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Taxes: Unterschied zwischen den Versionen
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{{Vassal nodes}} | {{Vassal nodes}} | ||
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== Castle taxes == | == Castle taxes == | ||
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{{Mobile/web interface}} | {{Mobile/web interface}} | ||
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== See also == | == See also == |
Version vom 17. Februar 2020, 17:28 Uhr
Taxes in Ashes of Creation refers to.
Knotenpunkt-Steuern
Bürgermeister können Steuersätze für ihre Node festlegen.[1]
- Dazu gehört auch das Festlegen von Steuersätzen, die für Wirtshausspiele gelten.[2][3]
Bürgermeister/Node-Regierungen weisen Ressourcen, Steuern, und Aufträge zu , um bei der Entwicklung der Node zu helfen.[4]
- Steuergelder fließen nur in die Finanzierung der Nodeentwicklung. Dieses Gold kann nicht vom Bürgermeister oder einem anderen Spieler abgehoben werden. [5][6]
- Die Steuersätze skalieren basierend darauf, wann ein Spieler einer Node als Bürger beigetreten ist. Das Ziel ist es, finanziellen Druck auf die Node-Populationen auszuüben, indem die Steuern mit fortschreitenden Nodes, immer teurer werden, anstatt harte Bevölkerungsobergrenzen einzuführen. [7]
Übergeordnete (souveräne) Nodes erhalten einen Teil von allen Steuern aus Unterkünften und Dienstleistungen, welche von ihren Vasallen-Nodes gesammelt werden. [5][8]
- Diese Steuer wirkt sich nicht unbedingt auf den einzelnen Bürger, da die Steuersätze der Bürger von ihren Nodes bestimmt werden , aber die Finanzen der Node wird von der Besteuerung beeinflusst, die von seiner übergeordneten Node erhoben wird.[8]
Housing taxes
When a node reaches stage 3 (Dorf) and a player run government has formed, all player housing will pay taxes.[9]
- A player's tax charge will be determined by the number of structures built on their plot.[10][6]
- Freehold taxes are calculated based on the number of permits issued for buildings on a freehold.[11][12][13][10][6]
- Buildings that require permits will have additional upkeep costs.[11]
- 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.[11]
- Housing foreclosures result from failing to pay property taxes or other fees.[11]
Vasallen-Nodes
Village (stage 3) or higher nodes enslave nearby nodes, converting them into vassal nodes.[15][16]
- A Metropole (Stufe 6) can control up to two Großstadt (Stufe 5) nodes. A Großstadt (Stufe 5) can control one Stadt (Stufe 4) and one Dorf (Stufe 3) node. A Dorf (Stufe 3) can control an Feldlager (Stufe 2) or an Expedition (Stufe 1). If the Dorf (Stufe 3) gets destroyed through a siege, its dependant Feldlager (Stufe 2) and Expedition (Stufe 1) nodes are also destroyed.[14]
- There is a layer of intricacy between how the neighboring nodes advance and what potential parent structure they have in the vassalship tree.[17] – Steven Sharif
- Vassal nodes gain benefits from their regent node (also referred to as sovereign node or parent node) even if the node type of the parent is different to the vassal.[18][19]
- 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.[19] – Steven Sharif
- Regent nodes collect taxes from their vassal nodes. These taxes cannot be taken by the mayor or other players.[5]
- Vassal nodes must remain at least one node stage below their parent node.[15]
- Neighboring/Adjacent nodes from Expedition (Stufe 1) upward block the growth of their immediate neighbors. This was intended to be tested in Alpha-1.[21][16]
- Vassal nodes first apply any experience earned to their own deficit (see Atrophie des Knotenpunkts). It then applies excess experience earned to its parent node.[22]
- If the parent node advances, the vassal is once again able to advance.[15]
- 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.[5][15]
