Well First off I will say I used my bro's account for the starter post, he has been playing the game for a long time and was who introduced it to me to the game. And I have been playing it on and off only just recently learned about crazy's mod.
But I used his account thinking I would just take it over since he never used it, but he still wants it so I made my own. So I will use this account and let him keep his. I hope there will be no issue with that.
Any ways lets continue...
--1. Taxes do need to be updated but no time frame for that is planned.
I am not sure how the bribery system currently works, but I think that is supposed to lower tax rates but then you also have laundering gold.
Taking bribery out of the equation the tax rate could be significantly increased at the start with a bit more starting gold and then the main goal is laundering the gold through captured/owned businesses. So until you have businesses you cant launder any.
As example
Say the max amount of (b) businesses is 125 and you want a max reduction of up to say (r) 60% that can be laundered to be not taxed... 60(r)/125(b)=0.48%, each business owned will reduce the amount taxed by 0.48% up to 60% leaving only 40% of gold made to be taxed at what ever the tax rate is... this works but would require a higher tax rate up so something like oh say maybe 30%.... just as a example.
But there always comes a point where you will have more money than needed the idea is to try to find ways to delay this until a certain part of the game is completed then it doesn't matter.
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I take it the accommodation effects happiness of the girl then... but I think it should cost something kind of like bare bones 20g a week its your cheap cheap night motel, high class a grand or so its you high rise suite... accommodations could be classified as quality of room, food and such basic living items or luxuries... what it takes to feed clothe and house the girl to keep her alive. Low accommodations obviously cheap will effect happiness but also possibly health due to obvious reasons until you get it up to say around adequate/comfortable then it'll no longer effect health just happiness. I don't think it would have to play into the house percent unless she pays for it with her money, just have it come out of your pocket... gold earned - accommodations costs. Even though it is what a girl expects from you that doesn't mean you have to give or provide it you may not like her and not want to offer it.
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About the skilling of the girls I've a suggestion:
By now each girl receives 2 points for each customer while working in the brothel.
Meaning that having sex with 50 customers, the sex skill is at 100% ( Modified only by slow/fast learning, starting skill , etc.)
I prefer a smart solution which makes it more harder to raise the skill when there skill is higher - easy when their skill is low, depending on there existing skill. I already use these at some situations in my scripts.
First is a check if they obey ( they agree to the job)
Second is a skill check. If the skill check fails they get the point.
Quite similar to my idea..
Attached is a graph not perfect but to show a very simple representation of how skills gained over time should be, most good games I think have something that follows this trend and I am not talking about a players skill I am talking about character skill/stat gain.
A simple example would be pretend her skill bar is a % to not learn also... if she has a skill of say 25 its 25% not to learn but she has 75% chance she is going to meet a customer that knows more and then learns something, + - any other modifiers like happiness, libido, confidence (my idea of intelligence change) etc.
Depending on such modifiers would be if the customer likes it also negative for the girls experience but + or - for her happiness, libido, confidence etc.
The % gained at say 25skill will be higher probably near 85% with or without mods, but higher like around 80-85skill there might be a lot less chance than the 15-20% with or without mods to gain some skill. For an experience over time/per level representation take the attached chart flip it horizontally then vertically and that is close to how most games work, which if I am thinking correctly is an arithmetic progression.
But with low chance to gain a skill by that time the girl should have enough other mods/stats/skills that the customer will more than likely be happy as a trade off. I wouldn't say cant teach an old dog new tricks but it'll take some time.
The amount of points could be tied to difficulty and activity...so for a standard job you would roll as you suggest, for some outcomes you would always gain 0 and for some at least 1 with the option for another one? I like that system, too, because it would make progression non-linear and somehow self-regulating. It would also give more power back to equipment (if 100 is max, with or without items and if you do the checks on the unmodified skill values).
I would venture to say your talking about both skill and combat?
