Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
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)
0