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Taxes in Ashes of Creation refers to.

Node taxes

Alpha-2 Node treasury work-in-progress advanced node taxes UI.[1]

As the node levels up, you're gonna get access to deeper controls on the taxes, so that you as a Mayor can incentivize players to come to your node to do certain things. If you're a node that loves smithing, you're probably going to want to lower your taxes on artisanship to incentivize players to be here. But then you might want to drive up taxes on other avenues that players aren't necessarily coming to your node for, but are using out of convenience.[1]Chris Justo

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.[1][2]

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 (Village) and a player run government has formed, all player housing will pay taxes.[16]

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

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]
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]

Vassal nodes

Vassal node structure.[22]

This vassal mode structure tells you what it looks like for a sovereign at a level six metropolis stage; and what it can control at a maximum vassal network is two level five nodes, of which a level five node can control one level four and one level three as direct vassals; and then the four can control a three; and every three can control a one or a two. Now if the three gets removed through siege, the one or the two is removed as well. So that's an important distinction between the three's vassals, which technically isn't really a vassal relationship because there's no citizenships possible. Those vassals don't exist between three and X, but they do exist between four and three, five and four, and six and five. And what this also allows is that because there are 85 nodes that are within the world, we have a buffer zone of about 20 nodes that lives in a max server state. So if you had maximum five metropolises form in a world, you will have a number about 20 nodes that can live alongside those metropolis networks; and when or if a metropolis falls, that extra cushion of nodes around the five metropolis structures allows for the map to be redistricted in a way that is unique. It doesn't mean that one of the fives is just going to pick up where the last six left off and form the same exact metropolis structure. From a territory perspective it has ancillary nodes to play with and expand towards that redistricts the map, so that if a metropolis falls there's a significant difference in the layout of the world and the layout of these almost nation-like territories.[22]Steven Sharif

Village (stage 3) or higher nodes enslave nearby nodes, converting them into vassal nodes.[23][24]

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
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
  • Nodes do not receive experience from their vassals until the vassals have reached their cap.[30][31]
    • Vassal nodes first apply any experience (from themselves or their own vassals) to their own atrophy deficit. Any excess experience beyond the cap is then applied to their parent node.[30][14][23]
  • Regent nodes collect taxes from their vassal nodes. These taxes cannot be taken by the mayor or other players.[14]
Q: During phase two testing you are hoping to test vassals. Would you be open to test the game implications of vassal sieging their parent node?
A: I don't think that that's something we necessarily need to test at this stage. I think what we what in testing the vassaling system- what we are getting feedback on is: what is the relationship between the parent node and the vassal node, and the benefits that they provide the citizens of each, and how is that looked upon by the player base through this testing. Is it being looked at as a negative relationship, and if so then probably we need to talk about the intent: what is the intent? The intent is that it should be reflected upon positively, so then how do we start tuning the knobs and levers in order to make that relationship feel better for the players. So that's where we would start, is if we get negative feedback from that relationship of the parent to vassal node then we would start by tuning the levers and the knobs around how to increase the benefit for that reciprocal relationship between those two, before we thought about, 'oh okay well players don't seem to like being vassals of a parent node, let's just let them kill the parent node', because that has much wider architectural design concerns; and we wouldn't go to that step unless we just come to some determination that like, no matter what knob and lever we turn, players just don't like being a vassal. Okay then, let's talk about how players can stop being a citizen of one node and go become the citizen of another node if it's just not their cup of tea to be a vassal citizen, regardless of the benefits that we offer.[33]Steven Sharif
  • 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

Castle taxes

Castles have direct power over the Nodes that belong to it, but also have soft power across the entire region it belongs to. All Nodes belonging to that region pay fealty to the Castle in the form of taxes paid directly to the Castle. The Monarch sets the rate, and can use those proceeds to upgrade defenses, maintain the Castle’s direct Nodes, or provide buffs and benefits to the citizens of that region, as the magnanimous ruler that you are.[34]

Guild castles impose a tax on all revenue for the nodes within its region.[35][36]

Castles have the ability to allocate taxes collected from nodes under them toward certain benefits that go back to the node. Or they can be more selfishly governed that treasury more towards the guild that owns it and that obviously is going to have some political implications, because it could- if you're not using it for the benefit of the people in the region they might rise up and help take you out from that that position of owning that castle.[35]Steven Sharif

Companion app

info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.

