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Währung concept art.[1]

The economy is usually something that happens in the background of other games. From day one we knew that the economy was going to be something really important to us.[2]Jeffrey Bard

Marktplätze in Ashes of Creation are regional, which means that each market has its own character. Because resources will shift locations as they’re exhausted, this will keep people moving about the world, seeking out the best resources for their crafting builds, and the best markets for their goods.[3]

One major feature in our economy that differs from most fantasy style MMOs is that we're not approaching it from a global scale. Rather, we're trying to carve the world up into regions and make each one focus independently, while of course at the same time working together.[9]Peter Pilone

The economy present in Alpha-1 is not reflective of the final state of the game.[10]

Economic regions

We want our players to have a reason to explore the wilderness, to travel with purpose, and much of that will be driven by our resource system. Transporting these goods might just be more difficult than gathering them. Our regional market system allows players to participate in creating pocket economies that will reinforce the stability of goods in particular regions. Players will be able to move resources and set up shop in other areas to take advantage of the varied markets. With resources spawning dynamically, certain regions will naturally become important trading hubs for the transportation of goods throughout the world.[11]

Economic regions are static areas defined by geographic points of interest.[12][13]

  • Castle regions are larger and encompass multiple economic regions.[12]
  • Nodes are the glue that hold castle and economic regions together in potential synergy or chaos.[14]
    • Node ZOIs are fluid and change their area based on the progression of the node and its neighbors.[12]
  • Castle regions, Economic regions, and Node ZOI (Zones of Influence) can overlap.[15]

The whole map would be under the influence of 1 of 5 castle regions. However, castle regions aren't the only TYPE of region - there are also economic regions, among other things.[13]Sarah Flanagan

Buying and selling

Spieler-Stände, personal shops, and auction houses enable buying from and selling to other players.[16]

Spieler-Stände Personal shops Auction houses
Player presence
  • An attendant NPC is assigned to the stall. Character does not need to be online or at the stall.[25][17][18]
  • Player must be online and present at the shop.[25][18]
  • Players may be killed while occupying their personal shop and are subject to material loss due to normal death penalties.[26]


Niküan player stall concept art.[32]

If there were ever a cornerstone serving as the bedrock of Niküan trade, then this modest stall would be it. Stacked from floor to thatched roof with all manner of catch, it is prepped for a full day of commerce and trade. Here, haggling is not merely a suggestion, but a requirement.[32]

Spieler-Stände (also called Kiosks and rental stalls) are rentable locations near the unique building in an Economic node[22] or in Marktplätze (the constructible building available for placement by mayors of any Stadt (Stufe 4) node or higher).[23]

All nodes do have the ability to spawn player stalls. If you're not an economic node and you don't have a market- that's essentially your unique building- then you can construct essentially what is I guess would be called a... marketplace; and that marketplace will then come with certain services and it will come with a certain number of stalls. The economic node as I recall has the ability to construct an auction house and the auction house serves through the economic means the ability to list and sell items and that comes with additional stalls as well for the players.[23]Steven Sharif

Renting a player stall enables players to sell items as well as provide repair and enchanting services, even when they are not online.[17]

  • Player stalls are rentable by node citizens.[18]
    • Player stalls may be utilized for a period of time based on the price paid to rent the stall.[17]
  • Player stalls are linked to a player's warehouse.[26]
  • Players are not able to be attacked or robbed while occupying their player stall inside the limits of a node.[20]
  • Player stalls do not require the attendance of the character or for that character to be online.[18]
    • An attendant NPC is assigned to the stall.[26][17] This may be an "image" of the player.[28]
  • Anschlagbretter that list the items available in player stalls can be accessed from anywhere in the region.[28]
    • These give the location of the stall so players can travel there and purchase the items.
  • Stall sales are also listed in auction houses.[16]
    • This may no longer be accurate.[19]
  • Players are able to input required items for repair and also purchase required materials for that repair.[34]
  • Player stalls may still operate during node siege declaration. This is subject to testing.[35]

