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Spielerbehausungen grants the ability to claim citizenship of a node.[2]

  • Citizenship tickets may also grant citizenship to certain node stages. This mechanic will be decided based on testing.[3]

We want these places to be populated and people to be attracted to them and so right now we think housing is enough for that. But we don't want to design ourselves into a corner where we don't have any other options, so the hope is that yes citizenship will be only gained through housing; with our caveat that if that doesn't work well we'll change it.[3]Jeffrey Bard

Citizenship can be claimed for Dorf (Stufe 3) nodes or higher.[4]

  • A player can only claim citizenship to one node at a time.[5]
  • Only one citizenship may be declared per account, per server.[6][7][8]
    • This may have changed to one citizenship per account.[9]
  • Citizenship is lost if the node is destroyed. A player can then become citizen of another node.[6]
  • Node citizenship is not tied to membership of a guild. Guilds don't "own" nodes.[6]

Your account is bound to one declared citizenship per server, which means that if you have two alts and your main character on one server you may only be a citizen of one node between those three... If you have an alt on a different server, it could be a citizen of a node as well.[8]Steven Sharif

Changing citizenship has a cooldown of two weeks.[2]

  • This applies to players who renounce their citizenship in a node.[6]

You can declare citizenship to only one node and when you declare that citizenship. Let's say for example, one guild perhaps wanting to kind of take all their members and have them all declare the same citizenship to a location. The longer a node exists the higher the prize it is to take and some systems with regards to crafting progression and/or rewards and bonuses or the reliquary that we haven't really touched on a lot, those systems are going to be so enticing that from an incentive standpoint it will compel other groups to either potentially break alliances or siege the city in order to take the goods that are potentially in it. So, from an incentive standpoint we have that at play. Additionally, we don't have a cap per-se that we've announced yet on the citizenship aspect of being in a node, but we do have soft caps. It becomes costlier the higher number of citizens each time one new person wants to join to be part of a node. So, there is sort of a soft cap on how many citizens one node can have and it might be that not all in the guild can participate in that area. So, there's kind of a natural divide: A pseudo faction, so to speak between who is a part of that node and who is not.[11]Steven Sharif

Players can interact with the node board to get a list of citizens of the node.[12]

A player does not need to declare citizenship of any node. These players won't need to pay taxes but will miss out on benefits of citizenship.[13]

Vorteile der Staatsbürgerschaft

Eine Staatsbürgerschaft bietet eine Vielzahl an Vorteilen.[4]

  • Titel.
  • Ansehen.
  • Ehre.
  • Loyalität.
  • Verdienste.
  • Beteiligung an der Regierung der Node (wählen oder Kandidatur für ein Amt).

Die Staatsbürgerschaft eröffnet dir eine Vielzahl an Vorteilen, darunter Titel, Ansehen, Ehre, Loyalität, Verdienste, und - wahrscheinlich am wichtigsten - die Regierung der Node. Als ein Bürger hast du das Privileg an der Regierung der Node teilzunehmen. Von der Wahl bis zur Kandidatur für ein Amt.[4]


Bürgermeister/Node governments allocate resources, taxes, and quests to help develop node defenses.[15]

  • Tax money only goes toward funding node development.[16]
  • 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.[17]

Parent nodes take a cut of all taxes from the housing and any services that occur within their ZOI.[18]

  • 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.[18]


Ein Zugehörigkeiten-Baum wird entwickelt, welcher bestimmt, welche Einheiten an Attacken gegen andere Einheiten in der Hierarchie teilnehmen könnnen.[19]

There is guild affiliation, there's party affiliation, there's a raid affiliation, alliance affiliation, there's a citizenship affiliation, there's society affiliation, there's religious affiliation. All of these things have some hierarchy; and within that hierarchy there's the ability to participate within certain systems. So for example, if you have a node that has fallen under your vassal state and you're a citizen of the parent node, then you could participate in a siege against the vassal node but if you're a citizen of the vassal node you could not participate as an attacker against the parent node; so there's a hierarchy, unless you were to renounce your citizenship.[19]Steven Sharif


A companion app (mobile app/web interface) allows players who are not logged into the game to have authority over certain services and mechanics.[20][21] Some functionality may come post-launch.[22]

Specific dates that you can have running as reminders in your guild UI, this will also be something that I would like to be available on the mobile companion app as well. So essentially you can receive notifications via a calendar update on guild events that the leaders or the officers have the ability to pin within the game will also give you notifications on the mobile app as well. That's my intention at least.[26]Steven Sharif

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.[22]Jeffrey Bard

Siehe auch