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Diferenças entre edições de "Node governments"
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Revisão das 18h21min de 19 de julho de 2019
Positions within a node's government are attained through seasonal titles that grant special powers and benefits within the node.[3][2][4][5]
There are other node-based positions. Most of them relate to social organizational structures like the temple and the social organization building that the node might construct. Those are ladder systems of achievement that players can work through on a seasonal basis to achieve the highest level of that for the particular node; and by doing so they will then have titles bestowed upon them, which grants certain types of powers and benefits.[3] – Steven Sharif
- Prefeitos.[6]
- Priests, bishops, or acolytes of temples.[3][7][4]
- Social organization positions.[3]
- Patron guild leaders.[4]
- Chief bounty hunter.[4]
Node elections
Once a node has reached
[[{{{2}}}]] (estágio 3) there will be a one week cooldown period before node elections begin.[9]
- This cooldown period allows players to establish citizenship at the village; which may require them to relinquish previous citizenship at another node.[9]
- Following the initial cooldown, there will be a one week election process, then from that point on, elections will follow a monthly cadence.[9]
- Cercos de base may not be declared for 21 days following a node advancing to any stage.[10]
- This was previously stated to apply only to nodes advancing to
[[{{{2}}}]] (estágio 3), not higher stages.[11]
Node elections occur on a monthly basis.[9][12]
- Election notices will be mailed to the accounts of citizens.[13]
- Only citizens of a node may participate in its elections.[5]
- Only node citizens may be elected mayor.[14]
- A king or queen can also become a mayor.[14]
City hall
Town hall (also called City hall) is a default service building that comes pre-built with nodes.[18][19][20][17]
- Players can interact with the node board to get a list of its citizens.[13] Clicking on a citizen will reveal information about their guild, society, religion, and property ownership.[13]
- Prefeitos and node governments use city hall to visualize and control activities within their node. These capabilities will also be available via mobile/web interface.[6]
- Status of the node's economy.[6]
- Status of upcoming elections.[6]
- Status of trade agreements.[6]
- Status of caravans.[6]
Prefeitos
Prefeitos are chosen through different election methods according to the node's type.[23][24]
- Only node citizens may be elected mayor.[14]
- Previous mayors won't have any special system driven bonuses to help them get reelected.[25]
- Reis e Rainhas can also become a mayors.[14]
- Mayoral leadership powers are granted via the use of mandates.[22][6]
- Players will be able to view a historical listing of mayors of a node.[26]
Mayoral caravans
Mayoral caravans (also referred to as Trade caravans) are launched by Prefeitos to obtain needed resources from other nodes.[28][29][27]
- Nodes answering these resource requests must have a trade agreement or alliance with the requesting node.[29][27][17]
- Once the requesting mayor accepts a fill order from another node, a system driven caravan is spawned to transit the goods.[29][27]
- Players can participate in helping to defend the caravan if they wish.[29]
- Trade caravans can initiate world events.[28]
- Mayors who need certain resources that either they don't have enough of, or that they're prospectively investing in: they will initiate a mayor request, and any node that sees that request on the mayoral caravan drop-down menu will have an opportunity to attempt to fulfill the trade request. In order to fulfill a trade request, a node must have a certain level of relationship with that requesting node. At a minimum it has to be a trade agreement relationship; and then there's a limited number of those trade relationships that you can have; and that scales up to eventually alliance perspective. And then, once the node requesting mayor accepts a potential fill order, then a system spawned caravan is generated and the transit is completed. Players can participate in helping to defend that or not.[29] – Steven Sharif
Leadership powers
Leadership powers may refer to.
