Gebäude
Sobald ein Knotenpunkt die Dorf-Stufe erreicht, stehen Gebäude zur Verfügung, die Güter und Dienstleistungen, als auch Unterkunft für Spieler anbieten.[2]
Node-Gebäude
- Akademie
- Alchemist
- Apartments
- Rüstkammer
- Auction house
- Kasernen
- Schmiede
- Caravanserai
- Rathaus
- College
- Crafting stations
- Emporium
- Exchange
- Galleria
- Gildenhallen
- Inns
- Library
- Lumber yards
- Marktplätze
- Marktplätze
- Reliquienkammer
- Royal stables
- Scholar's academy
- Statische Behausungen
- Tavernen
- Tempel
- Thieves' guild
- Trader's company
- University
- Lagerhäuser
Node layout and style

The layout and architecture within a Node’s development area are determined by influential race. For example, a stage 3 Node with the majority of player contribution being Py'rai would have a Py'rai village with Py'rai architecture. Most NPCs would be Py'rai elves, and offer questlines within the Py'rai narrative.[3] – Margaret Krohn
Each player’s contributed experience is flagged with their character race and other identifiers. When a Node advances, the race with the highest experience contribution determines the Node’s style and culture. This style and culture change can happen at every Node Stage. For example, if a Node advances to Level 2 - Encampment Stage and 51% of all experience was earned by Ren’Kai players, the Node will be a Level 2 Ren’Kai Node. If that same Node advances to a Level 3 - Village Stage Node, but the Py'Rai contributed 62% of all the experience earned, then the Node will be a Level 3 Py'Rai Node.[4] – Margaret Krohn
Node layout and style is determined by several factors:[5][6]
- Environment (biome) and location of the node.[7][5][6]
- The way that the node system is built is that they can exist across a spread of 18 biomes, but at the same time have to represent the cultural influence of these cultures that are intrinsically a part of a specific biome.[7] – Steven Sharif
- Nodes will adjust the local topography to fit the aesthetic and mechanical requirements of the node.[8]
Currently the way that the platform system is set up, is it's capable of adjusting the topography of the node's footprint, regardless of the surrounding terrain. So the reason for that is we want to have flexibility in the presentation of the node's layout and how it is essentially both from an aesthetic standpoint as well as a mechanical standpoint with node sieges- how it's constructed and that construction should have the ability to take on a variance of different types of topography. So it shouldn't be dependent on the surrounding area. Now that's not to say that the surrounding area isn't going to have some influence over. So for example... we're experimenting a little bit with the platform tech and putting up a node up against the side of a mountain or on the edge of a cliff or something that has a beautiful vista. Those are things that we're going to test out obviously as we continue to work on the node tool and how that platform system works, but the idea is to have the node independent of the surrounding terrain.[8] – Steven Sharif
Some parts are determined by the area it's in. Some parts are determined by the type it is. Some parts are determined by the race it is; and then the rest of it is determined by the mayor.[6] – Jeffrey Bard
- Race that contributed the highest percentage to the node's advancement will alter the racial appearance of its buildings, NPCs, and props.[9][10][5][4][6][11][12]
All nodes whether they're associated with a castle or associated with normal node structure has cultural influences that replicate over to the buildings that are produced and the NPCs that are present.[14] – Steven Sharif
- The rest is determined by the node's mayor.[6]
- It should be possible for a node to complete several building projects within a mayor's one month term in office.[15]
- Q: How long would you say it will take players on average to fill slash build up a node completely from wilderness to metropolis?
