Greetings, glorious testers!
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Check out Alpha Two Announcements here to see the latest news on Alpha Two.
Check out general Announcements here to see the latest news on Ashes of Creation & Intrepid Studios.
To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
Comments
I haven't played that game, can you give some examples?
Watch the Video i linked from Second 29 onward if you haven't already. 😆 🤣
✓ Occasional Roleplayer
✓ Kinda starting to look for a Guild right now. (German)
A taxpaying citizen will offer XP to your node or an allied node so long as they do work in the area. A taxpaying citizen who does not do work in the area while gaming is either socializing or out adventuring, and will automatically pay taxes to the node they live in regardless of where they live. There will be numerous citizens who will pay taxes and work for the node who live out of the tavern, and there will be some citizens with prime real estate who do nothing because they're set for life. You shouldn't want to kick out the ones who don't contribute as much, as they likely contribute something to the node, even if not in optimal XP gains.
Hypothetically, if I'm a citizen and I don't feel like working for your node or paying taxes for the policies you provide, I'm probably just going to move to a new node. *If you're the mayor and you have a node with do-nothing citizens, it's your job to make them want to work, isn't it? That's what policies are important for.
If you're trying to maximize XP gains, you ought to set policies and erect buildings that will convince citizens to maximize XP gains. If that is the only thing you're concerned about, you will allow citizens to migrate in and out until you reach a balance of players who support the goals of your node.
If the node's population refuses to budge with your sense of community direction, then you may have little say in the matter.
I watched now
there was a Japanese TV commedy show that flinged people by using a trebutchet it was ridiculous