Warband Loss Due To Tax Inefficiency

broken image


The degree of inefficient use of inputs is reported via the definitions of Input Inefficiency Measure (IIM) and the Ratio of Inefficient usage of Inputs to Total Deadweight Loss (RITD). Findings The author discovers that the area under the supply curve of the competitive market corresponds precisely to the minimum total costs of producing any.

  1. Tax inefficiency. Affects only rents and tariffs of all the player's fiefs. Tax inefficiency depends on how many fiefs you personally own, and the campaign AI setting. You can hold certain amount of fiefs before tax inefficiency kicks in, and each fief increases inefficiency by a percent. The maximum efficiency loss on any difficulty is 65%.
  2. Tax inefficiency occurs when your total fiefs exceed a certain amount ( I think by default its 4), and as far as I know your stats don't alter it. It's incentive to hand out fiefs to vassals so you never are overflowing with cash. Remember if you hand out a fief to a vassal they recruit their own armies.
Admin
Hoàng đế
Tổng số bài gửi : 53
Ngân lượng : 13665
Danh tiếng : 8
Ngày gia nhập: : 31/12/2011

Tiêu đề: Các tool cần thiết cho người mới bắt đầu mod M&B Sat Dec 31, 2011 9:35 pm
Đây là nơi tập hợp các tool dành cho các newbie mới tập tành mod nhé, những cái phức tạp như module system mình sẽ lập topic khác
1. TweakMB
Đây là một tool chỉnh sửa đơn giản với các chức năng chính bao gồm :
Nhấn vào để xem:
AI Lord Parties (under Parties submenu)
Base party size
Party size gained per point of leadership
Renown needed to increase party size
Bonus party size for faction leaders, faction marshalls, and number of castles owned
Level modifier for party size
Modifier for overall party size
Ammo (arrows, bolts, etc)
Modify base ammo amounts for all projectile types
Arena/Tournament bet amounts & other options <-- under Arena/Tournament submenu
Tournament betting amounts
Renown gained from winning tournament
Relation gained with town for winning tournament
XP gained for winning tournament
Money rewarded at each level in arena melee matches
Number of opponents you must defeat for each level in arena melee matches
Assigning Fiefs (relation loss)
Modify relation lost when assigning fiefs to other lords (or eliminate the loss completely)
Modify relation gained with lord you assigned the fief to
Battle Continuation
Allow battles to continue after your player has been knocked out
Cattle behavior
Make cattle follow you instead of you pushing them
Make cattle move at 'mounted' speed (Warband not supported yet)
Companion Management <- under Parties submenu
Completely prevent companions from trying to leave
Completely disable companion complaints
Enterprises
Requirements for starting an enterprise
Production details for each type of enterprise
Profit/cost modifiers
Escape rates for enemy lords
Odds of a lord escaping after a battle
How often lords attempt to escape once captured
Odds of a lord escaping while in your party or imprisoned in a town/castle
Faction Colors
Modify colors for all factions and outlaw groups
Fief Income/Rents
Base income for villages, towns, and castles
Modify rents to be as high or low as you like
Food consumption
How often your party eats
How much food your party consumes when eating
Honor
Modify honor gained/lost from quest-related events
Modify honor gained/lost from other events
How Fiefs are Awarded <-- under Towns/Villages submenu
Modify how the game determines who gets a fief
Modify compensation for not being awarded a fief
Map Size (Battles)
Increase/decrease the size of the randomly generated maps for battles
Merchants (Money Available)
Modify the amount of money goods merchants have available
Modify the amount of money armor merchants have available
Modify the amount of money weapons merchants have available
Modify the amount of money horse merchants have available
Miscellaneous
Number of hours it takes to read a book
Disable stat loss for games over 757 days old
Minimum/Maximum mercenaries available in town taverns
Length of mercenary contract (both initial and renewed)
Minimum amount of time before enemies run away in battle
Party size & morale
Disable companion interaction (have as many heroes as you like)
Prevent companions from leaving ('We hang deserters in this company')
How often you pay your troops
Base party size
Party size gained per point of leadership
Renown needed to increase party size
Morale gained per point of leadership
Morale lost for each hero in your party
Minimum and maximum sizes for bandit parties
Maximum number of bandit parties on map
Spawn time for bandit parties
Prisoner Management
Max prisoners gained per point of leadership
How much prisoners are sold for
Allow Tavern Keepers to buy prisoners from you
Chance of receiving a ransom for a lord
How often the game checks for a ransom
Prosperity (general) <-- under Towns/Villages submenu
Town prosperity lost while under siege
Town prosperity lost when town is taken by enemy forces
Prosperity gained from caravans (both villages and towns)
Prosperity (village-specific) <-- under Towns/Villages submenu
Prosperity from quests
Prosperity lost from being looted or infested with bandits
Prosperity gained from farmer trading
Prosperity gained from buying/selling goods
Quests
Add ability to choose quests from menu
Repeat intervals for village elder quests
Add 'Meet with Village Elder' to village menu
Whether village elders will offer more quests once a quest is turned down
Repeat intervals for guild master quests
Add 'Meet with Guild Master' to city menu
Repeat intervals for lady quests
Repeat intervals for lord quests
Recruiting Prisoners (under Prisoners submenu)
Amount of time between recruiting prisoners
Morale lost when recruiting prisoners
Chance of successfully recruiting prisoners
Reinforcements (under Battle Options submenu)
Number of reinforcement waves for standard battles, village raids, and sieges
Reinforcement troop thresholds for standard battles, village raids, and sieges
Reputation
Modify village reputation gained/lost
Modify town reputation gained/lost
Modify lady reputation gained/lost
Modify lord reputation gained/lost
Right to Rule
Modify right to rule gained/lost from various events
Shots before Reloading (crossbows, guns)
Modify number of shots you can take before reloading
Sieges
Build time for ladders
Build time for siege towers
Siege tower movement speed
Skills
Base attribute associated with each skill (ie, change Persuasion to be based on Charisma instead of Intelligence, etc)
Maximum level of each skill (up to level 15)
Tax Inefficiency
Number of centers you must own before tax inefficiency comes into effect
How tax inefficiency is calculated (ie, reduce it, increase it, or eliminate it)
Tournament Frequency
Threshold for adding new tournaments
Chance of a town getting a tournament
Length of time tournaments will be held
Towns/Villages
Time and money required to construct buildings
Number of troops that can be recruited from a village
Relation required to recruit higher tiers of troops
Chances of successfully recruiting higher tiers of troops
Troop Wages
Change modifiers for base wage, mounted, and mercenary troops
Change wage modifiers for companions/heroes
Change wage modifiers for garrisoned troops
Change reduction in wages per leadership point
Village Bandit Infestations (under Towns/Villages submenu)
How often villages become infested with bandits
Number of bandits spawned during bandit infestation battles
Number of farmers spawned during bandit infestation battles
Village Improvement Effects (under Towns/Villages submenu)
Mills - Initial prosperity gained and permanent prosperity gained
Schools - Relation gained and how often the relation gain is applied
Watch Towers - Spotting distance and effect on village loot times

