Taxes

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Taxes in Ashes of Creation refers to.

Node taxes

Mayors/Node governments allocate resources, taxes, and quests to help develop node defenses.[3]

  • Tax money only goes toward funding node development.[4]
  • 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.[5]

Parent nodes take a cut of all taxes from the housing and any services that occur within their ZOI.[6]

  • 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.[6]

Housing taxes

When a node reaches stage 3 (Village) and a player run government has formed, all player housing will pay taxes.[7]

  • A player's tax charge will be determined by the number of structures built on their plot.[4]

Vassal nodes

Village (stage 3) or higher nodes enslave nearby nodes, converting them into vassal nodes.[8][9]

  • Vassal nodes must remain at least one node stage below their parent node.[8]
    • Neighboring nodes lower than stage 3 also block the growth of their immediate neighbors. This is intended to be tested in Alpha-1.[9]
    • Vassal nodes first apply any experience earned to their own deficit (see Node atrophy). It then applies excess experience earned to its parent node.[10]
    • If the parent node advances, the vassal is once again able to advance.[8]
  • 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.[8]
    • 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.[10]
  • Vassals are subject to the government, alliances, wars, taxes, and trade of their parent node, and are able to receive federal aid from them.[8]
  • Vassal nodes cannot declare war on their parent node or any of their vassals.[8]
  • Citizens of vassals are bound by the diplomatic states of the parent node.[8]

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.[10]Margaret Krohn

Auction houses

Auction houses accompany unique node buildings in Economic nodes.[13]

If a Node is the Vassal Node of an Economic Node, an Auctioneer NPC appears in that Vassal Node. The Auctioneer allows players to list non-resource/processed materials in the Parent Node’s Auction House, but players cannot bid on items from this Auctioneer. These resources and processed materials must be stored within an Economic Node in order to be listed in that Node’s Auction House. In order to bid, they must still travel to the Auction House in the Parent Node.[13]

Auction houses enable players to list items at the Economic node in which the auction house is located.[16]

  • A listing fee will be charged to list items in the auction house.[16]
  • Vassal nodes of the auction house node will be able to view items that are listed on that auction house, regardless of node type of the vassal node.[16]
    • This will be possible through an auctioneer emissary in that node.
    • Items cannot be listed in non-economic vassal nodes.
  • Items listed are also visible in community boards (bulletin boards).[15]

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.[18]

Guild castles influence a castle region around them.[19]

Guild castles impose a tax on all revenue for the nodes within its region.[24]

Mobile/web interface

A mobile application and web interface allows players who are not logged into the game to have authority over certain services and mechanics.[31][32] Some functionality may come post-launch.[33]

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.[33]Jeffrey Bard

See also

References