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Template:Node leadership powers
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Government officials have wide-ranging leadership powers.[3] Node policies grant certain types of actions that a node government can take.[4]
- Mark foreign citizens of other nodes as enemies of the state.[5][6]
- Entering into trade agreements with other nodes.[5]
- Mayors are able to set tax rates for their node.[7]
- This includes setting tax rates that apply to tavern games.[8][9]
- Allocating money gathered via node taxes.[4][2]
- Directing treasury funds into building projects and/or improving node defensive structures, such as stronger walls and gates, traps, and siege equipment.[4][10][11][2]
- Mayors can also allocate treasury funding to hire mercenary NPCs to defend their node during sieges.[12][2]
- Tax money may only be used to fund node development.[13]
- 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.[14]
- These quests can be used to bring in material components to help combat node atrophy.[14]
- 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.[17] – Steven Sharif
Guilds do not control nodes.[18][19] Guild leaders (kings and queens) can become mayors of nodes.[20]
- Guilds hold separate roles in the direction of the node than the roles held by private citizens.[2]
- Only a certain number of guilds may participate in these roles.[2]
- Separate guild roles are reserved for small, medium and large guilds.[2]
- 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.[2]