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Template:Node leadership powers

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Government officials will have wide-ranging abilities to influence their node.[1]

  • Mark foreign citizens of other nodes as enemies of the state.[2][3]
  • Declare war on another node and rally citizens to the cause.[2]
  • Enter into trade agreements.[2]
  • Node names will be predetermined. Governments may be able to choose the name from a list.[4][5]

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.[6]Steven Sharif

Guilds do not control nodes. Guild leaders will likely not be able to be mayors of nodes.[7][8]

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.[9]Steven Sharif