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Citizenship
Player housing grants the ability to claim citizenship of a Village (fase 3) node or higher.[1][2][3][4][5] Gaining citizenship through player housing is not automatic. It must be claimed.[3]
- There is not a hard cap to node citizenship, but there is a soft cap. Citizens pay dues and property taxes based on the stage of the node when the player became a citizen.[1][2][3][6][7]
- When you become a citizen you enter in at a certain citizenship due structure; and citizens pay taxes to their node in the form of both property taxes based on what type housing as well as citizenship dues, which are necessary. And as you enter later into the stage of a node's development, you will pay a higher value on the citizenship dues or vice-versa: if you own a property later, you will be entered into a property tax that is higher based on where you enter that property ownership within the node's history. So those help to form a soft cap. Now, if payers are willing to pay more to be a citizen of a particular node, they have that option, but at some point it becomes restrictive.[7]
- You can declare citizenship to only one node and when you declare that citizenship. Let's say for example, one guild perhaps wanting to take all their members and have them all declare the same citizenship to a location. The longer a node exists the higher the prize it is to take and some systems with regards to crafting progression and/or rewards and bonuses or the reliquary that we haven't really touched on a lot, those systems are going to be so enticing that from an incentive standpoint it will compel other groups to either potentially break alliances or siege the city in order to take the goods that are potentially in it. So, from an incentive standpoint we have that at play. Additionally, we don't have a cap per-se that we've announced yet on the citizenship aspect of being in a node, but we do have soft caps. It becomes costlier the higher number of citizens each time one new person wants to join to be part of a node. So, there is sort of a soft cap on how many citizens one node can have and it might be that not all in the guild can participate in that area. So, there's a natural divide: A pseudo faction, so to speak between who is a part of that node and who is not.[7] – Steven Sharif
- Your account is bound to one declared citizenship per server, which means that if you have two alts and your main character on one server you may only be a citizen of one node between those three... If you have an alt on a different server, it could be a citizen of a node as well.[11] – Steven Sharif
- Players lose their node citizenship after their node is destroyed in a node siege without entering into a cooldown period.[12][9][13]
- Apart from node destruction, there is no player driven system that can strip another player of their node citizenship.[14]
- Node citizenship is not tied to membership of a guild. Guilds don't "own" nodes.[9]
- Players can interact with the node board to get a list of citizens of the node. Clicking on a citizen will reveal information about their guild, society, religion, and property ownership.[15]
- Citizenship tickets may also grant citizenship to certain node stages. This mechanic will be decided based on testing.[16]
- A player does not need to declare citizenship of any node. These players won't need to pay taxes but will miss out on benefits of citizenship.[17]
Player housing
Player housing offers a number of benefits.[18][19]
- Ability to claim citizenship to a node.[3][4][5]
- Additional benefits are granted to home owners who are also citizens of that node.[20]
- Ability to place furniture and other decor items.[21][22][23]
- Houses will be empty when purchased. Players will need to place furnishings and decorations in them.[24]
- Each size of player-owned housing determines how many decor items can be placed in it.[18]
- Storage containers.[23][19]
Each different type of housing offers different additional benefits.[20]
- Apartment benefits include placement of pots to grow seeds and other functional furniture items.[25]
- Freehold benefits include the ability to place business and artisan buildings.[26][22][19]
- Static housing benefits include garden sections for farming special types of crops.[27][28][22]
- Players may grow crops in the garden sections of freeholds or static houses.[25][28][22][29]
- Crafting benches are available in freeholds and static houses but not apartments.[25][22][19]
- Prized items can be displayed within a house.[19]
- Successi and trophies may be displayed.[19]
- Social activities.[19]
- Housing may provide proximity based bonuses.[19]
Taxation
Mayors are able to set a generalized node tax rate as well as overrides for different activities within their node. Mayors gain additional taxation controls as their node advances.[30][31]
- Amenities tax override.[30]
- Artisanship tax override.[30]
- Commerce tax override.[30]
- This may include taxes that apply to tavern games.[32][33]
- Property tax override.[30]
- Freehold property taxes scale according to the number of freehold building permits issued for that freehold.[34][35][36]
- Citizenship dues and property taxes scale based on the stage of the node when a player became a citizen.[1][2][3][6][7]
- The goal is to exert financial pressure on node populations by making taxes increasingly expensive as nodes advance, rather than putting in place hard population caps.[3][6]
- Node tax rates will be visible on the world map by hovering over a node location.[37]
- Tax revenue only goes toward funding node development. This cannot be withdrawn by the mayor or any other player.[38][36]
Regent nodes take a cut of taxes from various activities that occur within their vassal node structure.[38][39]
- This tax doesn't necessarily impact the individual citizen, because citizen's tax levels are determined by their node, but the node's finances are affected by the taxation levied by its parent nodes.[39]
Affiliazioni
An affiliation tree determines how entities are flagged against other entities within its hierarchy.[40][41][42]
- Corrupted players can be attacked (or killed) regardless of other affiliations. This is something that will be tested during Alpha-2.[40]
- Node citizenship.[40][41][42]
- Alliances.[40][41][42]
- Gilde.[40][41][42]
- Parties.[40][41][42]
- Incursioni.[40][41][42]
- Family.[41]
- Religion.[42]
- Society.[42]
There's node citizenship. There's guild. There's alliance. There's party. There's raid. There's family. All of these types of affiliations have a hierarchy. The highest of which is your node affiliation: So your citizenship is your greatest superceding relationship, which means if you were a part of a guild and the guild has multiple nodes in which its members are citizens of, if there was a war between two of those nodes, the members of those nodes would be first and foremost citizens who defend that node, even against their own guild members.[41] – Steven Sharif
All of these things have some hierarchy; and within that hierarchy there's the ability to participate within certain systems. So for example, if you have a node that has fallen under your vassal state and you're a citizen of the parent node, then you could participate in a siege against the vassal node but if you're a citizen of the vassal node you could not participate as an attacker against the parent node; so there's a hierarchy, unless you were to renounce your citizenship.[42] – Steven Sharif
Mobile/web interface
See also
Riferimenti
- ↑ 1.0 1.1 1.2 1.3 Blog: Development Update with Village Node.