Sau khi add các item và chỉnh sửa các faction, troop và các nhân vật thì đây là tool rất hữu dụng nếu bạn muốn chỉnh sửa các yếu tố trong game
link download bản mới nhất:

2. Morgh's Editor
Một tool cực hữu dụng, không thể thiếu và bắt buộc phải có với những người lần đầu tập mod game. Với tool này bạn có thể làm được nhiều thứ từ cơ bản nhất là add item cho đến chỉnh sửa item, troop, faction, parties,..Nói tóm lại là nếu bạn là newbie thì tool này bạn nên tải đầu tiên
link down load bản 1.40:
link hướng dẫn add item:
3. OpenBrf
Đây là tool dùng để xem, chỉnh sửa đơn giản các model trong mod. Ngoài ra nó còn kiểm tra bug về resource và texture cho bạn. Nói chung là phải có, vì nếu ko biết rõ tên mesh thì sẽ ko add được item bằng tool thứ 2.
download bản mới nhất tại đây:

4. Thorgrim Map Editor
Đây là tool edit map phổ biết nhất, mặc dù đã ngừng phát triển từ 2008 và không hỗ trợ warband và chỉ chạy trên bản gốc 1.011 nhưng với khả năng edit và tinh chỉnh dễ dàng nên tool này vẫn được dùng để edit map đến tận bây giờ mà vẫn chưa có kẻ thay thế. Để edit map bạn cần down bản 1.011 (ko cần crack) và khi bạn edit xong thì copy 2 file map.txt và parties.txt rồi chép đè lên mod của bạn là bạn có map mới.
download tại đây:

5. Tool Việt hóa M&B - tác giả ducphamhoang
Đây là tool để việt hóa M&B do bạn ducphamhoang bên Minigame.vn làm. Cần có .Net Framework 2.0 để chạy
Link download:
- Font đã fix: mediafire.com file/7jjsbe..d/MBvifont.zip
- M&B Trans Tool: mediafire.com ?l81wxfhuelzcvaf (bản build 110227)
- M&B Trans Tool patch (bản build 110227) (dành cho những ai đã down bản M&B Trans cũ: mediafire.com ?orm06pf1ung42nq
- .Net Framework 2.0 (nếu bạn chưa có): http://www.download.com.vn/more+soft..ework-2-0.aspx

Each firm in a competitive industry operates at a point where its MC becomes equal to the (exogenously given) price of the product. That is why the short-run supply curve of a competi­tive industry is the horizontal summation of the short-run supply curves (or the short-run MC curves on and above the minimum AVC) of individual firms.

