- Priests or acolytes in certain temples.
- Patron guild leader.
- Chief bounty hunter.
- This cooldown period allows players to establish citizenship at the village; which may require them to relinquish previous citizenship at another node.
- Following the initial cooldown, there will be a one week election process, then from that point on, elections will follow a monthly cadence.
The village stage is a unique stage because that's when the government system comes online and all other stages past village there will have already been a cadence for the election system and it will follow that cadence, but after the initial village stage is completed there will be a one week period where players have an opportunity to establish citizenship at the village that also provides for the cooldown time that is- that would be present on players leaving another node to kind of participate in in this particular node leveling up. But that after that one week period then there will be a one-week election process and then from that point moving forward will be the one month cadence that the node experiences elections on. – Steven Sharif
- Only citizens of a node may participate in its elections.
- Only node citizens may be elected mayor.
- A king or queen can also become a mayor.
- Divine node governments are chosen from citizens via service oriented quests that prove faith and dedication to the node.
- Economic node governments are able to be bought and sold by citizens with the most money.
- Mayors of military nodes are chosen from citizens through last man standing (gladiatorial arena style) combat.
- An idea currently under consideration is to have players build out a champion that they can then fight in the arena, rather then using their regular characters. These champions can be equipped with gear and skills via quests, along with materials and gold to make the champion stronger.
- The reason for the champion idea is because the game isn't balanced for 1v1 PvP. Utilizing champions makes arena combat more of a level playing ground.
- Arena style combat is instanced but spectators may be possible through an interface.
- Scientific node governments are elected democratically.
We want the City Hall to be the place where big decisions are made for each Node. It should be where the “ruling class” comes together and decides what to do (these decisions can quickly make them the “old ruling class” too).
- Status of the node's economy.
- Status of upcoming elections.
- Status of trade agreements.
- Status of caravans.
- Coordinate the transfer of needed supplies with citizens operating caravans.
- Only one citizenship may be declared per account, per server.
- This may have changed to one citizenship per account.
- A king or queen can also become a mayor.
- Enter into trade agreements.
- Directing assets.
- Mayors are able to allocate treasury funding to hire mercenary NPCs to defend their node during sieges.
The government has a lot of say in the direction of the nodes development. Directing assets, building projects, tax allocation, defensive ability etc. Players have the ability to not only create these cities, but they have the right of self-governance.
There are levers and dials that are present to both the owners of Castles as well as the elected officials of Nodes that during their administration they have the ability to impact and influence the region around them. – Steven Sharif
- Guilds hold separate roles in the direction of the node than the roles held by private citizens.
- Only a certain number of guilds may participate in these roles.
- Separate guild roles are reserved for small, medium and large guilds.
Guild’s also hold separate roles in the direction of the node, than the roles held by private citizens, and only a certain number of guilds may participate in these roles. Separate guild roles are reserved for Small size guilds, medium size guilds and large size guilds.
- Location of the node.
- Node type.
- Race that contributed most to the node's advancement.
- The rest is determined by the node's mayor.
Some parts are determined by the area it's in. Some parts are determined by the type it is. Some parts are determined by the race it is; and then the rest of it is determined by the mayor. – Jeffrey Bard
All nodes whether they're associated with a castle or associated with normal node structure has cultural influences that replicate over to the buildings that are produced and the NPCs that are present. – Steven Sharif
There is an attrition and that attrition on experience and influence is heightened based on the performance of the race in the world. So if all these nodes are Orc nodes then their attrition rate is very high to compete with the cultural establishment of new nodes because they have more influence in the world and a popular opinion is against them in their outlying regions that they do not have influence in. – Steven Sharif
- Auction house
- City hall
- תומלוא הדליגה
- Lumber yards
- Personal shops
- Royal stables
- Scholar's academy
- Static housing
- Thieves' guild
- Trader's company
And there could be regime change... If somebody doesn't like the fact that a market was built and they want to re-elect a new government next cycle, they can do so... and that market could be destroyed and a new building take its place.