Personal shops

Certificates to place Personal shops (player-owned shops) may be purchased by citizens and non-citizens from Wirtschaftliche Nodes.[19][20][21]

  • When a character creates a personal shop, a billboard pops up above them with a custom advertisement message for items or services available on that character's person. Purchasers can interact directly with the character to purchase these items or services.[25]

A player shop is where you have a certificate to essentially create a shop with your character and a little billboard will pop up above you as you sit down for that shop and advertise a custom message that you want say that has to sell things and/or services that are on your person. So players can then come up to you and they can interact with you. So you reside yourself to that shop.[25]Steven Sharif

Auction house

Alpha-1 Auctioneer NPC.[37]

If a Node is the Vassal Node of an Economic Node, an Auctioneer NPC appears in that Vassal Node. The Auctioneer allows players to list non-resource/processed materials in the Parent Node’s Auction House, but players cannot bid on items from this Auctioneer. These resources and processed materials must be stored within an Economic Node in order to be listed in that Node’s Auction House. In order to bid, they must still travel to the Auction House in the Parent Node.[24]

Auktionshäuser enable players to list items at the Economic node in which the auction house is located.[22]

  • A listing fee will be charged to list items in the auction house.[22]
  • Vasallen-Nodes of the auction house node will be able to view items that are listed on that auction house, regardless of node type of the vassal node.[22]
    • This will be possible through an auctioneer emissary NPC in that node.[22]
    • Items cannot be listed in non-economic vassal nodes.[22]
  • Items listed are also visible in community boards (bulletin boards).[19]

Data relating to auction houses, such as price history, volumes, average prices, may be available to players via a mayor-constructed service building in their node.[38]

That's probably how it's going to be surfaced... Your your mayor is going to have to build it for you.[38]Jeffrey Bard


Anschlagbretter are available within nodes[40] and player taverns.[41]

Merchant NPCs

Merchant NPCs (also called Vendors) are present from the first stage of node development (Expedition).[46]

  • Merchant NPCs are identified by a golden shimmer on their nameplates.[47]
  • Merchant NPCs will in general be able to buy items from players.[48]

Handel zwischen Spielern

Es wird Handel zwischen Spielern in Ashes of Creation geben.[7][8]

Q: Wird es in Ashes of Creation einen Spieler-zu-Spieler-Handel geben? Wird mich irgendetwas davon abhalten, einem Freund, der neu im Spiel ist, einen Haufen Spielgeld zu schenken, damit er schnell auf die Beine kommt?
A: Nichts wird euch daran hindern.[7]Steven Sharif


info-orange.pngEinige der folgenden Informationen wurden nicht kürzlich von den Entwicklern bestätigt und befinden sich möglicherweise nicht auf der aktuellen Entwicklungs-Roadmap.

An escrow system is planned to prevent griefing in the crafting system.[51]

We're going to have a UI... you're gonna put the resources in or they're gonna put the resources in. It'll be like an escrow system and then once [the job] is complete you'll get the item they'll get the money.[51]

Versenden von Gegenständen

From an item standpoint obviously we can't allow mailing to include any type of resource material or raw gatherable because those are central to the gameplay and transiting through the caravan system and economic regions. But it may be possible to send completed crafted items like you know gear, equipment, stuff like that. But it's something we're still discussing.[52]Steven Sharif

Bindung von Ausrüstung

There may be some gear binding (BoE or BoP) but it will be an exception rather than the rule, as this doesn't facilitate the objectives for the economy.[55]

A lot of what we experienced in games that usually come before us is that many things are account bound and they're soulbound to your character... Instead very little here is character bound. Very very little. The vast majority of gear- yes you will get quest related gear as rewards- but it won't be let's say one set in one dungeon and you must run the dungeon over and over. Instead we want to really emphasize the reliance on the economy and crafters and gatherers and processors to support a majority of the gear structure in-game, combined with that of world raid bosses and dungeon bosses; not a repetitive quest line through a single dungeon.[57]Steven Sharif