Therefore, a competitive industry operates at a point where price equals marginal cost. A monopolized industry, on the other hand, operates where price is greater than MC. Thus, in general, price will be higher and output lower under monopoly than under competition.

We may illustrate the point with the help of Fig, 11.20. In this figure, DD is the demand curve for the product of a competitive industry, and EMC is the industry's supply curve. Therefore, the market (demand = supply) equilibrium point will be Ec, which is the point of intersection between the DD and the IMC curves.

ADVERTISEMENTS:

At this point, the price of the product will be pc = opc and the quantity demanded and supplied will be qc = oqc. All the firms would operate at their respective p = MC points. Let us now assume that the competitive industry with all its firms becomes monopolized under a single owner, i.e., the competitive industry now becomes a multi-plant monopoly.

The demand curve DD for the product now becomes the AR curve of the monopolist and its corre­sponding marginal curve is given by MR in Fig. 11.20.

Now, in order to minimise the cost of production of any particular quantity of output, the monopolist would have to distribute the production of that quantity over the different plants in such a way that MC in each plant may become the same, and this MC would be the MC of that particular quantity of output.

Understood in this way, the MC of any particular quan­tity of output produced by the multi-plant monopolist would be given by the curve EMC of Fig. 11.20, which is the horizontal summation of the MC curves of indi­vidual plants.

Warband

The profit-maximising equilibrium point of the monopolist in this case would be the point of intersection (Em) between the MR and the ∑MC curves. At this point, the output of the monopolist would be qm = Oqm which would be less than the competitive output qc = Oqc and the price charged by the monopolist would be pm = Opm which is greater than MC (= Em qm) and which is greater than the competitive price (pc).

Since the price under monopoly is greater and output lower than under competition, the consumers would always be worse off in a monopolistic industry than in one under perfect competition. Riso comcolor 7050 drivers mac. But a portion of the consumers' loss would be converted into the gain of the industry.

This can be seen in Fig. 11.20. Here, as we move from competition to monopoly, i.e., as the equilibrium (p, q) combination moves from (pc, qc) to (pm, qm), the consumers' surplus diminishes by □pcpmAEc Spyro year of the dragon greatest hits iso file. (from □TpcE,. to □TpmA) and of this, □pcpmAB is converted into the producer's surplus under monopoly.

Producer's surplus, □SpcEc, decreases by □BEmEc and increases by □pcpmAB. Taking both the industry's gain and the consumers' loss into con­sideration, it is not clear which would be the better arrangement for the society—competition or monopoly, unless we make a value judgement about the relative welfare of the consumers and of the owners of the industry.

ADVERTISEMENTS:

However, we may argue against monopoly on grounds of efficiency alone. An economic arrangement is Pareto-efficient if there is no way to make anyone better off without making somebody else worse off. We shall now see that the level of output under monopoly is not Pareto-efficient.

Let us remember that at any point on the demand curve of a monopoly firm like DD in Fig. 11.20, the price p stands for how much people are willing to pay for the marginal unit of the good.

Since p is greater than MC for all output levels between qm and qc, there is a whole range of output (i.e., between qm and qc) where people are willing to pay more for the marginal unit of output than it costs to produce it. Clearly, there is a case for a Pareto improvement here.

Warband Loss Due To Tax Inefficiency Rate

For example, let us consider the situation at the monopoly level of output qm. Since p(qm) > MC (qm), we know that there is someone who is willing to pay more for an extra unit of output than it costs to produce that extra unit. Let us suppose that the firm produces an extra unit and sells it to this person at any price p where p(qm) > p > MC(qm).

Then this consumer is made better off because he was just willing to pay p(qm) for that unit of consumption, and it was sold for p < p (qm). Black ops 2 zombies for mac free download. Similarly, it cost the monopolist MC(qm) to produce that extra unit of output and he sold it for p > MC(qm).

Warband Loss Due To Tax Inefficiency Meaning

If all the other units of output are being sold for the same price as before, then from the sale of the extra unit, both sides of the market—the buyers' side and the sellers' side— are better off and no one else is made worse off. Therefore, we have found here a Pareto improvement. That is, the usual monopoly solution (pm, qm) is Pareto-ineflicient.

The reason for this inefficiency of monopoly is this. In the case of competition, price is constant irrespective of output, making MR at any output a constant and equal top. So the firm's profit maximising p = MR = MC point is also the Pareto-efficient p = MC point.

On the other hand, since the AR curve of the monopolist is downward sloping, the extra revenue (MR) obtained from selling the marginal unit of output is not equal to, but less than, the price of that unit (i.e., MR < p). That is why, in monopoly, the firm's profit maximising MR = MC point is a Pareto-inefficient p > MC point.

Related Articles





broken image