- ↑ 2.0 2.1 2.2 2.3 2.4 Trasmissione in diretta, 2023-08-31 (15:51).
- ↑ 3.0 3.1 3.2 3.3 3.4 3.5 3.6 3.7 Colloquio, 2023-07-09 (38:14).
- ↑ 4.0 4.1
- ↑ 5.0 5.1 MMOGames interview, January 2017
- ↑ 6.0 6.1 6.2 Colloquio, 2020-03-27 (0:30).
- ↑ 7.0 7.1 7.2 7.3 Video, 2018-04-05 (41:48).
- ↑ Trasmissione in diretta, 2017-05-19 (53:24).
- ↑ 9.0 9.1 9.2 Colloquio, 2020-07-29 (17:26).
- ↑
- ↑ 11.0 11.1 Colloquio, 2018-05-11 (50:05).
- ↑ Trasmissione in diretta, 2023-08-31 (20:54).
- ↑ Blog - Know Your Nodes - Advance and Destroy.
- ↑ Trasmissione in diretta, 2023-08-31 (2:22:01).
- ↑ Trasmissione in diretta, 2020-10-30 (1:01:00).
- ↑ Trasmissione in diretta, 2018-07-09 (27:12).
- ↑ Trasmissione in diretta, 2017-05-26 (44:52).
- ↑ 18.0 18.1 Trasmissione in diretta, 2020-06-26 (47:32).
- ↑ 19.0 19.1 19.2 19.3 19.4 19.5 19.6 19.7 Trasmissione in diretta, 2017-05-10 (30:53).
- ↑ 20.0 20.1 Colloquio, 2020-07-08 (33:34).
- ↑ Colloquio, 2020-07-08 (40:20).
- ↑ 22.0 22.1 22.2 22.3 22.4 Trasmissione in diretta, 2020-06-26 (45:32).
- ↑ 23.0 23.1 23.2 23.3 Video, 2020-05-31 (47:32).
- ↑ Trasmissione in diretta, 2020-06-26 (53:20).
- ↑ 25.0 25.1 25.2 Colloquio, 2023-07-09 (41:22).
- ↑ Development Update with Freehold Preview.
- ↑ Colloquio, 2021-02-07 (42:41).
- ↑ 28.0 28.1 Trasmissione in diretta, 2020-10-30 (44:22).
- ↑ Trasmissione in diretta, 2017-05-05 (32:11).
- ↑ 30.0 30.1 30.2 30.3 30.4 30.5 30.6 30.7 Video, 2023-08-31 (28:04).
- ↑ Trasmissione in diretta, 2020-03-28 (1:03:38).
- ↑
- ↑
- ↑ Colloquio, 2023-07-09 (54:46).
- ↑ Trasmissione in diretta, 2023-06-30 (1:45:22).
- ↑ 36.0 36.1
- ↑ Trasmissione in diretta, 2023-09-29 (1:11:22).
- ↑ 38.0 38.1 Trasmissione in diretta, 2022-08-26 (1:10:16).
- ↑ 39.0 39.1 Colloquio, 2018-05-11 (57:02).
- ↑ 40.0 40.1 40.2 40.3 40.4 40.5 40.6 Trasmissione in diretta, 2022-07-29 (1:07:20).
- ↑ 41.0 41.1 41.2 41.3 41.4 41.5 41.6 41.7 Trasmissione in diretta, 2019-03-29 (17:10).
- ↑ 42.0 42.1 42.2 42.3 42.4 42.5 42.6 42.7 42.8 Colloquio, 2018-05-11 (58:07).