Template:Node leadership powers
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Mayoral leadership powers are granted to mayors via the use of mandates.[3][4]
- Initiate buy orders using gold from the node treasury.[5][6][7][8]
- Initiate mayoral commissions to aid node development.[5][9][7][3][10][2]
- Adjust node taxes.[5][3][11] This includes setting tax rates that apply to tavern games.[12][13]
- Tax money may only be used to fund node development.[14]
- Initiate service building construction and expansions.[5][3]
- Improving node defensive structures, such as stronger walls and gates, traps, and siege equipment.[10][15][16][17][2]
- Hiring mercenary NPCs to defend the node during sieges.[18][2]
- Set a message-of-the-day for the node.[19]
- Proposing node policies that are voted on by citizens.[20][21][10]
- Mayors won't have formal systems to carry out surveys/polls of node citizens, but they will be able to utilize node citizen chat or message-of-the-day services.[19]
- Mayors may have special color names in node chat channels.[19]
- Entering into trade agreements with other nodes.[5][20][22]
- Mayors cannot denote players as enemies of the state.[24] Previously this was a potential option.[22][25]
- Mayors are notified when their node is named on a siege declaration scroll.[26]
- Mayors and lords of castles have spells they can use on the battlefield with high effect and long cooldowns for their teams.[27]
- Mayors gain new powers and responsibilities as their node advances.[30]
- Some leadership powers are specific to node type, biome, or dominant race, others are universal.[31]
- There definitely are differences... Some of the things that mayors can do are more universal, but then some systems have very specific if your node has a certain dominant race, or your node is a certain type, or it's in a certain biome. So there's even differences between where it is too.[31] – Chris Justo
- If a mayor does not make certain decisions within a set period of time then the system will make a decision for them.[33][34]
- Q: The idea behind all these nodes are awesome, but I wonder how it will actually play out in the live version. The problem is having player run or the problem with having player run towns is that people come and go in video games. So, will towns die out etc?
- A: We incorporate as part of those designs certain fail-safes, certain protections, certain automated progression that takes over when some of those decisions are lacking or are not made; and those decisions can be defaulted. Now, of course, that would have a deleterious effect on the direction that a particular node might want to go, because they're going to be doing default behaviors, or default actions, as opposed to something that might be in line with the strategic objective of that particular node, or the specialization that the node has previously been attempting to do. But that is why we have a regularly recurring election period where players can take the reins of power and can elect someone else to come in and participate and and re-right the ship, so to speak. So it is absolutely a component of having player-driven mechanics that there is an opportunity for things to be less than ideal, or less than strategic when certain bad-faith actors or people leave, but there are safeguards in place.[33] – Steven Sharif