A companion app (mobile app/web interface) allows players who are not logged into the game to have authority over certain services and mechanics.[44][45] Some functionality may come post-launch.[46]

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.[50]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.[46]Jeffrey Bard

See also

References

  1. 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 Video, August 31, 2023 (28:04).
  2. Livestream, March 28, 2020 (1:03:38).
  3. steven-tavern-games-1.png
  4. steven-tavern-games-2.png
  5. 5.0 5.1 Interview, July 9, 2023 (54:46).
  6. 6.0 6.1 6.2 Livestream, June 30, 2023 (1:45:22).
  7. 7.0 7.1 7.2 7.3 Tax spending.png
  8. Blog: Development Update with Village Node.
  9. Livestream, August 31, 2023 (15:51).
  10. 10.0 10.1 Interview, July 9, 2023 (38:14).
  11. 11.0 11.1 Interview, March 27, 2020 (0:30).
  12. Video, April 5, 2018 (41:48).
  13. Livestream, September 29, 2023 (1:11:22).
  14. 14.0 14.1 14.2 14.3 14.4 Livestream, August 26, 2022 (1:10:16).
  15. 15.0 15.1 Interview, May 11, 2018 (57:02).
  16. House Tax.png
  17. 17.0 17.1 17.2 17.3 17.4 17.5 17.6 Blog: Exploring the Boundless Opportunities of Freeholds.
  18. steven-freehold-building-permits.png
  19. 19.0 19.1 Livestream, August 31, 2023 (24:13).
  20. Livestream, July 28, 2023 (1:29:07).
  21. Livestream, May 24, 2017 (42:22).
  22. 22.0 22.1 22.2 Livestream, August 26, 2022 (1:07:34).
  23. 23.0 23.1 23.2 23.3 23.4 23.5 23.6 23.7 Blog - Know Your Nodes - The Basics.
  24. 24.0 24.1 jahlon-steven-vassal-nodes-quote.png
  25. steven-vassals.png
  26. Livestream, August 31, 2023 (52:56).
  27. 27.0 27.1 Livestream, August 26, 2022 (1:04:35).
  28. Podcast, October 12, 2024 (19:59).
  29. steven-quote-neighboring-nodes.png
  30. 30.0 30.1 30.2 Blog - Know Your Nodes - Advance and Destroy.
  31. Livestream, October 16, 2017 (50:20).
  32. steven-stream-clarifications-august-2022.png
  33. 33.0 33.1 Livestream, August 30, 2024 (1:24:21).
  34. 34.0 34.1 Blog: 10 facts about castle sieges in the MMORPG.
  35. 35.0 35.1 35.2 Livestream, April 30, 2021 (1:02:10).
  36. castle-taxes.png
  37. Livestream, August 28, 2020 (1:39:02).
  38. castle-power.png
  39. castle-resources.png
  40. castle-taxes3.png
  41. Livestream, April 30, 2021 (1:02:18).
  42. castle-taxes4.png
  43. castle-taxes5.png
  44. Livestream, January 18, 2018 (30:18).
  45. 45.0 45.1 Livestream, November 17, 2017 (11:00).
  46. 46.00 46.01 46.02 46.03 46.04 46.05 46.06 46.07 46.08 46.09 46.10 Livestream, May 4, 2018 (54:09).
  47. Livestream, May 9, 2017 (28:57).
  48. Livestream, November 17, 2017 (9:49).
  49. Livestream, November 17, 2017 (11:53).
  50. 50.0 50.1 Podcast, November 15, 2020 (52:50).