Glorious Wiki readers. We are adding the Midnight Magic video and livestream to the wiki. We appreciate your patience as we process the new and updated information! |
Node taxes
Naar navigatie springen
Naar zoeken springen
Burgemeesters 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.[1][2]
- Amenities tax override.[1]
- Artisanship tax override.[1]
- Commerce tax override.[1]
- This may include taxes that apply to tavern games.[3][4]
- Property tax override.[1]
- Freehold property taxes scale according to the number of freehold building permits issued for that freehold.[5][6][7]
- Citizenship dues and property taxes scale based on the stage of the node when a player became a citizen.[8][9][10][11][12]
- 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.[10][11]
- Node tax rates will be visible on the world map by hovering over a node location.[13]
- Tax revenue only goes toward funding node development. This cannot be withdrawn by the mayor or any other player.[14][7]
Regent nodes take a cut of taxes from various activities that occur within their vassal node structure.[14][15]
- 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.[15]
Housing taxes
When a node reaches stage 3 (Dorp) and a player run government has formed, all player housing will pay taxes.[16]
- A player's tax charge will be determined by the number of structures built on their plot.[6][7]
- Freehold taxes are calculated based on the number of permits issued for buildings on a freehold.[17][18][5][6][7]
- Buildings that require permits will have additional upkeep costs.[17]
- 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.[17]
- Housing foreclosures result from failing to pay property taxes or other fees.[17]
Housing foreclosures
Housing foreclosures result from failing to pay property taxes or other fees.[19][17]
- Non-payment of taxes will put the housing into a default status. The player will have a period of time to settle the debt before the housing is foreclosed.[19]
- The developers are considering allowing pre-payment of housing taxes and/or allowing auto deduction of tax from a designated location, such as their personal inventory or warehouse.[20]
- Materials and resources (such as livestock) that were stored on foreclosed freeholds will be included in the auction for the deed to that freehold. Stored and placed props, such as furniture will be returned to the previous owner.[17]
- If you don’t pay taxes and other fines, your Freehold property will be foreclosed. When a Freehold is foreclosed on, stored and placed props like furniture are returned to the previous owner. Materials that were stored on a Freehold will be included in the auction for the Deed to that Freehold.[17]
- Non-payment of the game subscription will also result in loss of player housing.[21]
Vassal nodes
Village (stage 3) or higher nodes enslave nearby nodes, converting them into vassal nodes.[23][24]
- A Metropolis (fase 6) can control up to two City (fase 5) nodes. A City (fase 5) can control one Town (fase 4) and one Dorp (fase 3) node. A Dorp (fase 3) can control an Encampment (fase 2) or an Expedition (fase 1). If the Dorp (fase 3) gets destroyed through a siege, its dependant Encampment (fase 2) and Expedition (fase 1) nodes are also destroyed.[22]
- There is a layer of intricacy between how the neighboring nodes advance and what potential parent structure they have in the vassalship tree.[25] – Steven Sharif
- Vassal nodes gain benefits from their regent node (also referred to as sovereign node or parent node) even if the node type of the parent is different to the vassal.[26][27]
- It is not a bad thing to be vasseled, it is a good thing to be vasseled. It brings many benefits from the Sovereign, which is the ultimate parent of that vassal network down to the vassal node itself; and it allows that vassal node to even live outside of its normal mechanics. You get to adopt some of the benefits that the node type of your sovereign is, even if your node type as a vassal node isn't the same.[27] – Steven Sharif
- Regent nodes collect taxes from their vassal nodes. These taxes cannot be taken by the mayor or other players.[14]
- Vassal nodes must remain at least one node stage below their parent node.[23]
- Neighboring/Adjacent nodes from Expedition (fase 1) upward block the growth of their immediate neighbors. This was intended to be tested in Alpha-1.[29][24]
- Vassal nodes first apply any experience earned to their own deficit (see Node atrophy). It then applies excess experience earned to its parent node.[30]
- If the parent node advances, the vassal is once again able to advance.[23]
- Vassal nodes give excess experience to their parent node and may have their own vassals; so long as they fall within the parent node’s zone of influence.[14][23]
- If a node is capped and is both a vassal and has its own vassals, any experience earned from itself or its Vassals is first applied to its own deficit. Experience beyond that is then sent to its parent node.[30]
- When the vassal reaches its cap it overflows experience up to the parent; and so it can be very good early on for parents to get vassal nodes that are very productive- that have a lot of traffic.[14] – Steven Sharif
- Vassals are subject to the government, alliances, wars, taxes, and trade of their parent node, and are able to receive federal aid from them.[23]
- Vassal nodes cannot declare war on their parent node or any of their vassals.[23]
- Citizens of vassals are bound by the diplomatic states of the parent node.[23]
- If a Node is a Vassal Node and is capped from advancing further, it first applies any experience earned to its own deficit (see Node Atrophy section), and then applies excess experience earned to its Parent Node. If the Parent Node advances and the Vassal is able to grow, it becomes uncapped. If a Node is capped and is both a Vassal and has its own Vassals, any experience earned from itself or its Vassals is first applied to their own deficit. Any experience beyond that is then sent to its Parent Node.[30] – Margaret Krohn
Beelden
2023-09-19
Zie ook
Referenties
- ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 Video, 2023-08-31 (28:04).
- ↑ Livestream, 2020-03-28 (1:03:38).
- ↑
- ↑
- ↑ 5.0 5.1 Interview, 2023-07-09 (54:46).
- ↑ 6.0 6.1 6.2 Livestream, 2023-06-30 (1:45:22).
- ↑ 7.0 7.1 7.2 7.3
- ↑ Blog: Development Update with Village Node.
- ↑ Livestream, 2023-08-31 (15:51).
- ↑ 10.0 10.1 Interview, 2023-07-09 (38:14).
- ↑ 11.0 11.1 Interview, 2020-03-27 (0:30).
- ↑ Video, 2018-04-05 (41:48).
- ↑ Livestream, 2023-09-29 (1:11:22).
- ↑ 14.0 14.1 14.2 14.3 14.4 Livestream, 2022-08-26 (1:10:16).
- ↑ 15.0 15.1 Interview, 2018-05-11 (57:02).
- ↑
- ↑ 17.0 17.1 17.2 17.3 17.4 17.5 17.6 Blog: Exploring the Boundless Opportunities of Freeholds.
- ↑
- ↑ 19.0 19.1 Livestream, 2023-08-31 (24:13).
- ↑ Livestream, 2023-07-28 (1:29:07).
- ↑ Livestream, 2017-05-24 (42:22).
- ↑ 22.0 22.1 22.2 Livestream, 2022-08-26 (1:07:34).
- ↑ 23.0 23.1 23.2 23.3 23.4 23.5 23.6 Blog - Know Your Nodes - The Basics.
- ↑ 24.0 24.1
- ↑
- ↑ Livestream, 2023-08-31 (52:56).
- ↑ 27.0 27.1 Livestream, 2022-08-26 (1:04:35).
- ↑
- ↑
- ↑ 30.0 30.1 30.2 Blog - Know Your Nodes - Advance and Destroy.