- 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.[22]
- When the vassal reaches its cap it overflows experience up to the parent; and so it can be very good early on for parents to get vassal nodes that are very productive- that have a lot of traffic.[5] – Steven Sharif
- Vassals are subject to the government, alliances, wars, taxes, and trade of their parent node, and are able to receive federal aid from them.[15]
- Vassal nodes cannot declare war on their parent node or any of their vassals.[15]
- Citizens of vassals are bound by the diplomatic states of the parent node.[15]
- 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.[22] – Margaret Krohn
Auktionshäuser
Auktionshäuser enable players to list items at specific nodes.[25][26]
- Previously this was stated to be at the economic node in which the auction house is located. The new quote may not necessarily contradict this statement.[27]
- Auction houses allow items and resources to be listed for sale at a specific node location.[25] – Steven Sharif
- A listing fee will be charged to list items in the auction house.[27]
- Vasallen-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.[27]
- Items listed are also visible in community boards (bulletin boards).[28]
- Integrated auction houses allow players to purchase items directly from remote auction houses.[28]
- Purchases of materials and gatherables will be automatically deposited within the listing node's local warehouse. Players will need to travel to that warehouse to retrieve them. Players wishing to move these items elsewhere will need to utilize the caravan system or other type of transportation.[29][27]
- Purchases of anything other than materials and gatherables will be mailed to the purchaser.[29]
- There may be a taxation difference between auction houses versus other player businesses.[27]
- On a regular cadence, a number of a node's freehold parcels become available to be bid for at auction.[30]
- Data relating to auction houses, such as price history, volumes, average prices, may be available to players via a mayor-constructed service building in their node.[31]
- That's probably how it's going to be surfaced... Your your mayor is going to have to build it for you.[31] – Jeffrey Bard
Castle taxes
Gildenschlösser influence a castle region around them.[32]
- A castle's region is 1/5th the game world.[33]
- Castle regions, Economic regions, and Node ZOI (Zones of Influence) can overlap.[34][35]
- A castle could have a metropolis beside it.[36]
- Castle region boundaries are static.[34]
- Guild castles impose a tax on all revenue for the nodes within its region.[37][38]
Mobile/web interface
Siehe auch
Einzelnachweise
- ↑ 1.0 1.1 Liveübertragung, 2020-03-28 (1:03:38).
- ↑
- ↑
- ↑
- ↑ 5.0 5.1 5.2 5.3 5.4 Liveübertragung, 2022-08-26 (1:10:16).
- ↑ 6.0 6.1 6.2
- ↑ Interview, 2020-03-27 (0:30).
- ↑ 8.0 8.1 Interview, 2018-05-11 (57:02).
- ↑
- ↑ 10.0 10.1 Liveübertragung, 2023-06-30 (1:45:22).
- ↑ 11.0 11.1 11.2 11.3 Blog: Exploring the Boundless Opportunities of Freeholds.
- ↑
- ↑ Interview, 2023-07-09 (54:46).
- ↑ 14.0 14.1 14.2 Liveübertragung, 2022-08-26 (1:07:34).
- ↑ 15.0 15.1 15.2 15.3 15.4 15.5 15.6 Blog - Know Your Nodes - The Basics.
- ↑ 16.0 16.1
- ↑
- ↑ Liveübertragung, 2023-08-31 (52:56).
- ↑ 19.0 19.1 Liveübertragung, 2022-08-26 (1:04:35).
- ↑
- ↑
- ↑ 22.0 22.1 22.2 Blog - Know Your Nodes - Advance and Destroy.
- ↑ Liveübertragung, 2020-03-28 (1:04:49).
- ↑ Know Your Nodes: Economic Node Type.
- ↑ 25.0 25.1
- ↑ Unreal Engine Interview, 2017-05-23.
- ↑ 27.0 27.1 27.2 27.3 27.4 27.5 27.6 Liveübertragung, 2019-05-30 (1:26:16).
- ↑ 28.0 28.1 Liveübertragung, 2020-07-31 (1:34:06).
- ↑ 29.0 29.1
- ↑ Liveübertragung, 2023-06-30 (1:13:53).
- ↑ 31.0 31.1 Liveübertragung, 2021-03-26 (1:15:03).
- ↑
- ↑
- ↑ 34.0 34.1
- ↑
- ↑
- ↑ Liveübertragung, 2021-04-30 (1:01:10).
- ↑