Template:Node leadership powers

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Government officials have wide-ranging leadership powers.[1]

  • Declare war on another node and rally citizens to the cause.[2]
  • Enter into trade agreements.[2]
  • Directing assets.[4]
  • Mayors are able to initiate quest-driven systems that non-citizens can participate in. The mayor can use a portion of the node's treasury or goods as rewards for quest completion. Players will be able to interface with the node to view the quests that are available to them.[6]
  • Governments may be able to choose a node name from a predetermined list.[7][8]

The government has a lot of say in the direction of the nodes development. Directing assets, building projects, tax allocation, defensive ability etc. Players have the ability to not only create these cities, but they have the right of self-governance.[4]

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.[9]Steven Sharif

Guilds do not control nodes.[10][11] Guild leaders (kings and queens) can become mayors of nodes.[12]

  • Guilds hold separate roles in the direction of the node than the roles held by private citizens.[4]
  • Only a certain number of guilds may participate in these roles.[4]
  • Separate guild roles are reserved for small, medium and large guilds.[4]

Guild’s also hold separate roles in the direction of the node, than the roles held by private citizens, and only a certain number of guilds may participate in these roles. Separate guild roles are reserved for Small size guilds, medium size guilds and large size guilds.[4]