
![]() |

You don't have to be a member of the Settlement that charters a Company to be a member of that Company.
But being a member of a Company doesn't give you Settlement membership benefits.
Not all Settlements are run by players.
Ryan,
Do I have to be the same alignment as the core alignment of the settlement, to have access to the highest level (tier) training?

![]() |
1 person marked this as a favorite. |

@Bluddwolf - I can't give you a definite answer in all cases but I can give you a general answer for many cases.
If you're a member of a Settlement, you should have access to all the benefits of that Settlement regardless of your alignment.
I appreciate even the general answer, thank you.

![]() |

I'm a little confused.
Perquisite:
noun
1. benefit beyond one's regular income
In modern American English, we commonly shorten this to "perk".
Prerequisite:
adjective
1. required in advance
noun
2. something prerequisite
Using them together, a character might need to meet prerequisites in order to earn perquisites.
Ryan, when you said "gain X ability while a member of one Settlement, and then keep using it when they change Settlements to one that doesn't have the necessary perquisites to provide and/or sustain that ability," did you mean to say "prerequisites?"
Normally, the distiction would be pedantic, I know, but in this case we're talking about both benefits of membership (perks), and requirements for a) settlements to grant abilities and b) characters to use abilities (prerequisites).

![]() |

You don't have to be a member of the Settlement that charters a Company to be a member of that Company.
But being a member of a Company doesn't give you Settlement membership benefits.
Not all Settlements are run by players.
Bottom line: Can you play the game competitively without being a member of a settlement ?
i.e. Is a copasetic alignment all one needs (besides coin) to train, repair, sell, buy, post contracts, etc ?

![]() |

Ryan Dancey wrote:You don't have to be a member of the Settlement that charters a Company to be a member of that Company.
But being a member of a Company doesn't give you Settlement membership benefits.
Not all Settlements are run by players.
Bottom line: Can you play the game competitively without being a member of a settlement ?
i.e. Is a copasetic alignment all one needs (besides coin) to train, repair, sell, buy, post contracts, etc ?
Ultimately that depends on whether those skills/feats which require you to be a member of a settlement containing specific structures are mandatory for being competitive or not. I doubt GW knows the details yet, but they may have a general idea of where they're aiming.

![]() |

In EVE, every PC is a member of a corporation. PCs who don't join a PC corporation, PCs who resign from a PC corporation, PCs who are kicked out of a PC corporation, and PCs who are members of a PC corporation that dissolves are all automatically members of an NPC corporation.
In PFO, they're adding a second layer: Settlements.
Is every PC a member of a settlement? Apparently the answer is yes. PCs who are not members of PC settlements, for all the reasons above, seem to be automatically members of an NPC settlement.
Is every PC a member of a company? Are PCs who are not members of PC companies, for all the reasons above, automatically assigned to an NPC company? Unknown.
Are some PC capabilities dependent on membership in a PC settlement? It sounds like they might be, or at least like we shouldn't count on zero dependence.
Are some PC capabilities dependent on membership in a PC company? Unknown.
Does settlement membership control access to a different set of capabilities than company membership? Unknown.

![]() |

In EVE, every PC is a member of a corporation. PCs who don't join a PC corporation, PCs who resign from a PC corporation, PCs who are kicked out of a PC corporation, and PCs who are members of a PC corporation that dissolves are all automatically members of an NPC corporation.
In PFO, they're adding a second layer: Settlements.
Actually, Settlements are closer to EVE corps than Companies are, I'd say Companies are the second layer. Purely semantics, but the different point of view may be more useful.

![]() |

KarlBob wrote:In EVE, every PC is a member of a corporation. PCs who don't join a PC corporation, PCs who resign from a PC corporation, PCs who are kicked out of a PC corporation, and PCs who are members of a PC corporation that dissolves are all automatically members of an NPC corporation.
In PFO, they're adding a second layer: Settlements.
Actually, Settlements are closer to EVE corps than Companies are, I'd say Companies are the second layer. Purely semantics, but the different point of view may be more useful.
You might be right. I was just going by the relationship between the words corporation and company, not their in-game similarity.

