Contributed by: Takeshi Miyaoka on Friday, November 13 2026
Last modified on Friday, November 13 2026
This is a development-plan article: it describes something we want to build next. Nothing described here is implemented yet, and the details are still under consideration and may change before implementation.
Today the social security tax on wages (first proposed in plan #81) arrived in the Tax policy screen. With one more tax in place, tonight's plan revisits another pillar of the tax system: tariffs. Right now, once you set a tariff rate, it is always collected in full, everywhere. We want tariffs to be collected only in regions that have a new facility, the checkpoint, and only as well as that checkpoint can manage. The same checkpoint would also let you stop people from entering or leaving the region. This fleshes out improvement item TAX-018 (a checkpoint facility for tariff collection and controlling who comes and goes).
The current Taxes screen in Domestic Affairs (an actual screen from the Debug build, using small verification data for screen checks). Under Tax Rates on the left, the tariff is an indirect tax set at a national rate (10% here); changes go through deliberation before they take effect. This verification data has no imports, so tariffs are 0% of the tax revenue breakdown on the right.
Where things standTariffs are one of the taxes available from the very start of the game. In the current game:
So you decide how high the tariff is, but never where or how reliably it is collected, and the geography of trade routes means nothing for tariffs.
The plan: collect where a checkpoint standsWe are considering a new facility, the checkpoint, that handles customs and the movement of people, built in a region. A checkpoint has levels 1 to 3, is raised by upgrade construction, and uses upkeep and staff according to its level.
Concept mock (under consideration). Selecting a checkpoint in the Construction screen would show its level and upgrade, the entry and exit closures, tariffs collected and missed over the last 7 days, and how many people were stopped and how many got through. Region name and figures are examples.
For example, a region with 8,400 of imports over 7 days at a 10% rate owes 840 in tariffs. At Lv1 you collect 504 and miss 336; at Lv2, 714 and 126; at Lv3 you collect all 840. If entry is closed and 40 people try to come in over those 7 days, a Lv2 checkpoint stops 34 and 6 get through.
Where to build, and how far to upgradeWhat we hope this creates is a decision about placement and level. A checkpoint at the point where a trade route enters the nation covers all the imports beyond it. A busy port is worth upgrading; a quiet inland region may not need one at all. Taking example upkeep costs of 15, 30 and 50 per day for Lv1–3, a region importing 1,200 per day gains +30 in tariffs for +15 upkeep going from Lv1 to Lv2, which pays, but only +18 for +20 going from Lv2 to Lv3, which does not.
Concept mock (under consideration). The Taxes screen would list each region's checkpoint level, effective tariff and missed tariffs, and compare whether an upgrade pays. Region names and figures are examples.
We want closing a region to people to be a tool you use selectively too: closing the exit of a region whose workers you want to keep, or closing the entry of an unsettled border region. Close too much, and job openings go unfilled.
Implementation steps and how it connectsWork is planned to start once the social security tax that arrived today (TAX-012) has been reviewed. The steps we have in mind:
How this might connect with catching smuggling runs (TRN-029) is an interesting question, but we will get the checkpoint itself working first.
Tell us what you thinkWould tariffs be more interesting if you chose where to collect them, or is the current approach of just setting a rate easier to follow? We would also like to hear when you would want to close a region to people coming and going.
About the imagesImage 1 is an actual game screen, captured by starting the Debug build without showing its window, using verification data for screen checks (the nation name and figures belong to that data). Images 2 and 3 are mocks that illustrate the plan, not game screens.
Related tax articles: DEVELOPMENT PLAN #81 (social security tax on wages), DEVELOPMENT SNAPSHOT #84 — Taxes Join Domestic Affairs: A Tax Plan You Can Delegate
Check the files currently available and the development status on the download page