Skill wise explanation I think is difficulty(the girls chance to gain) +- mods... though to determine how much is gained instead of just a 1 point or 2 point flat rate one would have to create a customer difficulty pool also, and that would be...
the girl rolls her chance and modifiers to skill up,
does she meet a customer that is more skilled yes or no, if yes then then how skilled=(difficulty) is the customer over her.
To keep it simple like that I would just do easy, medium, hard... her roll if yes then roll for difficulty 1, 2, or 3 and that's how many points you get.
As for combat trained cap will be 100 like all other skills but in like any other game to pass that and get bonuses you add gear, adds some customize options and makes gear a bit more required and useful.
A more complicated but possible way to program it is similar to pokemon though a bit different.. you get a cap of so many points that you can train into any skill you want similar to the EV value of pokemon I think. But you cant max all out, and then items will take a far heavier effect into play. The difference from pokemon is each pokemon has their own cap for each skill also. To pick your training in such a way you need say a barracks for say physical training and a mage tower? or something for magical.
But in example example you have 3 stats Hp, Defense, Attack... that is bare bones and by level 100 hands down the character can have minimum 25 points into each of those. But you have also say 125-150 points as free training you can putwhere you want... you can put all your points into defense making them take less damage or put it all into attack and go raw glass cannon... with some points left over to pool into increase hp or the other skill. To pass that trained skill amount you would then require items up to the max equipped, can't wear two helmets after all. But items will allow you to make up for weak areas or push even harder into one sole area. To keep the game balanced though there will be diminishing returns at higher point ranges.
This idea allows more options but far more difficult to balance. Where as when everyone caps at 100 through skills and then its items mods their points will fall far closer together so there wont be potential for a massive spread, you will still have some stat maxing potential to sit above everyone else but at least then its not severely broken... only a little bit broken lol.
The gang area in this since they will be far less custom with items and such is that when trained and maxed their weapon level and armor can do say easy and normal wildernesses(if implemented) and catacombs where as for later game you need girls to do hard, ultra hard and beyond. But this allows them to have more of a role in the early game and then late game they can sit back guard and recapture girls and deal with other gang stuff as girls take over in the later half of the game.
The gangs... the gangs.... they are in just such a bad place...
Confidence is used in job performance.
EXP & Level are in because it is expected in games.
Level is used in job performance.
I still think job performance could be left to their individual skill value I think instead of level and exp... or just remove level and leave exp as a percentage modifier for job performance.
I can understand confidence a bit, but I think it could be left to other modifiers like happiness, libido, skill and such mods.
Rebelliousness is what determines if the girl does her job and other things.
Several things affect rebel including but not limited to: Obedience, Spirit, House Percent, Guards, Matrons and traits.
I still think rebellion and obedience can be pushed into just one stat at the moment. Call it obedience or rebelliousness, if at 0 -+ mods she will refuse to do jobs, listen to you and such and if at 100 -+mods she will not fuss.
I have noticed the X customer seen out of X visited when playing the game but I think most people ignore it, I know I do and it doesn't seem to effect the game play one bit even without a customer service girl.
I only suggest many of these changes because of a keep it simple mentality, there are a lot of things that look like they make the game more complicated, that I think could be simplified kinda as how I explained the combat changes. Or things that could just be removed or pushed into another stat or skill, like number of customers seen out of number visited because it doesn't seem to little to no impact on the game, at least from current observations. I think it works by pooling a number of customers to visit -+mods like filthiness etc, is then divided into the number of girls to the max that can be serviced, -+ modifiers such as libido, tiredness, looks etc. But maybe that can just be individualized down to the girls them selves. And that's where I would use fame, be that how much people like her more fame more chance -+ mods of having max visitors for the week... just an idea.
Until I get more of a grasp on all of the calculations and interactions I can only vaguely guesstimate on things.
But I am playing crazy's mod and going through its code as I play and am getting a better grasp slowly of things.