- Citizenship tickets may also grant citizenship to certain node stages. This mechanic will be decided based on testing.
We want these places to be populated and people to be attracted to them and so right now we think housing is enough for that. But we don't want to design ourselves into a corner where we don't have any other options, so the hope is that yes citizenship will be only gained through housing; with our caveat that if that doesn't work well we'll change it. – Jeffrey Bard
- A player can only claim citizenship to one node at a time.
- Only one citizenship may be declared per account, per server.
- This may have changed to one citizenship per account.
- Citizenship is lost if the node is destroyed. A player can then become citizen of another node.
- Node citizenship is not tied to membership of a guild. Guilds don't "own" nodes.
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. – Steven Sharif
Changing citizenship has a cooldown of two weeks.
- This applies to players who renounce their citizenship in a node.
You can declare citizenship to only one node and when you declare that citizenship. Let's say for example, one guild perhaps wanting to kind of 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 kind of a natural divide: A pseudo faction, so to speak between who is a part of that node and who is not. – Steven Sharif
- Clicking on a citizen will reveal information about their guild, society, religion, and property ownership.
- Participation in the node’s government (voting or running for office).
Citizenship entitles you to a lot of benefits for that node including; Titles, reputation, honor, loyalty, merit, and probably most importantly is the nodes government. As a citizen you are granted the privilege of participating in a node’s government. From voting to running for office.
- 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.
There is guild affiliation, there's party affiliation, there's a raid affiliation, alliance affiliation, there's a citizenship affiliation, there's society affiliation, there's religious affiliation. 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. – Steven Sharif
- Crop rotations.
- Player stalls (Kiosks).
- Mayoral duties.
- Pay taxes.
- Fishing (potentially).
- Parlor games (Tavern games).
- World event notifications.
- Node citizenship notifications.
- Player housing notifications.
- Guild leadership tools such as calendar notifications is a possible feature.
- Specific dates that you can have running as reminders in your guild UI, this will also be something that I would like to be available on the mobile companion app as well. So essentially you can receive notifications via a calendar update on guild events that the leaders or the officers have the ability to pin within the game will also give you notifications on the mobile app as well. That's my intention at least. – Steven Sharif
Some of it may come post-launch... but we do want people to interact with the game on their phones when they're away from the computer; and we're going to do as much as we can to make that cool. – Jeffrey Bard
- Livestream, 28 March 2020 (1:02:56).
- Livestream, 9 July 2018 (27:12).
- MMOGames interview, January 2017
- Livestream, 19 May 2017 (53:24).
- Interview, 29 July 2020 (17:26).
- Interview, 11 May 2018 (50:05).
- Interview, 20 October 2018 (2:36).
- Video, 5 April 2018 (41:48).
- Livestream, 30 November 2020 (1:01:00).
- Livestream, 26 May 2017 (44:52).
- Livestream, 28 March 2020 (1:03:38).
- Interview, 27 March 2020 (0:30).
- Interview, 11 May 2018 (57:02).
- Interview, 11 May 2018 (58:07).
- Livestream, 18 January 2018 (30:18).
- Livestream, 17 November 2017 (11:00).
- Livestream, 4 May 2018 (54:09).
- Livestream, 9 May 2017 (28:57).
- Livestream, 17 November 2017 (9:49).
- Livestream, 17 November 2017 (11:53).
- Podcast, 15 November 2020 (52:50).