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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Node maintenance costs per citizen
superhero6785
Member, Alpha Two
I was thinking about balance of Nodes and whether it will always be beneficial to have more citizens. Obviously more citizens means more tax revenue and more "workers" for your Node goals. But more citizens usually means more costs to the city as well. In real life it means more upkeep on roads, more spending requirements on public needs, etc. A densely populated city has a lot of revenue but it also has a lot of costs.
I'd love to see a weekly maintenance cost associated to weekly active citizens ("active" being important to account for people who quit or take extended breaks and don't contribute). This means players living in a large Node with many citizens won't be able to simply benefit from the Node without contributing "their fair share". In fact, they may even be a drain on the Node's resources.
I feel this would allow smaller Nodes to stand a better chance if they consist of fewer citizens but each citizen is individually a "more contributing" member of the Node. It becomes less of a numbers game and more about the "average effectiveness" of your citizenry. People may even move to a smaller, more remote Node if "life in the big city" isn't working out in their best interest. This would lead to a natural "self balancing" of the Nodes instead of everyone piling into the largest Metropolis and never leaving.
I'd love to see a weekly maintenance cost associated to weekly active citizens ("active" being important to account for people who quit or take extended breaks and don't contribute). This means players living in a large Node with many citizens won't be able to simply benefit from the Node without contributing "their fair share". In fact, they may even be a drain on the Node's resources.
I feel this would allow smaller Nodes to stand a better chance if they consist of fewer citizens but each citizen is individually a "more contributing" member of the Node. It becomes less of a numbers game and more about the "average effectiveness" of your citizenry. People may even move to a smaller, more remote Node if "life in the big city" isn't working out in their best interest. This would lead to a natural "self balancing" of the Nodes instead of everyone piling into the largest Metropolis and never leaving.
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Comments
I don't want a real life simulator game, there is the SIMS for that kind of stuff.
I don't mind tax systems in MMO's, heck I have been in MMOs where your guild could have a mandatory tax to keep their coffers full, but it was usually a small amount that wasn't egregious. I don't want to have to throw a digital "Boston Tea Party" because of in-game taxes.
Scaling upwards would be good, but there needs to be a minimum.
Having 900 Citizen should require Base Metro Upkeep per Citizen x 900
Having 600 Citizen should require Base Metro Upkeep per Citizen x 600
Having 500 Citizen should require Base Metro Upkeep per Citizen x 500
but having 300 Citizen should require Base Metro Upkeep per Citizen x 500
A scaling system shouldnt protect a node from exodus. If the government drives out the players below the baseline, then they should struggle to manage the upkeep.
So an uncapped linear scaling with a bottom line set rather highly to begin with.
I should probably go to bed.
Regarding how to scale the node upkeep, it's still unclear how many citizens a Node will be able to have, if a mayor will be able to prioritize building instanced/real housing instead of, I don't know, building crafting stations, etc., because number of housing is directly proportional to the number of citizens.
Too many mechanics and uncertainties at this point, all I hope is that it's complex enough but not RTS levels of tiresome.
LOL
We know that the mayor can only make expenditures for the node. They range from NPC guards, defenses for the protection of the node during sieges, building new service buildings such as temples and libraries, and building new apartments for new citizens.
What the OP seems to imply is that we also ought to have expenditures for road maintenance, NPCs standing at the entrances and sweeping the streets - all of which would be paid for by a mandatory tax. I ask: what would this add to the game? Not much, if anything. IF we want node management to become a detailed accounting task...what is the point of that? If that were fun, wouldn't we see a lot of 'Accounting Games' on the market?
Might also vary depending what the person is doing - like what type of housing the citizen has.
But, you might be describing...taxes?
Citizens pay taxes, yes.
The mayors allocate those funds.
Taxes could potentially be deemed too high sometimes.
I think that a good mayor will communicate to the citizens of the node the reasons for the taxes. Some of it will be natural - the citizens will see the new apartments, the new marketplace, the new crafting stations, the temple and the guards.
A really good mayor will be posting on the Tavern's BB their short and long term visions for the node: "I think our crafters would benefit if we were economically powerful! I propose a 5% tax increase so we can upgrade our caravansary and build a sawmill. Let me know if this is a good or bad idea. Your comments welcome! ~~ Mayor Samwise of Frogbutt node"