Settlement citizenship is one of the core systems in Ashes of Creation, and it affects how players interact with the world long-term. Many players hear that citizenship is “important,” but the real questions are usually more practical: how do you get it, what does it cost, what do you gain, and what are the limitations? This article explains settlement citizenship from a player’s point of view, focusing on how it usually works in practice.
In simple terms, settlement citizenship means officially tying your character to a specific node. Once you are a citizen, that settlement becomes your political and economic home.
Most players see citizenship as a long-term choice. It affects taxes, access to certain systems, and your ability to participate in local decisions. It does not lock you out of the rest of the world, but it does give you stronger ties to one place.
Citizenship only exists once a node reaches Village stage (stage 3) or higher. Before that point, players can live and play nearby, but they cannot formally become citizens.
Yes. In general, the main requirement for citizenship is player housing within the settlement’s zone of influence. This housing can take different forms depending on the settlement type, but owning or renting housing is what gives you the right to apply.
However, owning housing does not automatically make you a citizen. Most players expect citizenship to trigger right away, but that is not how the system works.
After meeting the housing requirement, players must actively apply for citizenship. This is done by interacting with a Town Hall Administrator NPC in the settlement.
In practice, this means:
You get housing.
You go to the town hall.
You choose to declare citizenship.
If you never apply, you are not considered a citizen, even if your house is inside the node.
There is no hard cap, but there is a soft cap.
Most players understand the soft cap as a cost-based limit. As more people become citizens, it becomes more expensive for the next player to join. This applies through:
Citizenship dues
Property taxes
The system is designed so that early citizens usually pay less, while later citizens pay more. Over time, joining a popular or long-standing settlement can become expensive enough that some players decide it is not worth it.
This is one of the main reasons large guilds usually cannot place all members into the same settlement. Eventually, costs rise to the point where only the most invested players stay citizens.
Citizens pay regular dues to their settlement. The amount depends on when you became a citizen. In general:
Earlier citizens pay lower dues.
Later citizens pay higher dues.
This creates a natural advantage for players who commit early, while still allowing others to join later if they are willing to pay more.
Property taxes are based on:
The type of housing you own
The stage of the settlement when you acquired that property
If you buy or claim property when the settlement is already advanced, taxes are usually higher. Over time, these costs add up, which again reinforces the soft cap system.
Most players treat these taxes as part of maintaining a permanent base. If you are mostly a traveler or casual player, citizenship may feel less necessary.
No. Each account can only have one declared citizenship per server.
This applies across characters:
If you have a main character and multiple alts on the same server, only one of them can hold citizenship.
You cannot use alts to gain extra votes or extra benefits.
If you play on multiple servers, each server is treated separately. An alt on another server can declare citizenship there.
Earlier testing phases allowed more flexibility, but the long-term design is clearly one citizenship per account per server.
If a settlement is destroyed during a successful settlement siege, all citizens immediately lose their citizenship.
There is no cooldown period. You are simply no longer a citizen because the settlement no longer exists.
Outside of settlement destruction, there is no player-driven way to remove someone else’s citizenship. Other players cannot vote you out or revoke it through political systems.
No. Settlement citizenship is not connected to guild membership.
Guilds do not own settlements, and citizenship is an individual choice. In practice:
A guild can encourage members to join the same settlement.
A guild cannot force citizenship.
A settlement can contain players from many different guilds, or none at all.
This separation is intentional. Settlements are meant to function as shared content hubs, not guild-controlled territories.
No. Citizenship is optional.
Players who do not declare citizenship:
Do not pay citizenship dues or property taxes
Cannot access citizen-only benefits
Cannot vote or participate in local governance
Many players choose to remain non-citizens, especially early on or if they prefer roaming gameplay. In general, citizenship appeals more to players who want long-term stability, crafting access, or political influence.
While exact bonuses may change through testing, most players expect citizenship to provide:
Access to local voting systems
Eligibility for mayoral elections or leadership roles
Better access to certain crafting, storage, or node-based services
Stronger ties to local narrative content
These benefits are designed to reward commitment rather than casual presence.
In some builds, players can interact with a settlement board to view a list of citizens. Clicking on a name may reveal information such as:
Guild affiliation
Religion or society
Property ownership
This supports the social and political side of settlements, making citizenship visible rather than hidden.
There has been discussion of citizenship tickets that could grant citizenship at certain settlement stages. This system is not finalized and depends on testing.
Most players should assume that housing-based citizenship is the standard method unless future updates confirm otherwise.
In general, most players:
Delay citizenship until they are sure about a location
Choose settlements that support their main activity (crafting, PvE, trade, PvP)
Accept that popular nodes will eventually become expensive
Understand that citizenship is a strategic commitment, not a casual buff
Some players also prepare resources in advance, including gold management. Discussions around economy often mention things like buy Ashes of Creation gold from U4N, but regardless of approach, managing ongoing taxes is part of the citizenship decision.
Settlement citizenship in Ashes of Creation is designed to create long-term attachment, political tension, and meaningful player choice. It rewards early commitment, limits overcrowding through costs rather than hard caps, and keeps power decentralized by separating guilds from settlements.
If you plan to stay in one area, engage with crafting or politics, or help shape a node’s future, citizenship is usually worth considering. If you prefer freedom and flexibility, staying independent is also a valid way to play.
Understanding these systems early helps avoid expensive mistakes later.