Imperium provides member worlds it seems like operating ports, protecting the ports, and protecting trade between the ports are primary functions.
Sure, but that isn’t enough to pay for everything.
 
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