![]() |
1 person marked this as a favorite. |

You might be right. I was just going by the relationship between the words corporation and company, not their in-game similarity.
Ryan had, in the past, described the company as being the equivalent to the Fleet in EVE. A settlement is the equivalent of the corporation, and a kingdom / nation is the equivalent of the alliance.
I don't believe he has stated anything in this thread or others that would indicate this has changed.
It also appears that we have to belong to a company, and a company has to be a member of a settlement. Settlements do not have to be PC settlements, you could remain attached to the NPC settlement you start with.
Once you belong to a settlement, you have access to all of the structures, services and perks of that settlement. This seems to be regardless of your specific alignment, so long as your alignment is allowed, you will have the same access as any other alignment that is allowed (no preferential treatment).
If this is how the settlement system pans out, this would eliminate a lot of the concerns about finding settlements to suite specific alignment needs.
Settlements would not be identified by their alignment, but rather by their cultural and societal values. From a role playing sense this is much better, IMO. For those that would argue that "all settlements would just open themselves up to all alignments, and therefore be the same", I'd highly doubt that would happen. But, even if it did, players would still be attracted to a certain settlement over another, based on those cultural or societal values.

![]() |

I think that the plan is still to require the settlement to have a specific alignment in order to build and staff certain buildings which are the only source of certain services.
Settlements that accept all requests for membership might not be able to maintain the alignment required to staff their signature buildings.

![]() |

@Pinosaur - I'm sure there will be people who are perfectly happy to play and never become a member of a Settlement run by players. "Competitively" is an undefined term.
Fair enough. Allow me to rephrase .
If everything except *ever* having membership in *any* settlement is equal between them, can 2 characters have identical skills/feats/goblin balls/gear after playing PFO for 2 years ?

![]() |

Ryan Dancey wrote:@Pinosaur - I'm sure there will be people who are perfectly happy to play and never become a member of a Settlement run by players. "Competitively" is an undefined term.Fair enough. Allow me to rephrase .
If everything except *ever* having membership in *any* settlement is equal between them, can 2 characters have identical skills/feats/goblin balls/gear after playing PFO for 2 years ?
Change 2 years to 2 1/2 years, because that is the estimation of how long it will take to complete character progression in one of the core class skill trees.
I also think a valuable question is, What are all of the planned differences between a character that remains with an NPC settlement versus one that joins a PC settlement?
This assumes setting alignment aside (both NPC and PC settlement are same alignment, as are both characters).

![]() |

Ryan, from the MMOPRG.COM Q&A [Edited link to point to @Nihimon's compilation] you said:
Earlier in this thread you said:
Parties are ad hoc groups that form for temporary objectives. Venture Companies are persistent entities that have a history and likely will have attributes like a reputation score, possibly a logo or sigil, and probably the ability to send and receive communication (mail).
All Companies are chartered by, and affiliated with, a Settlement.
1) I assume from these two quotes that a "venture company" will have to be chartered by a settlement.
2) Will the "party" be a game identifiable object, i.e. will the members of a "party" be able to self identify with a name?3) @Bluddwolf made the observation:
Ryan Dancey wrote:All Companies are chartered by, and affiliated with, a Settlement.So that is different from the "characters can belong to up to three companies", but only one of which can be attached to a settlement.
I understand now, thank you.
Can you confirm this please?

![]() |

... can 2 characters have identical skills/feats/goblin balls/gear after playing PFO for 2 years ?
Ultimately, no. Staying a member of an NPC Settlement is a low-risk activity, therefore you should expect low rewards.
There has been a lot of discussion about the NPC Settlements not granting access to higher-tier Skills.
... you won't be able to access the full range of buildings in an NPC Settlement, which means you won't be able to access the full range of skills to be trained, or processing/crafting to be done, etc.

![]() |

Pinosaur wrote:... can 2 characters have identical skills/feats/goblin balls/gear after playing PFO for 2 years ?Ultimately, no. Staying a member of an NPC Settlement is a low-risk activity, therefore you should expect low rewards.
There has been a lot of discussion about the NPC Settlements not granting access to higher-tier Skills.
... you won't be able to access the full range of buildings in an NPC Settlement, which means you won't be able to access the full range of skills to be trained, or processing/crafting to be done, etc.
I am pretty sure you can train in a settlement without being a member, but that is part of my question.
As to risk, if you can join a company sponsored by a player settlement without being a member of any player settlement, (possibly as a member of an npc settlement), that company could stay in PVP combat 24-7, there is no higher risk activity.
It's a complicated web of relationships in progress.

![]() |

I am pretty sure you can train in a settlement without being a member...
That's almost certainly true. And you're right that there's a lot we don't know, but we do know that some Player Abilities will be tied to the buildings in their Settlements.
You will need to have a Player Nation to unlock the highest levels of development of various buildings, and therefore to unlock the highest levels of player abilities.
I believe Ryan considers it to be very important to create strong incentives for players to join Player Settlements.