- A: It's one thing to get a node to a certain level: it's another thing to develop the node; and I can't really give you an on-average expectation, because there's a lot of variables at play. There's how many citizens does the node have attracted to it; what's the type of traffic that the node is attracting to it based on things like its tax rates, or the specialization that it chose to spec into, based on the building types it's chosen to build. All of those things are variables that can affect the quote-unquote "average build-out time" of a particular node. So it's kind of difficult to give you an average when there's so many variables along those lines. But the idea is that if there is a particular project that players are interested in in developing based on the node stage, that they would have the ability to complete several of those projects as within a single term of a mayor; and a term of a mayor is one month.[15] – Steven Sharif
Racial influences

Wir haben im Wesentlichen Sets, die über alle Rassen hinweg existieren; und jede Rasse, die diese Rüstungssets trägt, wird ihren eigenen rassischen Einfluss auf die Präsentation dieser speziellen Sets haben. Das ist etwas Einzigartiges in der Art und Weise, wie jede der Rassen diversifiziert wird. Je mehr eine bestimmte Rasse zur Entwicklung einer Node beiträgt, desto mehr manifestiert sich dies in den architektonischen Einflüssen dieses bestimmten Nodes. Ihr werdet sehen, wie sich die Architekturen dieser Rassen auch innerhalb der Nodes manifestieren: Das ist eine weitere Art, wie wir jede Rasse diversifizieren und die Kultur jeder Rasse im Spiel durch diese Architekturen, durch diese existierenden Requisiten, durch die Schneiderei präsentieren der Rüstungssets, die der NPC tragen könnte, zu den verschiedenen existierenden Fraktionen. Fraktionen werden auch ihre eigene Zugehörigkeit zu verschiedenen Rassen haben. Jede Rasse wird auch eine andere Nomenklatur haben, wenn es um die Überlieferungen oder Orte in der Welt geht. Sie werden auch ihre eigenen sprachlichen Einflüsse haben: Die Art und Weise, wie sie sprechen, wird zwischen den Rassen unterschiedlich sein; wenn Sie Dialogbäume mit bestimmten NPCs haben. All diese Dinge tragen also wirklich dazu bei, eine immersive Welt zu schaffen, in der die Kulturen ihre eigene Identität haben[9] – Steven Sharif
Kulturelle Einflüsse manifestieren sich in vielerlei Hinsicht, von der Node und Ausrüstungsästhetik bis hin zu NPC languages und Überlieferungen. [9][17][4]
- Das Aussehen der Ausrüstung bestimmter Rüstungssets wird von der Rasse des Spielers beeinflusst. [9]
- Das Nodelayout und der Stil werden von der Rasse beeinflusst, die am meisten zu dieser Node beiträgt. [9]
- Vorteile können für Bürger der dominanten Kultur gelten, können aber auch für Mechaniken der Node gelten, was auch für Mitglieder andererRassen von Vorteil sein kann. [17]
- Es gibt Zermürbungsmechanismen, die Erfahrung und Einfluss beeinflussen, um eine einzelne Rasse davon abzuhalten, die ganze Welt zu dominieren. [18]
- NPCs reagieren unterschiedlich auf verschiedene Characterrassen. [19]
- Languages werden zwischen NPC races und in der Geschichte unterschiedlich sein. [9]
Es gibt eine Abnutzung und diese Abnutzung von Erfahrung und Einfluss wird basierend auf der Leistung des Rennens in der Welt erhöht. Wenn also all diese Nodes Ork-Nodes sind, dann ist ihre Abnutzungsrate sehr hoch, um mit der kulturellen Etablierung neuer Nodes zu konkurrieren, weil sie mehr Einfluss in der Welt haben und eine populäre Meinung gegen sie in ihren abgelegenen Regionen ist, in denen sie keinen Einfluss haben[18] – Steven Sharif
Constructible node buildings
Node-Regierungen decide the location and types of constructible node buildings to be constructed within sectors of a node.[22][23][24]
These are buildings that the mayor has agency over determining whether or not they should be a constructed project. Constructible buildings can be selected at open plots that are gained as the node advances. If they elect to begin construction of one of these types of buildings- one of which is the marketplace- it'll grant certain trade benefits as well as some stalls that the citizens may participate in.[25] – Steven Sharif
The government decides how to specialize their node. Once they choose certain things they won't be able to choose other things.[22]
- Node-Gebäude live within a "tech tree" based on the stage of the node. Each stage offers stronger services to the node but must satisfy prerequisites for the building construction.[26]
- Different governments may change the buildings within a node.[22]
And there could be regime change... If somebody doesn't like the fact that a market was built and they want to re-elect a new government next cycle, they can do so... and that market could be destroyed and a new building take its place.[22]
When the building types are determined, the community will then need to bring resources into the node (using caravans) and come together to construct the buildings (via quests and the like).[22]
- Materialien contributed toward building a node building are lost if the mayor decides to scrap the project.[27]
- Pre-defined parameters limit the number of buildings at in-node locations.[23]
Unique node buildings
Jeder Art von Node ist ein einzigartiges Node-Gebäude zugeordnet, das ab der Entwicklungsstufe Dorf der Node aktiviert werden kann. Dieses einzigartige Gebäude spielt eine zentrale Rolle in dem Fortschritt der Zivilisation eines Server.[29]
Rathaus
Rathaus is a government building within a node.[31]
We want the City Hall to be the place where big decisions are made for each Node. It should be where the “ruling class” comes together and decides what to do (these decisions can quickly make them the “old ruling class” too).
