Citizenship and nodes - just a meaningless status and themepark unlockers?
I think more weight, work and emphasis should be put on the citizenship status and node systems.
What I mean is weight should be given based on the contribution of a particular citizen to that node's development
If someone is a citizen in one of the vassal nodes, he should be able to be such a big contributor to the vassal and master node that losing him would bring serious aftermath for all the close vassal nodes and the master node.
This way by making the citizen powerful, we add diplomatic leverage. So if that citizen is unhappy about the fact that he is a vassal node citizen, he should have the option by denouncing his citizenship to inflict serious trouble to the vassal node and the vassal nodes close to it and the master node.
This opens up more possibilities - like for example:
-The citizen could just straight up leave, hurt the vassal and master node by doing so and go find himself a new kingdom where he is happy and perhaps try to support them in planning and executing a siege on his previous master node with which he was unhappy. Citizens should have enough power to actually be able to do this sort of thing because from what I gather right now being a citizen doesn't mean much, if you leave someone else will take your spot and even if no one takes your spot it wont matter much.
-The citizen could talk to other powerful citizens in his node and the surrounding nodes about making a threat to the master node for a collective citizenship denouncement. This sort of coup should inflict severe or devastating damage (depending on the size of the coup) on the master node and it's vassals. Thus giving the master node an ultimatum demand - give is this, that and this (lower taxes etc.). Or demand that just straight up make one of the vassal nodes the new master node or we all lose everything.
I am not talking about giving certain citizens weight or every citizen weight. I am talking about giving weight to the citizens that contributed the most to the development of the node.
So if someone comes and contributes enough to get it from level 5 to 6 or someone who has been on contributing to the node since level 0. Those citizens should have more weight than others. A lot more.
As it is right now, it doesn't matter if you are the founding father of the node. You are the same trash as someone who came today and signed up for citizenship in the node.
Thats just not right, dont you think?
2ND PART IDEA
On the idea of vassal nodes being able to rebel by using a siege - I like it but I'd like to see some rules restricting when a vassal node can make a siege. It's prime function should somehow be obstructed by the master node for a siege to be able to commence and/or it has to meet certain conditions.
So for example:
Military vassal nodes can start sieges against the master node whenever they want. (They are more of a dictatorship/tyrant/conquerAll sort of place from what I gather) or (if there is such a mechanic for the master node) when the master node denies the military node to engage in a siege/guild war more than 2 times in a row.
Scientific vassal nodes can only start sieges against the master node when most of it's citizens vote to start the siege.
Economic vassal nodes can only start sieges against the master node if it has the lowest profit compared to close-by economical nodes which are vassals(or a master node) to a different master node.
My idea allows for vassal nodes to siege master nodes and gives an idea on how vassal nodes can rebel against the parent node - a carefully planned coup, a siege, a strike to the economy of the parent's node by a citizenship denouncement.
Also gives room for more negotiations. By giving citizens power, which they've earned through helping and leveling the node, you give them bargaining chips, for example:
-Want me to stay in your node instead of leaving and taking all my riches/influence/resources/profession somewhere else? Okay then give me X. Do X for me.
This also gives bargaining chips to the players as well, so if couple of those high influence, high powered in the node band together they can set up a coup, a siege.
It makes the process have more preparation time, more depth, more meaning.
If we just allow vassal nodes to siege the parent node like any other node it'll could cause exploits and ridiculous things like:
-Master nodes switching very often because vassal nodes constantly fight among each other. This is going to be just ridiculous. Would look like some kids being constantly unhappy that they aren't the boss. And it would take away from the focus of siege on enemy nodes.
Exploits:
-Vassal nodes can siege the master node and lose on purpose so that the master node goes on cooldown thanks to the unsuccessful siege and now it's real enemies can't siege it.
-Master node loses on purpose from the vassal node. Why? After all the dungeons it unlocked have been grinded by the majority of it's citizens, It loses the siege on purposes so that the dungeons which the new master node will unlock upon reaching max node level can be unlocked to be grinded. This exploit in particular will shorten the game lifespan immensely, due to players being able to go through all the content at a faster rate than what the original idea is.
So just giving vassal nodes the ability to straight up siege the master node is a bad idea. There have to be rules about when it's possible for a vassal node siege. There need to be big repercussions about it. And it's also important that the players are given a number of ways to achieve it, rather than just the usual - go declare siege, so the game gets more depth.
Otherwise these nodes and citizenship wont have any meaning. Not sure if intrepid has noticed this but if the systems in nodes, between nodes, in government in nodes, in citizenships etc. if those systems don't have good depth then nodes will only become simple tools for blocking/unlocking content or ways to change the surrounding theme parks. Which from what I know they are extremely against - making another theme park mmo.