That would be it for towns and villages.In case of poor, it's 4/3, in case of average, it's 1/1, and in case of good, it's 3/4 Lastly, the result gets multiplied by a quotient ( Q), depending on the campaign AI setting.This alltogether gets divided by 480, regardless of the kind of fief.Then comes the prosperity rating ( P) of the given fief, which always receives an addition of 80 to its current value, and this increased value multiplies the result of the previous point.To this base, the economy value ( E) of the given fief gets added (seen under "Reports -> View location income report"), multiplied by a factor ( F) which is 3 in case of towns, 6 in case of castles, and 4 in case of villages.First, there is a base value ( B), which in case of towns is 1200, while in case of castles and villages, it's 600.Your base income, alias rents get determined by the following formula: You automatically receive taxes along with your weekly payments (mercenary payout and enterprise profit), you don't have to collect them manually. tariffs: the money paid by trade caravans (only from towns).rents: the money paid by your populace (from towns, castles and villages).Taxes are the primary source of income from your owned fiefs, collected every week from the populace and the trade caravans passing by.