There will not be a theft (stealing/pickpocketing) mechanic in Ashes of Creation in regards to living players.[58][59]

  • There may be quest related actions that involve some form of stealing, but not of actual items from a player's inventory, where the player is identified as the quest's target via a title or some other means.[58][60]

That kind of emergent gameplay is obviously the objective behind how can we accommodate a non-static quest-line; and the way you do that is you can apply a flag to a title and whoever holds that title becomes the target of that quest segment. And this can change too because that title can change- you know different people might rise up in the ranks of different societies and organizations.[60]Steven Sharif

  • Players are not able to be robbed while occupying their player stall inside the limits of a node.[20]

There is not a theft mechanic for you to walk up to a player that's alive and steal something.[59]Steven Sharif


Lagerpunkte gibt es in Lagerhäusern innerhalb von Nodes und in Truhen die in Grundbesitz und statischen in-node Häusern plaziert werden können.[62][63]


Lagerhäuser sind Lagerstellen innerhalb einer Node.[62][64][29][30]

Player housing storage

Chests are a type of furniture that provides localized storage within a specific house.[67][68][69]

  • Players must obtain and place storage containers in their player-owned housing.[68]
  • Different grades of storage containers have different inventory capacities.[68]
    • There are restrictions on the grades of storage containers available in different types of houses.[68]
  • Access permissions can be set to allow others to access a player's personal storage devices.[67][70][71][72]
info-orange.pngEinige der folgenden Informationen wurden nicht kürzlich von den Entwicklern bestätigt und befinden sich möglicherweise nicht auf der aktuellen Entwicklungs-Roadmap.


Nodes entwickeln sich schnell auf die erste Stufe. Dies ermöglicht NPC-Dienstleistungen, wie den Verkauf von Waren oder die Lagerung von Gegenständen.[74]


Karawanen facilitate the transfer of goods for players wishing to turn a profit.[11]

Das Karawanen-System ist ein PvP-System in der offenen Welt, das sich um Chancen und Risiken dreht. Karawanen erleichtern den Warentransfer für Spieler, die mit Gütern Gewinn erzielen möchten.[11]

  • Karawanen können nur von Knotenpunkten mit (mindestens) Dorf-Stufe versandt, und in Empfang genommen werden.[78]
  • Karawanen können Güter von mehreren Spielern transportieren.[79]


Es gibt verschiedene Arten von Karawanen in Ashes of Creation.[82][83]

Das Karawanen-System ist ein weiter, sehr großer Teil des Kontenpunkt-Systems. Sie haben den größten Einfluss auf die Aktivität der Wirtschaft und es gibt eine Reihe an verschiedene Arten von Karawanen.[83]Jeffrey Bard


Alpha-1 Niküa naval caravan 3D render.[84]

Caravans are capable of transitioning from land to naval caravans. So if you start out as a land-based Caravan and you move to the coast and you want to move into the water there's gonna be a little transition period there; it's gonna be a little construction kind of site: You're not gonna have to do anything it's just gonna be a timer right so that you can't quickly move between land and water. It's gonna be probably in the matter of you know a minute to two minutes. There's a little bit of vulnerability in that regard.[85]Steven Sharif

See-Karawanen (also referred to as raft caravans)[86] allow the transportation of trading goods.[87]


Handwerksklassen allow a player to specialize in one or more of the following skill trees.[89]

Within each of these three artisan classes lies different professions.[90]

A character may only master one of the three parent artisan classes.[90]

  • It is possible to master up to two professions within this mastered artisan class per character (subject to testing).[94][93][95][91]
  • A character will be able to achieve up to tier 3 or tier 4 proficiency in professions that are not mastered.[93]
When it comes to balancing a system that's something that we do during testing phases. When it comes to architecting the system itself and identifying the areas in which certain certain professions excel, where they interact with ancillary systems, their interconnectivity across the artisanship system as a whole, the important part there is to identify how that the interconnectivity lives with the other professions in the artisanship system. And what type of reliance you have on particular professions to complete the path of crafting or introduction of new items into the economy.[93]Steven Sharif