ZenPagan |

I am pretty sure you can train in a settlement without being a member, but that is part of my question.As to risk, if you can join a company sponsored by a player settlement without being a member of any player settlement, (possibly as a member of an npc settlement), that company could stay in PVP combat 24-7, there is no higher risk activity.
It's a complicated web of relationships in progress.
While it is indeed possible to be a member of a company sponsored by a settlement without being part of that settlement I would expect this to be a rare event. Frankly I expect any settlement worth its salt to be insisting that a company it sponsors to have all its members join the settlement so that they have an investment in the continued welfare of the settlement

![]() |

@ Harad
The "three different companies" was made in the Gobbocast interview with the Devs. So you can not search for it here.
It is also important to point out that there has not been a Settlement Blog yet either. Nor has there been one on the actual nature of a company, and what benefits and limitations comes with it.
I believe that a few of these dev comments are flowing, not entirely on the same page with each other, leading to understandable confusion. The devs also have their hands tied in releasing too much information, because they don't have it or don't know how it will work as they put pieces together. That is not just in a programing sense, but also in a conceptual sense.

![]() |
1 person marked this as a favorite. |

A party is an ad hoc assembly of characters. It does not have a persistent existence. You can't send it mail, it won't have a reputation, and when there's no logged in character in it, it ceases to exist. It's just like a party in Wow or a Fleet in EVE.
The NPC Settlements exist to form some structure for the game independent of the player Settlements. Thats good for new players. its good for players who loose/are kicked out of a PC Settlement. Its a way to ensure there's "neutral ground". NPC Settlements won't offer the highest levels of training, the most sophisticated crafting, or engage in Escalations. There should be more than enough stuff a character can train in an NPC Settlement so that they never "run out of things to do", but those characters will find themselves reaching the depth limit of training chains potentially earlier than characters in PC Settlements.
This is the benefit of PC Settlement membership - reaching the pinnacle of various training chains, crafting capabilities, and Settlement features.

ZenPagan |

@Avari
It gives players a reason to join player settlements. If you look at eve a huge number of players never leave the NPC corporations.
NPC corporations in Eve and NPC settlements in PfO serve the same purpose...they make you immune to settlement warfare. Whereas players gathering from player settlements not only have bandits etc to deal with they also have the threat of warfare which means not only do they get shut down from gathering but that they have to lay in stocks to support their settlement during war time. In addition they risk their stock being plundered if the settlement is taken.
NPC gatherers on the other hand only need to worry about bandits.
While you may well be used to unfairness in guild treatment in themepark games it won't work out well for those guilds in sandbox games. Guild drama resulting in a mass walk out of even twenty percent of the guild members can easily be enough to make you easy pickings for opponents. In addition these guilds will soon build up a reputation for unfair dealing and find it difficult to recruit.

![]() |

I expect any settlement worth its salt to be insisting that a company it sponsors to have all its members join the settlement so that they have an investment in the continued welfare of the settlement
This has been on my mind a lot, too, but with respect to Settlement Residents rather than Sponsored Companies.
Ryan has previously given us reason to believe there will be a lot of pressure for Settlements to have a largely "open door" policy when it comes to allowing non-Member Residents. In essence, we'll need tons of warm bodies to grow and develop our Settlement.
I think there might be a few Guilds that are large enough to maintain a Closed Settlement (only allows Members to be Residents), but I expect it to be fairly rare.

![]() |

I think there might be a few Guilds that are large enough to maintain a Closed Settlement (only allows Members to be Residents), but I expect it to be fairly rare.
When the Devs speak of settlements possibly supporting hundreds or even a thousand + citizens, these small isolated settlements would not be able to compete and will become easy pickings for expansionist settlements / nations.
Settlement Hexes being limited, someone will come along and say, "I can use that land better than you are, join or Die!"
Which reminds me, we need a War Blog as well.... LOL, there is still so much we do not know.
@ Ryan, thanks for that clarification addressing the differences between NPC Settlement and PC Settlement. I had suspected that would be the case, in that you can only train so high in an NPC settlement. That makes sense. Freedom from war has a cost.

![]() |

What about the members of a player settlement that belong to a class that is lower priority, and do not have a particular training hall built yet, or advanced enough, to train further ?
Will they be able to get that training elsewhere, and if so, under what restrictions ?
(Talking higher skills than available in NPC settlements)
heck, can a player settlement even fit the buildings for a training hall for every class in their membership ?

