What happens if you raise the taxes in fable 3




















Don't bother upgrading the other two until you've hit the end of the game and are looking to get every Achievement. All that said, however, you won't be saving the money you make from jobs. No, that goes into the second step. Over the long haul, property is, by far, the best way to earn money in Fable III.

The cash flow is slow at first, but by the end of the game you can be earning well over , gold every five minutes, which makes affording the end of the game rather simple. There are three types of property you can buy in Fable III : homes, businesses and special buildings. Special buildings aren't terribly profitable, so you'll want to stick with houses or businesses, both of which yield profits from tenants in the case of houses, so long as you rent the house rather than simply own it.

And out of those two businesses are by far the superior investment. Because houses, unfortunately, have an extra requirement: they need to be repaired every so often, generally once every couple of hours. A house that has whittled down to zero upkeep won't earn your character any rent from the disgruntled renters.

Repairs are both profit- and time-consuming, and aren't worth the effort. Businesses, on the other hand, generate pure profit. Unfortunately, businesses aren't unlocked until the fifth gate on the Road to Rule, so you'll have to wait a little while before you can begin your empire. Save all of your money until the Entrepreneur Pack can be bought, then snag several small carts and shops from Brightwall and the Dweller Camp.

Spread out from there and, using the cash you earn from these royalties and anything earned in jobs, buy the big businesses in Brightwall and Bowerstone, most notably the pubs and pawn shops. These latter two are easily the most lucrative shops. This process takes a while, but the more you buy, the more you'll earn. Good characters are typically expected to either keep the profit margins on these businesses at average, or to even lower them. This is, however, a mistake.

Boost them all to the top to maximize your profits. True, this is considered a corrupt act, but every other 'good' act made in the game will more than make up for the raised prices, and double your cash flow in the process. So now you've got a solid money-making machine and, if you're a good king or queen, you have the love of the people. You now need to start making the decisions that will allow Albion to both thrive and survive the incoming, shadowy threat.

The immediate impulse for good characters—and if you've spent a looooong time exploring Albion, you'll have the cash to back this up—is to take the 'good' way out on every decision, aka any decision made with the A button. But is that fiscally the wisest course?

Maybe, maybe not. If your character wants to remain 'good' they'll have to choose the good path in most cases, and that means turning down the many terrible proposals made by Reaver and they are ALL bad for a monarch's popularity - sending kids to work, for example, is never a good thing. But there are a few items you may want to consider for dipping into the dark side:.

The final portion of Fable III takes place over the year prior to the big bad event that's going to hit Albion, though you don't get days to take care of all your business. Rather, each day allotted to your character is divided into three or four proposals and hearings, after which you'll either have a chance to wander around or simply move on to the next day.

Time doesn't pass during the outings, though once you complete the various proposals and outings the game will move on to the next day automatically, negating any further chances to earn money—and once it hits the end of the line, no more money can be made in preparation for the coming apocalypse.

The economics of saving Albion are quite simple: In one year, you will have to make 6,, Gold to save every citizen of Albion.

Each unit of gold directly corresponds to a life. The gold cannot just sit in your pockets or in the Sanctuary. Note: Transferring money can be a bit buggy. Although you can transfer at great speeds, sometimes the pace of the transfer will remain slow despite holding the Analog Stick firmly to the right. Try using the D-pad to adjust the funds instead of the Analog Stick.

Staying good will cost you your own money -- which can be raised quickly from your real estate rent and profits you did buy all those buildings when we told you to, right? Buy everything you can and the money will roll right in. Becoming evil is an easier path -- you can make money by burdening the citizens of Albion for their own good?

Get any money you've embezzled or earned into the Treasury before you make that decision! Note: Once you take up this scheduled task you won't be able to leave Bowerstone Industrial or do anything there until you make another royal decision. This decision won't open any new areas, so make your decision based on your desired morality score -- and bank account if necessary. Your real estate holdings should be funding your decisions by this point though, so don't worry.

The shops and homes you own in the Old Quarter not only generate funds for you but also provide places to shop. All other items can be found in the ruins but this Key. If you choose to rebuild it, make sure you own lots of property in the Old Quarter to make up for your loss! Fable 3 Wiki Guide. Last Edited: 21 Jul am. Face the entrance to the Reliquary and turn right to find this chest in the garden.

Inside is a Legendary Weapon and 2,, Gold! Register Don't have an account? Edit source History Talk 0. Do you like this video? Play Sound. Moral Choice: Lower tax rate. Cost: , Neutral Choice: Keep same tax rate. No gain or loss. Immoral Choice: Raise taxes even further.



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