Bürgermeister and node governments use Rathaus to visualize and control activities within their node. These capabilities will also be available via mobile/web inteface.[32]
- Status of the node's economy.
- Status of upcoming elections.
- Status of trade agreements.
- Status of caravans.
Players can interact with the node board to get a list of its citizens.[33]
- Clicking on a citizen will reveal information about their guild, society, religion, and property ownership.[33]
Node building destruction

You could be more precision oriented in the decision to attack a city. Let's say it's a rival node that's trying to reach you know a node stage five or something and you want to disable their ability for the religious system to progress so you target the temple during the attack, or you want to disable their scholars academy from reaching a higher level so that your nodes can; or you want to disable multiple buildings that allow for experience and quests to be undertaken by its citizenship, which prevents them from keeping up in pace of experience gained with your node. These can be more precision oriented and don't have to effectualize an actual takeover of the node.[35] – Steven Sharif
Node-Gebäude (including player housing) have hit points and can be damaged or destroyed by different systems.[26][36]
- NPC-driven events that are a response to story arcs or node atrophy.[26]
- Node-Belagerungen and node wars.[26]
- Attackers may not be capable of destroying a node during a siege. Instead they may carry out precision attacks to disable specific service-oriented buildings within the node. These buildings can be targeted with siege weapons and bombs.[35]
- Hazardous events such as tornadoes or hurricanes.[37][26]
If buildings suffer more than approximately 25% damage, any NPCs or services offered by that building will not be available until the building is repaired.[36]
- Players must repair damaged buildings (or rebuild destroyed ones) in order to reactivate the services from those particular buildings.[26][36][38]
Buildings that take significant damage are destroyed and appear as rubble on the plot they occupied.[26]
- Node-Regierungen must clear any rubble on plots before any buildings can be reconstructed. Any prerequisites for the building reconstruction must be satisfied beforehand.[26]
- Buildings also live within a prerequisite system. So in order to build down the tech tree of what these buildings provide, as the node grows larger to access stronger building types, you may get a kink in that chain if it's destroyed and you'll have to stand that back up in order to support the service again.[26] – Steven Sharif
- If the node is destroyed by a node siege, the debris field will contain spoils that are lootable to the victors of the siege.[40][36][41][42]
- Spielerbehausungen that is destroyed during a node siege can no longer be sold.[43] Furnishing and decorations are retained and can be placed again later.[43][44][45]
Gebäude auf dem Grundbesitz

Freehold serves three main purposes. The first and foremost is as a location for your home. And so because of that, a portion of the Freehold is dedicated to a home building. And you cannot fill that space with workshops and or processing stations other than to place a home there. The home offers a lot of things and the reasons why it's a core element of the Freeholds is because of storage capability, furniture allotment, and placement. Furniture interacts very closely with processing as well as the crop rotations that exist around the particular housing building. The other portion of the Freehold is dedicated to workshops and these processing stations essentially. And processing stations are of course a necessary component of taking gatherables into usable crafted goods essentially to fulfill what recipes require in order to make items.[47] – Steven Sharif