Handwerksklassen and their professions are not affected by a character's religion, or class.[96][97]

  • Race likely won't affect the artisan system.[96][97] Instead, certain influences may instead be housed in a background selection that isn't intrinsically tied to race.[96]
One thing we've talked about in the past is replacing the racial abilities with more of a background style, where you get to select your background regardless of race; and so those two aren't tied intrinsically.[96]Steven Sharif
Crafting and gathering is a very important component of the economy that players will have direct control over. Whether you wish to build a sprawling plantation around your house, or wish to travel the vast wilderness in search of treasure and resources.[11]
The crafting systems and artisanship in general is pretty complex.[101]Steven Sharif

Berufe des Sammelns

Berufe der Verarbeitung

Berufe der Handwerkskunst

Handwerkliche Lieferkette

AshesOfCreation Screenshot 009.jpg

Artisans within Ashes of Creation must choose a path in their artisan skill tree. This inter-dependency establishes a supply chain from raw materials to finished product.[103][104] Each stage of the chain may require caravans to transport goods from one artisan to another.[105]

  1. Obtaining raw materials:[106]
  2. Refining the raw materials with the Verarbeitung profession.[104]
  3. Handwerkskunst the finished product using its crafting recipe.[104]

As a crafter you're going to want to know where certain recipes can be fulfilled; which nodes have the capability of creating what you've processed material that you've gathered for; and then you're going to want to plan out your route to either transit the goods there or make sure that you're situated in the area so that you can go out collect and build in that area as well. So there's a lot of planning that's going to be necessary.[109]Steven Sharif

Spielergeführte Unternehmen

Shop sign concept art.[110]

Our business owner system... grants players a meaningful existence in the world and rewards them for their persistence, dedication and survivability.[111]Steven Sharif


Tavernen provide tiered services.[111]

The longer the tavern is in business and the more patrons served, the faster the tavern will level up.[112][111]

Q: What benefits do players receive for taking on the role of a tavern owner?
A: You will get noticeability with regards to your creations because that will be displayed to the characters that consume those things; but, in addition, you can get certain types of itemization rewards depending on the number of patrons that you serve. You can also reap economic rewards, such as gold from the inn that you are selling your goods at. And then you can unlock access to certain types of recipes and or vendors based on the level of reputation you build up in that particular node.[112]Steven Sharif


Ich sehe keinen Grund, weshalb du deinen Namen nicht an jemanden lizenzieren könntest, der ebenfalls einen Freehold und ein Gasthaus hat, um mit ihm dann zusammenzuarbeiten.[113]Jeffrey Bard



Bürgermeister können Steuersätze für ihre Node festlegen.[114]

Bürgermeister/Node-Regierungen weisen Ressourcen, Steuern, und Aufträge zu , um bei der Entwicklung der Node zu helfen.[117]

  • Steuergelder fließen nur in die Finanzierung der Nodeentwicklung. Dieses Gold kann nicht vom Bürgermeister oder einem anderen Spieler abgehoben werden. [118][119]
  • Die Steuersätze skalieren basierend darauf, wann ein Spieler einer Node als Bürger beigetreten ist. Das Ziel ist es, finanziellen Druck auf die Node-Populationen auszuüben, indem die Steuern mit fortschreitenden Nodes, immer teurer werden, anstatt harte Bevölkerungsobergrenzen einzuführen. [120]

Übergeordnete (souveräne) Nodes erhalten einen Teil von allen Steuern aus Unterkünften und Dienstleistungen, welche von ihren Vasallen-Nodes gesammelt werden. [118][121]

