Countries in CoinRepublik are run by players, who have the power to propose and modify laws. Only premium citizens can propose new laws. A tax or bonus law changes its target by a percent of its current value: a single law may raise it by up to 100% or lower it by up to 50%, and the system computes the resulting value—taxes stay whole percentages (capped at 25%) and bonuses are kept to a maximum of 4 decimals. Three treasury laws act on the state budget itself rather than on a rate, all at the live market rate and with no fee: one converts up to 100% of the budget's gold into national currency, another converts up to 1% of the budget's national currency into gold per day, and a third sells every foreign national currency the treasury holds for gold. That last one is a different law from selling the country's own currency: it carries no percentage cap and no daily cooldown, because a state can always raise more of its own money by taxing its citizens while foreign money is finite war spoils it cannot print. It is offered only while the treasury actually holds foreign currency. When a new law is proposed, citizens vote on it for 24 hours. Voting power is not equal and depends on the population of each player's town—e.g., a player with 70 citizens has a voting power of 70, while a town with 25 citizens has a voting power of 25—and every citizen whose account is at least one week old is eligible to vote, whatever their level, town size or membership. For a normal law to pass, at least 10 different citizens must vote and the YES side must end up holding more voting power than the NO side. There is no percentage to reach: a lead of a single point is enough, and if the two sides finish exactly level the law does not pass. If fewer than 10 citizens vote, the law is rejected—unless the proposer is a VIP member, in which case the law passes automatically even with no votes, unless the citizens who did vote reject it. Once a tax or bonus is actually changed by an approved law, that same target is locked from any new change for 30 days; if a proposal is rejected instead, the target is locked for only 5 days before it can be proposed again. This system ensures that player influence is proportional to their population, creating a balanced political structure. In addition, VIP members hold one special executive power: a VIP may instantly approve or veto a single law that is currently in voting in their own country, settling it immediately — without waiting out the 24-hour vote or reaching the 10-voter quorum — but only once every 7 days, after which the power recharges. This is the only exception; every other rule above, including the quorum, stays exactly the same.
Sale tax is a percentage the country takes from every sale made on the local market. When a citizen sells goods, this share of the price goes to the country budget instead of the seller.
Raising it sends more money to the country budget on each sale, but sellers keep less, which can push them to raise prices or sell less.
Lowering it lets sellers keep more of each sale, which can encourage trade and lower prices, while the country budget collects less.
This is a neutral explanation to help you decide — it doesn't favor either side.