Glorious Alpha Two Testers!
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.
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 4 types economic policy speculation, tax skews, export - import skews, trade incentive
Chonkers1
Member
Economic Node
Taxes: Lower (to increase economic competitiveness)
Export - Import: Versatile (a competitive efficient economy should prove flexible)
Trade incentive: Higher (economic specialty incentivizes economic action)
Scientific Node
Taxes: Higher (to fund the best crafting infrastructure)
Export - Import: Import (to either develop infrastructure and/or attain refined materials to craft)
Trade incentive: Higher (crafting incentivizes trade and trade can help develop and fund infrastructure)
Religious Node
Taxes: Versatile (lower taxes can attract players and create a competitive economy, devout players will be more willing to pay taxes for infrastructure)
Export - Import: Diplomatic, often export heavy (religious and diplomatic influence incentivizes economic policy to follow suit)
Trade incentive: Diplomatic (religious and diplomatic influence incentivizes economic policy to follow suit, punish heretics)
Military Node
Taxes: Low during peace (competitive economy, lower taxes incentivize players to join), high around war (military specialized infrastructure could be advantageous)
Export - Import: Export (reliable economy for war, improved diplomatic influence)
Trade incentive: Lower (warmongering reduces trade, lack of economic specialty)
Taxes: Lower (to increase economic competitiveness)
Export - Import: Versatile (a competitive efficient economy should prove flexible)
Trade incentive: Higher (economic specialty incentivizes economic action)
Scientific Node
Taxes: Higher (to fund the best crafting infrastructure)
Export - Import: Import (to either develop infrastructure and/or attain refined materials to craft)
Trade incentive: Higher (crafting incentivizes trade and trade can help develop and fund infrastructure)
Religious Node
Taxes: Versatile (lower taxes can attract players and create a competitive economy, devout players will be more willing to pay taxes for infrastructure)
Export - Import: Diplomatic, often export heavy (religious and diplomatic influence incentivizes economic policy to follow suit)
Trade incentive: Diplomatic (religious and diplomatic influence incentivizes economic policy to follow suit, punish heretics)
Military Node
Taxes: Low during peace (competitive economy, lower taxes incentivize players to join), high around war (military specialized infrastructure could be advantageous)
Export - Import: Export (reliable economy for war, improved diplomatic influence)
Trade incentive: Lower (warmongering reduces trade, lack of economic specialty)
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