  • Diese Steuer wirkt sich nicht unbedingt auf den einzelnen Bürger, da die Steuersätze der Bürger von ihren Nodes bestimmt werden , aber die Finanzen der Node wird von der Besteuerung beeinflusst, die von seiner übergeordneten Node erhoben wird.[121]

Housing taxes

When a node reaches stage 3 (Dorf) and a player run government has formed, all player housing will pay taxes.[122]

  • A player's tax charge will be determined by the number of structures built on their plot.[119]

Castle taxes

Castles have direct power over the Nodes that belong to it, but also have soft power across the entire region it belongs to. All Nodes belonging to that region pay fealty to the Castle in the form of taxes paid directly to the Castle. The Monarch sets the rate, and can use those proceeds to upgrade defenses, maintain the Castle’s direct Nodes, or provide buffs and benefits to the citizens of that region, as the magnanimous ruler that you are.[123]

Gildenschlösser impose a tax on all revenue for the nodes within its region.[124][125]

Castles have the ability to allocate taxes collected from nodes under them toward certain benefits that go back to the node. Or they can be more selfishly governed that treasury more towards the guild that owns it and that obviously is going to have some political implications, because it could- if you're not using it for the benefit of the people in the region they might rise up and help take you out from that that position of owning that castle.[124]Steven Sharif

Zerstörung von Gegenständen

It's important for a healthy economy to have item sinks, so that anything that can be crafted can also be destroyed:[6]

  1. Over-enchanting carries the risk of destroying that item[106], rendering it useless for use temporarily.[132]
  2. Players gain craftable items and recipes from deconstructing (salvaging) completed items.[106]
  3. A portion of resources and materials are lost when caravans or nodes are destroyed.[133]
  4. Corrupted players who die can lose gear.[134]
  5. Haltbarkeit der Gegenstände (item decay) does not destroy items, but it acts as a materials sink.[134][135][136] Zero percent durability will unequip an item, increasing its repair costs.[137]

An important aspect of a healthy economy is having some item sinks available... There are three kinds of item sinks: You can gain craftable items from deconstructing completed items; You can have decay... and if you want to over-enchant that item there will be a potential to destroy it as well. It's important for an economy to experience those types of emphasis on what can be crafted as well as seeing those items that are crafted be destroyed as well..[136]

The concept there is this is part of the engine that is supply and demand. So the server is constantly generating these materials on tick as they kind of propagate throughout the world and get repopulated, players are going out there and collecting these things. We want to make sure that there is a driving force and factor behind what crafters and gatherers are out there doing: There's constantly going to be a demand for them to supply these things. Whether that death is from PvP or from PvE these are going to be necessities for players to constantly provide.[135]Steven Sharif

Haltbarkeit der Gegenstände

The decay system is not going to be some worthless "Oh I'm just going to throw some gold into this and it's a simple gold sink". It's actually going to require some base materials in order to repair decayed items; and decay occurs from death and also the destruction and disable system. For the weapons over the over-enchanting will require those materials as well. So creating that dependency I think is healthy for the crafting economy.[138]Steven Sharif

There is item durability (item decay) in Ashes of Creation.[136]

If you allow it to get to certain stages, or to get to a destructed stage then it requires a lot of material components in order to return back to its former glory.[141]Steven Sharif
There is durability in the game... It's not going to be a trivial durability. There is a potential to destroy gear (weapons and armor), but there is also an ability to reforge that destroyed gear using a portion of the materials necessary as well as finding an item creator who can reforge it.[136]Steven Sharif

Dekonstruktion von Gegenständen

Players gain craftable items and recipes from deconstructing (salvaging, dismantling, disenchanting) completed items.[106]

There's salvaging where you can deconstruct an item to get components only capable of retrieving from salvaging an item that can be used in crafting other types of items.[6]Steven Sharif
Specific crafting components yielded by gear deconstruction, and some of these components can be only be obtained from gear of certain enchantment levels and type of equipment. These components are needed for certain recipes for gear and other ancillary crafting professions. But the itemization team is still ironing out some of these flows.[145]Steven Sharif