Desenvolvimento de Base
O layout e o estilo de uma Base são determinados por diversos fatores:[33]
- Localização da base.[33]
- Tipo de Base.[33]
- Raça que mais contribuiu para a evolução da Base.[33][34]
- Aparências raciais dos prédios e dos PNJs de uma Base.[35][34]
- Isso se aplica a todas as bases, incluindo bases de castelo.[36]
- O resto é determinado pelo prefeito da base.[33]
Algumas partes são determinadas pela área onde a base está. Outras, pelo tipo da base; certas partes são determinadas pela raça, e o resto é determinado pelo prefeito.[33] – Jeffrey Bard
Todas as bases, sejam elas relacionadas aos castelos ou não, têm influências culturais que são replicadas nas aparências dos prédios e dos PNJs presentes na Base.[36] – Steven Sharif
Existe uma mecânica de atrito que afeta a experiência e influência para impedir que uma única raça domine o mundo inteiro.[37]
Existe um atrito e esse atrito na experiência e influência aumenta de acordo com a performance da raça no mundo. Então se todas as bases forem de Orc, o nível de atrito deles será muito alto para competir com outras raças na hora de estabelecer a cultura de novas bases. Isso acontece pois já são muito influentes e existe uma opinião popular contra eles nas regiões que não influenciam.[37] – Steven Sharif
Edificações de Base
Cercos de base
Cercos de base permitem que os jogadores destruam bases.[32] Isso abre o caminho para novos desenvolvimentos e o acesso a conteúdos bloqueados nas bases próximas. Devido a essa dinâmica, o conflito político e a intriga fazem um papel importante na estrutura do mundo.[39]
Cercear uma base não será uma tarefa fácil para os atacantes. Cidades e metrópoles terão uma vantagem defensiva considerável.[39]
Se você possui um lar em uma base e não quer que ele seja destruído, terá que defender a cidade![40] – Steven Sharif
Bases podem cair de nível de acordo com a Atrofia de Base.[32]
Node wars
Node governments may declare war on another node and rally citizens to the cause.[41][17]
- This mutually flags the citizens of the warring nodes, including their allies, as combatants.[42]
- Organizações sociais quests will either be cooperative or adversarial based on the war status of their parent nodes.[42]
- Nodes vassalos cannot declare a node war on their parent node or any of their vassals.[24]
- Node wars can be declared at any time, but the objectives will only spawn during server prime-time.[43]
- Players can kill each other at any time during the war (not only during server prime-time).[43]
- Node wars affect reputation between the nodes.[19][44]
- We have conditions that you can set between nodes with regards to either nodes being friendly with each other and acting trade alliances, or they can declare war on nodes similar to how guild wars may function in different games, where those citizens become hostile to each other based on the player government that's elected in the particular node. So those systems all cater to allowing a conflict that's meaningful and that also provides a non-imbalanced relationship between stronger guilds and not as strong guilds.[45] – Steven Sharif
Node politics
There won't be a civil war mechanic within nodes but there will be scope for internal political conflicts; such as undermining the current leadership and disrupting trade.[46]
- The only way to remove an elected mayor prior to the end of their term is by destroying the node.[47]
We want consequences to matter and if that person got elected then you need to work within the means of the mechanics to get them unelected.[47] – Steven Sharif
Trade agreements
Prefeitos can enter into trade agreements with other nodes to facilitate trade between the nodes.[29][27][17]
- There are a limited number of trade agreements that a node can have.[29]
- Mayoral caravans may only be initiated between nodes with trade agreements or alliances.[29][27]
- Trade agreements affect reputation between the nodes.[19][44]
- Mercenary guilds will be a viable way forward for different organizations. I think there will be a lot of business to be had with that; and one of the systems in our trade agreements is creating an escrow for those particular type of arrangements that we're looking into.[48] – Steven Sharif
Trade routes
Trade routes in Ashes of Creation refer to.
- Roads for the transit goods via the caravan system.[50]
- You might have a mountain pass and during winter that mountain pass is always closed and so the trade routes on land change with caravans and that's something that can not only exist on a cyclical level but also dynamically based on player activity.[50]
- Economic relationships between nodes established by Prefeitos or node citizens.[49][27]
- Agreements are established to trade commodities that are unique to particular nodes or node types via NPC-driven caravans.[49][27]
- From a diplomatic standpoint the ability for the mayor or citizens to set up NPC routed trade routes between nodes as a trade agreement or as a diplomatic process.[49] – Steven Sharif
Impostos
Prefeitos 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.[53][54]
- Amenities tax override.[53]
- Artisanship tax override.[53]
- Commerce tax override.[53]
- This may include taxes that apply to tavern games.[55][56]
- Property tax override.[53]
- Freehold property taxes scale according to the number of freehold building permits issued for that freehold.[57][58][59]
- Citizenship dues and property taxes scale based on the stage of the node when a player became a citizen.[19][60][61][62][45]
- 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.[61][62]
- Node tax rates will be visible on the world map by hovering over a node location.[63]
- Tax revenue only goes toward funding node development. This cannot be withdrawn by the mayor or any other player.[64][59]
Regent nodes take a cut of taxes from various activities that occur within their vassal node structure.[64][65]
- 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.[65]
When a node reaches stage 3 (Vilarejo) and a player run government has formed, all player housing will pay taxes.[66]
- A player's tax charge will be determined by the number of structures built on their plot.[58][59]
- Freehold taxes are calculated based on the number of permits issued for buildings on a freehold.[67][68][57][58][59]
- Buildings that require permits will have additional upkeep costs.[67]
- Maintaining businesses requires licensing and payments to the node your Freehold is associated with. This permitting system allows for a certain number of buildings to be constructed on a Freehold. Permits can be obtained from the same node the Freehold was certified from, and buildings that require permits will have an additional upkeep cost.[67]
- Housing foreclosures result from failing to pay property taxes or other fees.[67]
Ver também
Referências
- ↑ Transmissão ao vivo, 2020-03-28 (1:02:46).
- ↑ 2.0 2.1
- ↑ 3.0 3.1 3.2 3.3 Transmissão ao vivo, 2023-09-29 (1:07:01).
- ↑ 4.0 4.1 4.2 4.3 Transmissão ao vivo, 2019-07-26 (1:20:48).