Gebäude auf dem Grundbesitz that can be placed on a freehold plot serve three main purposes.[47][2][48]
Freehold buildings require blueprints and materials to construct.[50]
- Some freehold buildings have multiple tiers, with different footprint sizes. For example: Small, medium, large, to mansion-sized homes.[51]
- A mansion sized home may occupy up to 50% of a freehold plot.[51]
- Upgrading a tier will not change the size of the building in terms of footprint, but may increase in height.[51]
- Basements in freehold buildings are to be decided.[52]
Freehold building architecture is based on the blueprint for the building.[53]
- Freehold skins are applied to a blueprint based on the type of building.[53]
- Players are not locked into any particular race for freehold blueprints.[54]
- The way we look at it is the freehold is your space so we want you to be able to make it look the way you want it to.[53] – Jeffrey Bard
Freehold building placement
Gebäude auf dem Grundbesitz and other items/props can be placed on freehold plots (by the land owner).[47][55][56][2][48]
- There may be a grid-based system that freehold owners can use to place items/props and buildings on their freehold plot.[55] Players will need to manage how these are arranged to maximize adjacency bonuses.[56]
- A portion of a freehold plot is dedicated to the homestead. This requirement may be scrapped based on testing.[47]
- The number and type of buildings that can be placed on the freehold and the way these buildings get placed are subject to change based on testing and iteration during Alpha-2.[47]
- There is going to be a limited allotment of how many workstations you can have stood up at any given time. There's a limited allotment of licenses that can be applied to a freehold in order to make some of those stations reach level two- tier two and tier three. What those particularly are, we have some designs for them now, but that most likely will not survive testing and will need to be changed and adapted and iterated upon based off what the testing results provide.[47] – Steven Sharif
Naming buildings
Gebäude will be able to be named. The custom name will appear as floating text when it is targeted.[57]
Freehold building skins
ThemenbezogeneFreehold-Skins wurden als Kickstarter und Sommer-Crowdfunding Belohnungen angeboten und werden über den Kosmetikladen verkauft. [.[58][59]
- Gebäude, Schiffs, Karawanen und Reittier Kosmetik erfordern zuerst einen Gegenstand im Spiel, um die Kosmetik aufzutragen. [60][61]
Ich hatte neulich ein Treffen mit dem Designteam (da sie an weiteren Details für das Freehold-System arbeiten), um bei der Klärung einiger Antworten auf die Fragen zu helfen, die ihr alle gestellt habt, und sie werden mir Informationen schicken. Sobald ich diese erhalten habe, werde ich an einem Inhaltsupdate arbeiten, um diese Informationen widerzuspiegeln, und in Zukunft werden wir diese Details zu jedem einzelnen kosmetischen Gegenstand bereitstellen. Die Aktualisierung aller früheren Gegenstände, um mehr Klarheit darüber zu schaffen, auf welchen Arten von Gegenständen im Spiel Sie die Kosmetika platzieren können, wird einige Zeit in Anspruch nehmen, sobald dieser Prozess beginnt. Bitte lassen Sie uns also wissen, wie wir von gegenwärtigen zu früheren Gegenständen beginnen und deren Informationen aktualisieren.[62] – Margaret Krohn
Visuals
2022-09-05 2020-02-28 2020-01-31 2018-04-01
Siehe auch
Einzelnachweise
- ↑ Liveübertragung, 2020-01-30 (1:01:59).
- ↑ 2.0 2.1 2.2 2.3 Node series part II – the Metropolis.
- ↑ Blog - Know Your Nodes - The Basics.
- ↑ 4.0 4.1 4.2 4.3 Blog - Know Your Nodes - Advance and Destroy.
- ↑ 5.0 5.1 5.2 Liveübertragung, 2020-10-30 (39:17).
- ↑ 6.0 6.1 6.2 6.3 6.4 6.5 Liveübertragung, 2018-09-27 (53:06).
- ↑ 7.0 7.1 Liveübertragung, 2022-02-25 (41:00).