Power creep

The developers intend to limit power creep via item sinks, the lack of gear binding, and the absence of pay-to-win or pay-to-convenience in Ashes of Creation.[147]


Sicherheitssysteme will be in place to combat cheating, exploiting, botting, gold selling/real money transactions (RMT), item duplication and other things that affect the economy starting from Alpha-0.[148][149][150][151]

  • These systems collect user data and flag abnormal activities for investigation. This combined with player reporting functions generates a live "heat map" that draws attention to unusual behavior.[148][151]
We do have already built into the game on the outset is essentially behavioral metrics. So in the game, as a player does normal things and they acquire normal gold, that's all good and well, but if there starts to be item IDs that appear on the player account that are out of the norm, like either a large amount of gold, or significant legendary items, what it does in the back-end it flags the account for view so that we can take a look at where did this item come from. Is it coming from a known gold seller or a flagged bot, or whatever; and then we investigate. So we're going to be pretty hard on the ability for players to subvert the natural economy systems by RMT or botting.[148]Steven Sharif
  • Botters, cheaters, gold sellers, and RMTers, will face harsh penalties from the active GM/community team.[152][151]
It's important to note that there is a sanctity that must be protected within the game from RMTing; and let me just go into a little diatribe about this: But in games that I've played where the company or the publisher does not enforce rules, it becomes the standard that you buy gold if you want to be competitive. If you want to compete at the top tier levels in certain games, and everyone's buying gold, you almost either have to buy the gold or you're just not going to be able to compete with those people and that's a really shitty feeling to have. Excuse my French, I apologize. That is sucky; and in order for that not to be the case it is the responsibility of the publisher or the developers both to make sure that we have stringent practices from a CS- from a customer customer service perspective- to enforce our rules and to make sure that players are aware if they partake in this there is a huge risk in doing so. It's not going to be a slap on the hand. It's not going to be a "we told you once, we told you twice, we told you three, four, five six times okay. We're just taking some gold away", that kind of thing. We have got to ensure that it is feared to do those things because you know that ashes has active GMS, it has active customer service, it has an active community team.[152]Steven Sharif

Game masters

Game masters (GMs) will be present and active on Ashes of Creation servers.[153][152][154]

On the customer service side, we do plan to have in game GMs. We do plan to service people in the best way possible. And we will grow our service team as much as we need as our player base grows.[153]Margaret Krohn
The direction that I'm taking Intrepid as a company in is that a significant portion of the revenue created by the game goes into not only creating additional content and updates for the game but also goes into I think caretaking, as I like to call it; and that caretaking is multiple things: It's having active and present GM's on servers. It's having a an interacting community team that is always present and on-call for participating in forum discussions and streams and updates.[154]Steven Sharif
  • There will be a standard escalation system, where different actions are taken based on the seriousness of each infraction. Actions could range anywhere from being stripped (of the illegitimate items or currency) to being banned for a period of time, or being permanently banned.[154]
Following a standard approach to an escalation system where certain infractions are immediate and automatic bans and some infractions provide a path forward where action is taken that might ban the account or strip the account or provide some chat bans or the ability to play over a week or so... If you buy gold and depending on the the seriousness of the infraction you could go anywhere from being stripped and to being banned for a period of time to being permanently banned.[154]Steven Sharif
  • Botters, cheaters, gold sellers, and RMTers, will face harsh penalties from the GM and community teams.[152][151]
When a player takes their play experience to the point of harassing another player, and doing so on a repetitive basis, in order to diminish their play experience, it is a ticketable offense. If you are following around a streamer or you're following around a player and your intent is to keep them from playing the game or to force them to quit, that is a dirty player mindset. It's a bad player mindset. It's a griefer's mindset. It's not something that's desired in the ecosphere in the community of Ashes of Creation. And as a result, it is a serviceable customer service situation. That is where warnings are given and actions can be taken against the account holder of an individual whose sole purpose is to disrupt and affect negatively the gameplay experience of the game.[153]Steven Sharif
I believe that so far in development we have demonstrated the level of customer service and community engagement that will be on display after our live launch. You are right however in saying that many of these problems that can arise on the fringe of certain systems will require an active GM support team available to address problems that the user base encounters[157]
  • The volunteer moderator program will continue (post-launch).[158]