![]() |

heck, can a player settlement even fit the buildings for a training hall for every class in their membership ?
We're not 100% sure, but it's fairly unlikely you'll be able to include the highest levels of training for every Role in the same Settlement. We considered doing exactly that with The Seventh Veil's first Settlement, because we're really into Knowledge and figured that would be a good expression of our interests. However, it's very likely such a place would be significantly disadvantaged in the other things that a Settlement will need to be able to do - like defending itself - even if there's not a strict limit on including all the Training Facilities.
At the moment, I personally think it's very likely we'll focus on one or two major Role Training facilities, and hopefully have allied Settlements where our Members can live and train.

![]() |

What about the members of a player settlement that belong to a class that is lower priority, and do not have a particular training hall built yet, or advanced enough, to train further ?
Will they be able to get that training elsewhere, and if so, under what restrictions ?
(Talking higher skills than available in NPC settlements)
heck, can a player settlement even fit the buildings for a training hall for every class in their membership ?
Keep in mind that the benefits of settlement membership are a two-way street - just as the character benefits from being a settlement member, settlements benefit from having member characters. Any significant group that is underserved in the training department and willing to vote with their feet will probably have some significant clout in getting a settlement to build them some training facilities.

![]() |

heck, can a player settlement even fit the buildings for a training hall for every class in their membership ?
I believe this is where the player nations / kingdoms will come in. Several settlements, having different services and having an open access to its citizens of the nation / kingdom.
For simplicity's sake a fully comprehensive nation / kingdom would have settlements that are lawful, chaotic, good, neutral and evil. Once the map expands it might not be too far fetched that one nation / kingdom could control 5 settlement hexes.

ZenPagan |

Sorry can you explain a non resident member? As far as I have seen you are either a member of the settlement ( resident ) or you are a visitor who may be sold training or storage, that however does not make you in my view any such thing as a resident.
As a merchant I expect to be a member of Aeternum but a visitor to many settlements. I like most will get training in other settlements as well as the one I am a member of and will also if I can secure storage in more than one settlement

![]() |

Sorry can you explain a non resident member?
I can point you to Ryan's explanation...
[Edit] Technically, it's explaining "non-member resident" not "non-resident member".
Nihimon wrote:If I'm a member of the out-of-game Community named "The Seventh Veil", and we collectively establish two Settlements, will it be possible to differentiate in-game between residents of our Settlements that are members of The Seventh Veil and those that aren't.I have prepared this Venn Diagram to help..
The light grey circle is a physical structure called a Settlement. It is named "The Seventh Veil".
Within it are characters who are members of a social structure also called "The Seventh Veil".
There are also characters within it who are not members of the Seventh Veil.
Sometimes, the members of the Seventh Veil go outside the Settlement. No matter where they go, they are always members of the Seventh Veil social structure.
No matter if the non-members are inside the physical structure or not, they are never members of the Seventh Veil social structure.
Think of it like a fraternity. They have a building with their name on it. And they have a social structure that represents people who have membership in that fraternity.
A person's physical location has no bearing on their rights or privileges with respect to the fraternity. That persons membership in the social organization determines those rights.

![]() |

Sometimes I forget, and I don't think I'm alone, that the game won't even be in EE for another year and we still have very limited information right now.
That's true, and it is hard to keep in mind. Just this week, we heard that the blogs have caught up with the developers, and we need to wait for them to implement things before they can discuss those things.

ZenPagan |

Ryans diagram describes something else
the "non member residents" in the diagram are still members of the settlement it is the seventh veil that they are not members of.
A resident to me is a member of the settlement
Callambea the Aeternum settlement will sponsor non pax chartered companies. We will expect all members of that company to be members of the settlement Callambea. We will not ask them to join Pax though. Which is exactly if you read my post what I was saying.
Any settlement worth its salt will expect all members of a sponsored company to become members of the settlement

![]() |
1 person marked this as a favorite. |

@ZenPagan, sorry if I made it sound like I was trying to challenge what you said. I tried to make clear that I was looking at the problem "with respect to Settlement Residents rather than Sponsored Companies."
Any settlement worth its salt will expect all members of a sponsored company to become members of the settlement
Why do you think this is the case? I can think of lots of situations where I wouldn't consider it necessary.