- ↑ 8.0 8.1 Liveübertragung, 2021-02-26 (1:12:18).
- ↑ 9.0 9.1 9.2 9.3 9.4 9.5 Liveübertragung, 2022-03-31 (4:57).
- ↑ Podcast, 2021-04-11 (29:47).
- ↑ Interview, 2018-05-11 (54:34).
- ↑ Liveübertragung, 2017-05-26 (21:23).
- ↑ Podcast, 2021-04-11 (23:36).
- ↑ 14.0 14.1 Interview, 2018-05-11 (47:27).
- ↑ 15.0 15.1 Liveübertragung, 2022-07-29 (1:13:09).
- ↑ Liveübertragung, 2020-06-26 (45:32).
- ↑ 17.0 17.1 Interview, 2021-02-07 (33:00).
- ↑ 18.0 18.1 Interview, 2018-05-11 (1:00:19).
- ↑ Podcast, 2018-04-23 (29:56).
- ↑ Liveübertragung, 2020-03-28 (1:16:03).
- ↑ Video, 2020-03-23 (0:24).
- ↑ 22.0 22.1 22.2 22.3 22.4 Liveübertragung, 2017-05-19 (33:57).
- ↑ 23.0 23.1 Liveübertragung, 2018-01-20 (38:17).
- ↑ Liveübertragung, 2018-04-8 (PM) (51:49).
- ↑ Interview, 2020-07-08 (55:05).
- ↑ 26.0 26.1 26.2 26.3 26.4 26.5 26.6 26.7 26.8 Liveübertragung, 2022-03-31 (1:13:00).
- ↑ Liveübertragung, 2021-07-30 (1:10:09).
- ↑ Liveübertragung, 2018-09-01 (36:28).
- ↑ Know Your Nodes: Economic Node Type.
- ↑ Blog: Creative Director's Letter
- ↑ City hall.
- ↑ Liveübertragung, 2017-11-17 (9:49).
- ↑ 33.0 33.1 Liveübertragung, 2020-10-30 (1:01:00).
- ↑ Liveübertragung, 2019-10-31 (36:20).
- ↑ 35.0 35.1 Liveübertragung, 2019-11-22 (16:56).
- ↑ 36.0 36.1 36.2 36.3 36.4 Interview, 2020-07-08 (57:46).
- ↑ Forums - Livestream Q&A 2022-08-26.
- ↑ 38.0 38.1 Liveübertragung, 2019-11-22 (17:59).
- ↑ Interview, 2020-07-08 (59:38).
- ↑ Podcast, 2021-09-29 (14:21).
- ↑ Liveübertragung, 2020-04-30 (1:14:44).
- ↑
- ↑ 43.0 43.1 Liveübertragung, 2020-06-26 (1:02:12).
- ↑ Liveübertragung, 2017-07-18 (40:14).
- ↑ Liveübertragung, 2017-11-17 (47:10).
- ↑ Ashes of Creation Store: Dünthol’s Forge.
- ↑ 47.0 47.1 47.2 47.3 47.4 47.5 47.6 47.7 47.8 Liveübertragung, 2023-04-07 (31:49).
- ↑ 48.0 48.1 Liveübertragung, 2017-05-24 (9:58).
- ↑ Liveübertragung, 2022-06-30 (1:08:02).
- ↑
- ↑ 51.0 51.1 51.2 Interview, 2020-07-08 (45:23).
- ↑ Liveübertragung, 2019-06-28 (1:09:22).
- ↑ 53.0 53.1 53.2 Liveübertragung, 2020-08-28 (2:14:06).
- ↑ Liveübertragung, 2017-05-26 (44:11).
- ↑ 55.0 55.1 Liveübertragung, 2020-05-29 (41:27).
- ↑ 56.0 56.1 Liveübertragung, 2017-10-16 (56:42).
- ↑ Liveübertragung, 2018-10-31 (46:18).
- ↑
- ↑
- ↑
- ↑ Liveübertragung, 2020-11-30 (57:50).
- ↑