info-orange.pngEinige der folgenden Informationen wurden nicht kürzlich von den Entwicklern bestätigt und befinden sich möglicherweise nicht auf der aktuellen Entwicklungs-Roadmap.

Token-based two-factor authentication (2FA) may be in place for Alpha-1.[159]

World manager

The World manager is an algorithm in Ashes of Creation that controls dynamic world elements. It acts as both a throttle and an incentive system for various activities to ensure certain parameters are within acceptable thresholds.[160]

A world manager is a technical term to define a server process that lives alongside the game server; and when the game server needs to do things- communicating with other game servers within that grid- it tells that manager and that manager sends it down to the appropriate server.[161]Steven Sharif
For example if you know iron is being used as a raw resource for a specific crafting path that might drive up the price of mithril or silver; and that will incentivize the market to course correct a little bit. The idea is to provide soft incentives that help to alleviate the demand and also to prop up the supply that might not be present from the economic systems.[162]Steven Sharif


Beute-Tabellen (drop tables) of world bosses or dungeon bosses have a small RNG chance of dropping gear (completed items).[166][167] Monster drop hunting certificates, Gegenstände and crafting materials rather than gold.[168][169]


Monsterzertifikate is a term that covers items, such as Pelts that house the value of a mob's death. These certificates are specific to an economic region.[162] These are intended as an alternative mechanic to acquire gold.[180][168][169]

A wolf is not going to be carrying a sack of gold. It may instead drop "pelts" that can be traded for gold.[169]

Players drop hunting certificates and other items upon death, based on their applicable death penalties.[181][182][139][168]

Bevölkerungsbasierte Skalierung

The prices that NPCs sell items for will scale based on the economic activity on a server. Prices will rise to combat inflation and fall as a population diminishes.[183]

The node system allows the developers to scale the experience needed to level a node and the attrition that affects a node based on activity.[183]

Things that NPCs buy and sell kind of scale based on the economic activity that exists on that server... As inflation rises, prices rise and everything kind of ends up being equal, even though there might be a couple of extra zeros. So that can go up and it can also go down so as a population leaves, things become less expensive and players don't have to do as much to earn that. On the other side of things we look at the node system and the node system is set up in this really flexible way that allows us to scale the experience needed to level a node and the attrition that delevels a node to scale based on activity too. So you know it's just a matter of adjusting a couple of constants and that goes up and down and the server can watch it and change those on the fly as it needs to.[183]Jeffrey Bard


Regierungen von Nodes können Handelsabkommen mit anderen Nodes beschließen. Jede Node, die an einem solchen Handelsabkommen teilnimmt, kann Karawanen mit Materialien zu der anderen senden; wodurch die Wirtschaft beider Nodes verbessert wird. Dies gibt Erfahrung für alle Involvierten, trägt zum Wachstum der Node bei, und hilft bei dem Bau von Gebäuden.[184]

Söldnergilden werden für viele Organisationen einen praktischen Nutzen haben. Ich denke, dass man damit viele Geschäfte machen kann; und eines unserer Systeme in unseren Handselsabkommen, ist die Einrichtung eines Treuhandkontos für genau diese Art von Vereinbarungen (Handelsabkommen zwischen Nodes).[185]Steven Sharif


Bürgermeisterkarawane die von einem Bürgermeister ins Leben gerufen wurde um eine Handelsroute mit einer anderen Node einzurichten. [83]