ZenPagan |

Because when a war comes to your settlement you want your sponsored companies to have a good reason to fight for you. If they aren't members of the settlement they have no incentive to do other than move their gear out of your storage for the duration then watch from the sidelines.
Also I would expect that your tax only applies to transactions done within your settlement or income on settlement members. I certainly wouldn't see it as likely that they would implement a way to tax non settlement members directly
Would you not be suspicious of the motives of a company that wants your sponsorship but not to be a member of your settlement.
Certainly I expect Pax to work this way if you are happy to sponsor companies and not require any commitment from them then that is up to you and the seventh veil.

![]() |
1 person marked this as a favorite. |

Ryan has previously given us reason to believe there will be a lot of pressure for Settlements to have a largely "open door" policy when it comes to allowing non-Member Residents.
If I gave that impression, it was in error.
I expect most Settlements to be NBSI (Not Blue Shoot It), a term from EVE related to how ships appear on the Overview that is used to select targets. This policy means "if you're not one of us, we're going to assume you're hostile and kill you".
Some may operate under NRDS (Not Red Don't Shoot), which basically means "if you're not a known hostile, we'll let you live". Depending on how all the alignment, reputation, flags, etc. stuff ends up working out, some Settlement Alignments may dictate NRDS.
The pros to NBSI are that it's easy to know what to do in any given encounter, which means you can have very lax rules about who guards the frontiers and what to do when strangers approach. Groups struggling to assert social cohesion can use NBSI to bypass leadership struggles and arguments over chains of command.
The cons are that you are intentionally cutting yourself off from potentially profitable trade, which means that NBSI requires a parallel resource harvesting, crafting, and logistics expertise that would seem to be counterintuitively complicated and interdependent for a group struggling with issues of who can tell who what to do. In practice it seems like the economic folks get their act together quicker than the military folks, and these groups manage to muddle through despite their lack of global cohesion.
The pros of NRDS are that you are open to trade and commerce, and you can rely on a handful of individuals who are preternaturally good at managing markets to do all the work for your whole group to maintain supplies and keep costs down. A handful of market superstars can let the whole rest of the group focus on other things (like killin!)
The downside of NRDS is that you're horribly insecure. Your enemies will know where all your valuable stuff is, they'll be able to keep track of the comings and goings of characters and have a good sense of your ability to project force. Your areas of control will be fully mapped and there will be no home-field advantage in terms of knowing the best paths between points or tricky bits of terrain. And you'll be infested by spies and by agents provocateur constantly trying to break your leadership team and erode your cohesion.
There was only one large NRDS Alliance in EVE, and it eventually dissolved under threat from outside forces and internal dissension over policy.
Realistically since I expect to be colonized by EVE players right off the bat, I expect that NBSI will reign as the standard policy, at least until some group shows that Pathfinder Online's differences from EVE make that not the always correct choice.
Since NBSI will reign, I expect that most PC Settlements will consist exclusively of populations of members.
RyanD

![]() |

Nihimon wrote:Ryan has previously given us reason to believe there will be a lot of pressure for Settlements to have a largely "open door" policy when it comes to allowing non-Member Residents.If I gave that impression, it was in error.
Dangit! *sheepish grin*
On a more serious note, your post seems to largely be focusing on visitors rather than residents. It seems to me that it's entirely possible to be NBSI and still allow Settlement Members who are not Members of whatever meta-game organization was responsible for initially founding and developing the Settlement.
I can't find it right now, but I thought I remembered posts from you where you were talking about how Settlements would want to be attracting new players to come and live there. That, in essence, they would need that influx of warm bodies in order to properly grow.

![]() |

NBSI means "if you're not a member of our Settlement, we kill you". "Member of our Settlement" means "a member of our social organization", not "someone with a body in our building".
To use my fraternity example from the bit you quoted, NBSI means you kill every non-brother, on sight, without exceptions. If one of the brothers invites a friend over, the other brothers kill that friend on sight (and then discipline the wayward brother for breaking policy).
NRDS is the only policy that allows non-brothers to be inside the frat house and live.
Settlements will need to recruit a lot of people to become and remain strong. They'll need to replenish the ranks of players who quit. So effective, big Settlements will constantly be trying to induce players to become members. There's a corresponding process of integration that begins with distrust and the assumption you're a spy and a potential thief, and each Settlement will have to figure out how to navigate that integration, but EVE shows that it can be done and is doable at scale.