םיתמצ רוצמ enable players to destroy nodes. This paves the way for new development and access to the locked content in surrounding nodes. Due to this dynamic, political strife and intrigue play an important role in the structure of the world.
- Attackers may not be capable of destroying a node. Instead they may carry out precision attacks to disable specific service-oriented buildings within the node. These buildings can be targeted with siege weapons and bombs.
- If the node still exists after the siege has ended, citizens will need to obtain the resources needed to rebuild any damaged infrastructure.
You could be more precision oriented in the decision to attack a city. Let's say it's a rival node that's trying to reach you know a node stage five or something and you want to disable their ability for the religious system to progress so you target the temple during the attack, or you want to disable their scholars academy from reaching a higher level so that your nodes can; or you want to disable multiple buildings that allow for experience and quests to be undertaken by its citizenship, which prevents them from keeping up in pace of experience gained with your node. These can be more precision oriented and don't have to effectualize an actual takeover of the node. – Steven Sharif
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 kind of cater to allowing a conflict that's meaningful and that also provides a non-imbalanced relationship between stronger guilds and not as strong guilds. – Steven Sharif
- The only way to remove an elected mayor prior to the end of their term is by destroying the node.
Node governments can enter into trade agreements with other nodes. Each node entering into the agreement can designate caravans with materials to be sent to the other; improving the economy of both nodes. This gives experience to all involved, contributes to the node’s growth and helps to construct buildings.
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. – Steven Sharif
- Economic relationships between nodes established by Mayors through the caravan system.
- An aspect of naval content.
- Tax money only goes toward funding node development.
- Taxation rates scale based on when a player joined a node as a citizen. 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.
- 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.
- A player's tax charge will be determined by the number of structures built on their plot.
- Livestream, 28 March 2020 (1:02:46).
- MMOGames interview, January 2017
- Livestream, 26 July 2019 (1:20:48).
- Livestream, 17 November 2017 (9:49).
- Livestream, 28 March 2020 (1:01:34).
- Interview, 27 March 2020 (6:03).
- Interview, 11 May 2018 (50:05).
- Node series part II – the Metropolis.
- Blog - Know Your Nodes - The Basics.
- Podcast, 11 May 2018 (52:20).
- Interview, 27 March 2020 (09:05).
- Interview, 27 March 2020 (11:04).
- Blog: Creative Director's Letter
- City hall.
- Livestream, 12 December 2018 (14:48).
- Livestream, 30 June 2017 (53:57).
- Interview, 20 October 2018 (2:36).
- Video, 15 July 2019 (2:12).
- Livestream, 26 June 2020 (59:11).
- Livestream, 19 May 2017 (36:05).
- Interview, 11 May 2018 (47:27).
- Livestream, 19 May 2017 (36:09).
- Livestream, 26 June 2020 (45:32).
- Livestream, 9 February 2018 (33:50).
- Blog - Know Your Nodes - Advance and Destroy.
- Livestream, 27 September 2018 (53:06).
- Interview, 11 May 2018 (54:34).
- Livestream, 26 May 2017 (21:23).
- Interview, 11 May 2018 (1:00:19).
- Livestream, 28 March 2020 (1:16:03).
- Video, 23 March 2020 (0:24).
- Livestream, 19 May 2017 (33:57).
- Livestream, 20 January 2018 (38:17).
- Livestream, 8 April 2018 (PM) (51:49).
- Video, 4 December 2016 (0:02).
- A reactive world - Nodes.
- Livestream, November 22 2019 (16:56).
- Livestream, November 22 2019 (17:59).
- Video, 30 April 2017 (5:31).
- Video, 5 April 2018 (41:48).
- Livestream, 24 May 2017 (40:50).
- Livestream, 28 June 2019 (1:26:14).
- Livestream, 8 April 2018 (AM) (18:59).
- Livestream, 17 May 2017 (30:53).
- Kickstarter - We Just Broke $1,500,000!
- Livestream, 28 March 2020 (1:03:38).
- Interview, 27 March 2020 (0:30).
- Interview, 11 May 2018 (57:02).