Zum Beispiel: Diese Node hier drüben könnte Zugriff auf Baumwolle als Ressource haben, und wenn diese Node diese Baumwolle verarbeitet, könnte es sich um eine sehr schöne Art von Leinen handeln, auf die nur diese Node oder sehr selten Nodes Zugriff haben würden. Wenn ihr also eine Handelsroute eröffnez, bringt eure Vorräte mit, die der Bürgermeister angefordert hat, weil er versucht, eine bestimmte Art von Dienstleistungsgebäude zu bauen, oder weil er versucht, einen Bauplan freizuschalten, auf den er jetzt Zugriff hat , um eure Node aufzubauen.[186]Steven Sharif

Handelsrouten in Ashes of Creation beziehen sich auf:

  • Roads für den Transport von Gütern über das Karawanensystem.[187]
    Ihr habt vielleicht einen Bergpass und im Winter ist dieser Bergpass immer geschlossen und so ändern sich die Handelsrouten auf dem Land mit Karawanen und das ist etwas, das nicht nur auf zyklischer Ebene existieren kann, sondern auch dynamisch basierend auf Spieleraktivitäten. [187]
Aus diplomatischer Sicht die Möglichkeit für den Bürgermeister oder die Bürger, NPC-Handelsrouten zwischen Nodes als Handelsabkommen oder als diplomatischen Prozess einzurichten.[186]Steven Sharif


As nodes develop, player governments may open a Stock exchange (also called Stock markets and Sharemarkets) where players can buy and sell shares in Nodes, Gilden and Soziale Organisationen.[190][191]

  • There is no regulatory commission to restrict the purchase and sale of stocks.[192]


Spieler kaufen die Rechte für Spielerbehausungen direkt von der Node.[193] Spieler können Immobilien auch mit anderen Spielern handeln.[194]

  • Behausungen werden einen Grundpreis haben, der mit der Anzahl der Bürger in der Node skaliert.[195]
  • Die entwickler wägen eine auktionsbasierte Methode ab, um neue Immobilien zum Verkauf zu stellen, wenn eine Node sich entwickelt.[197]
    • Es wird einen Zeitpuffer geben, bis die Behausungen zur Auktion zur verfügung stehen.[197]
    • Die akzeptierten Startgebote werden bei einem Mindestpreis starten, der sich an der Anzahl der Bürger orientiert.[197]
    • Am Ende der Auktion gewinnt der Höchstbietende das Haus.[197]
  • Statische Behausungen und Apartments können von anderen Spielern gelistet und verkauft werden.[198][199]
    • Es gibt keine Höchstgrenze für wie viel der Verkauf eines Gebäudes von Spielern einbringen kann.[200]
    • Spielerbehausungen, die während einer Nodebelagerung zerstört werden, können nicht mehr verkauft werden.[201]
    • Grundbesitz kann nicht an andere Spieler verkauft werden.[198] Das kann sich möglicherweise im Verlauf der Testphase noch ändern.[202]

There's no cap essentially in player originated sales. Those are determined essentially by supply and demand as it is within the game and there's no artificial barrier to how high that demand can go.[200]Steven Sharif

  • Der Hausbesitz kann wieder an die Node zurückgehen, wenn der Besitzer es versäumt seine Gebäude-Steuern zu zahlen. Die Steuerschulden und Strafgebühren werden dem neuen Besitzer im Rahmen einer Zwangsvollstreckung in Rechnung gestellt.[195]
  • Spieler werden das Limit für die Anzahl ihrer Spielerbehausungen nicht überschreiten können.[203]

This will allow players to transfer real property goods. This includes ... static housing, this includes apartments that they may own; and they can sell those because those will have a limited and finite quantity.[203]Steven Sharif

Miete- und Leasingkonzepte befinden sich aktuell in der Begutachtungsphase.[203]

Some concepts that we have is going to be rental or leases that could be had allowing players to kind of lease a property for a period of time where they will have control rights over utilizing storage based on the area, controlling the furniture or access point; all that kind of stuff.[203]Steven Sharif


Siehe auch


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