![]() |
What I like about the concept of PFO is that we have no need to worship Holy Killboard (tm) and we must care about our alignment and rep. And we extend our laws on a quite large space (hex). So my 1st thought after Ryan Dancey's post was: "so player's nation comes into play".
Let assume we have 2 settlements, one controlling nearby hexes and 1-2 additional hexes with the road to the second settlement. Here all the NBSI rules apply and "no trespassers" signs are abound. Here you have all your industry. Second one controls just 5 of its outlying hexes and have NRDS policy in all its glory. This one hosts most trade and storage rent improvements.
Classical free port concept. So not much problems for the rest of your nation.

![]() |
2 people marked this as a favorite. |

Nihimon wrote:Ryan has previously given us reason to believe there will be a lot of pressure for Settlements to have a largely "open door" policy when it comes to allowing non-Member Residents.If I gave that impression, it was in error.
I expect most Settlements to be NBSI (Not Blue Shoot It)
This is rather unfortunate, IMO.

![]() |

@Ryan, first of all, as always, thank you for engaging us directly like this.
I started to get very deep into the weeds, but I think I'm just going to take your advice at face value and try to process it without trying to get you to worry about the class of Social Organizations that exist outside of the game mechanics.

![]() |

NBSI means "if you're not a member of our Settlement, we kill you". "Member of our Settlement" means "a member of our social organization", not "someone with a body in our building".
To use my fraternity example from the bit you quoted, NBSI means you kill every non-brother, on sight, without exceptions. If one of the brothers invites a friend over, the other brothers kill that friend on sight (and then discipline the wayward brother for breaking policy).
NRDS is the only policy that allows non-brothers to be inside the frat house and live.
Settlements will need to recruit a lot of people to become and remain strong. They'll need to replenish the ranks of players who quit. So effective, big Settlements will constantly be trying to induce players to become members. There's a corresponding process of integration that begins with distrust and the assumption you're a spy and a potential thief, and each Settlement will have to figure out how to navigate that integration, but EVE shows that it can be done and is doable at scale.
This is how I finally broke into a pirate corporation, in Amamake. I continued to fly there, solo in a tackling frigate. They kept on killing me. After each time I was killed, I would speak to them, ask them for tips or compliment them on their awesomeness. Still I returned and they killed me, a few more times.
One day I found one of them in trouble and I helped him and lost my ship in the process. I was finally invited in to learn the ropes and eventually became a full member. That was pre jump to zero, and when that came into effect, that wiped out much of the gate camping pirate corps.
I expect that the same process will take place here. You will either know the person from outside of the game, or they will have to build trust. But, like in EVE, there will always be the element of distrust that you have towards the person that you met in the game.
I expect that settlements will have different levels of trust: Inner Circle (Complete Trust); Outer Circle (Semi Trusted); Regular Citizen (No access to real power, can't harm, don't matter); Visitor (No trust but tolerated if useful); Outsider (Kill on Sight, unless can prove is not harmful and useful).

![]() |

I think using different names for the various levels might help in some cases.
I think that I could start out as a member of the Fort Inevitable Hellknights, and a resident of Fort Inevitable.
Later, I could be a member of The Seventh Veil organization, and a resident of Veilville.
I could be a resident of Veilville, but a member of Pax Aeternum.
I could be a member of The Seventh Veil, but a resident of Fort Inevitable. (I think)
I really don't know whether I could be a member of the Fort Inevitable Hellknights, but a resident of Veilville.
I could be a member of the Seventh Veil, and a citizen of Veilville, but if I visited the friendly settlement of Paxtown, I could still purchase training there (although I might not be eligible for the resident discount).
It might also be helpful at some point to distinguish between a resident of a settlement and a citizen of a multi-settlement nation.

![]() |

Ryan Dancey wrote:I expect most Settlements to be NBSI (Not Blue Shoot It)This is rather unfortunate, IMO.
I think he's said it from the beginning that he expects this.
I'm not sure what happens with the NBSI philosophy when the alignment, reputation, and flag systems are overlaid. A NBSI settlement can probably make trespassing on its controlled hexes a crime, and therefore it can probably kill interlopers without penalty. But what of the neighboring uncontrolled hexes, or neighboring hexes controlled by other settlements? Using NBSI rules outside of your own territories might put your settlement on the path to CE-. The rules for war between settlements will matter. The rules that affect the spread of nations (increasing the upkeep costs due to corruption for each additional settlement, for example) will also matter.
I think GW has introduced enough changes to the EVE model that we don't know yet, though NBSI might be widely used.