- ↑ 5.0 5.1 MMOGames interview, January 2017
- ↑ 6.0 6.1 6.2 6.3 6.4 6.5 6.6 Transmissão ao vivo, 2017-11-17 (9:49).
- ↑ Transmissão ao vivo, 2020-07-25 (1:52:45).
- ↑ Transmissão ao vivo, 2020-03-28 (1:01:34).
- ↑ 9.0 9.1 9.2 9.3 9.4 Entrevista, 2020-03-27 (6:03).
- ↑
- ↑
- ↑
- ↑ 13.0 13.1 13.2 Transmissão ao vivo, 2020-10-30 (1:01:00).
- ↑ 14.0 14.1 14.2 14.3 14.4 14.5
- ↑ 15.0 15.1 Entrevista, 2018-05-11 (50:05).
- ↑ Vídeo, 2023-08-31 (49:05).
- ↑ 17.0 17.1 17.2 17.3 17.4 City hall.
- ↑ Vídeo, 2023-08-31 (33:07).
- ↑ 19.0 19.1 19.2 19.3 Blog: Development Update with Village Node.
- ↑ Transmissão ao vivo, 2023-08-31 (50:25).
- ↑
- ↑ 22.0 22.1 Transmissão ao vivo, 2023-08-31 (31:44).
- ↑ Node series part II – the Metropolis.
- ↑ 24.0 24.1 24.2 Blog - Know Your Nodes - The Basics.
- ↑ Transmissão ao vivo, 2023-08-31 (37:35).
- ↑ Transmissão ao vivo, 2023-09-29 (1:05:44).
- ↑ 27.0 27.1 27.2 27.3 27.4 27.5 27.6 27.7 27.8 Vídeo, 2019-07-15 (2:12).
- ↑ 28.0 28.1 Vídeo, 2023-09-29 (2:59).
- ↑ 29.0 29.1 29.2 29.3 29.4 29.5 29.6 29.7 Transmissão ao vivo, 2023-08-31 (2:10:23).
- ↑ 30.0 30.1 Transmissão ao vivo, 2020-06-26 (45:32).
- ↑ Transmissão ao vivo, 2018-02-09 (33:50).
- ↑ 32.0 32.1 32.2 32.3 Blog - Know Your Nodes - Advance and Destroy.
- ↑ 33.0 33.1 33.2 33.3 33.4 33.5 Transmissão ao vivo, 2018-09-27 (53:06).
- ↑ 34.0 34.1 Entrevista, 2018-05-11 (54:34).
- ↑ Transmissão ao vivo, 2017-05-26 (21:23).
- ↑ 36.0 36.1 Entrevista, 2018-05-11 (47:27).
- ↑ 37.0 37.1 Entrevista, 2018-05-11 (1:00:19).
- ↑ Vídeo, 2016-12-04 (0:02).
- ↑ 39.0 39.1 A reactive world - Nodes.
- ↑ Vídeo, 2017-04-30 (5:31).
- ↑ Transmissão ao vivo, 2022-04-29 (27:42).
- ↑ 42.0 42.1 Entrevista, 2020-07-19 (24:34).
- ↑ 43.0 43.1
- ↑ 44.0 44.1 Transmissão ao vivo, 2023-08-31 (44:21).
- ↑ 45.0 45.1 Vídeo, 2018-04-05 (41:48).
- ↑ Transmissão ao vivo, 2017-05-24 (40:50).
- ↑ 47.0 47.1 Transmissão ao vivo, 2019-06-28 (1:26:14).
- ↑ Transmissão ao vivo, 2018-04-8 (AM) (18:59).
- ↑ 49.0 49.1 49.2 49.3 Podcast, 2021-09-29 (8:38).
- ↑ 50.0 50.1 Vídeo, 2022-05-27 (17:15).
- ↑ Transmissão ao vivo, 2017-05-17 (30:53).
- ↑ Kickstarter - We Just Broke $1,500,000!
- ↑ 53.0 53.1 53.2 53.3 53.4 53.5 53.6 53.7 Vídeo, 2023-08-31 (28:04).
- ↑ Transmissão ao vivo, 2020-03-28 (1:03:38).
- ↑
- ↑
- ↑ 57.0 57.1 Entrevista, 2023-07-09 (54:46).
- ↑ 58.0 58.1 58.2 Transmissão ao vivo, 2023-06-30 (1:45:22).
- ↑ 59.0 59.1 59.2 59.3
- ↑ Transmissão ao vivo, 2023-08-31 (15:51).
- ↑ 61.0 61.1 Entrevista, 2023-07-09 (38:14).
- ↑ 62.0 62.1 Entrevista, 2020-03-27 (0:30).
- ↑ Transmissão ao vivo, 2023-09-29 (1:11:22).
- ↑ 64.0 64.1 Transmissão ao vivo, 2022-08-26 (1:10:16).
- ↑ 65.0 65.1 Entrevista, 2018-05-11 (57:02).
- ↑
- ↑ 67.0 67.1 67.2 67.3 Blog: Exploring the Boundless Opportunities of Freeholds.
- ↑