Node-Entwicklung

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Alle Aktivitäten (Aufträge, Sammeln, Schlachtzüge, etc.) welche von Bürgern sowie allen anderen Spielern innerhalb des Einflussbereichs einer Node ausgeführt werden, tragen zum Wachstum (Fortschritt) dieser speziellen Node bei.[1][2]

Durch das Wachstum einer Node werden einerseits deren einzigartigen Inhalte freigeschaltet, andererseits wird der Fortschritt der umliegenden Nodes auf die nächste Stufe blockiert.[3]

  • Nodes steigen schnell auf die erste Stufe auf. Dadurch entstehen die ersten NPC-Dienstleistungen, beispielsweise der Verkauf oder die Aufbewahrung von items.[4]
  • Je fortgeschritttener die Node ist, desto größer ist ihr ZOI.[5]
  • Weniger weit fortgeschrittene Nodes (auch Vasallen-Nodes genannt), welche im Einflussbereich einer höherstufigen Node liegen, können weiterhin Erfahrung sammeln, jedoch müssen sie stets mindestens eine Stufe unter der ihrer übergeordneten Node bleiben.[6]
    • Das Vasallen-System tritt erst ab Node-Stufe 3 (Dorf) in Effekt, jedoch blockieren Nodes bereits ab Node-Stufe 1 (Expedition) das Wachstum ihrer direkten Nachbarn.[7][8]
  • Der Algorithmus zur Gebietserweiterung berücksichtigt nahegelegene Küsten, benachbarte Nodes, und die am häufigsten Besuchten Orte von Spielern innerhalb der letzten Woche, bzw. des letzten Monats.[9]
    • Aufgrund der Art und Weise, wie dieser Algorithmus den neuen Einflussbereich während des Aufstiegs berechnet, kann es vorkommen, dass zwei Nodes mit der gleichen Node-Stufe nah beieinander liegen.[10]

The way that the algorithm expands the territories takes into account a few things: One it takes into account the coast like where's the closest coast. Two it takes into account the neighboring nodes so it can take over and essentially vassal state those nodes, but what's more important is essentially the initial population based on like how players choose their races. Because we have nine different races and four different starting points that branch out, each server's population density is going to dictate essentially the first few nodes that are highly populated and then that initial seed is what's going to determine the node structure as it moves inland into the into the world essentially; and based on the performance and successes of different sieges will determine which nodes that got locked out from the previous the initial advancements what nodes can now be available to advance further. So I really think that with so many variables that are present in the equation of how nodes advance and stay existing with the more variables you have, the higher likelihood there is for there to be a significant diversion in world progression.[9]Steven Sharif

Normally the algorithm that's applied to the node territorial expansion will prevent significant nodes from being in close proximity to each other... There could be a perfect storm where all of the algorithmic progression of territory leads to having these nodes very close to each other because there's certain requirements that should that need to be available to satisfy node vassal takeovers; and it's possible that two nodes would never take each other over as vassals and end up kind of close together and spanning their territories in kind of opposite directions: The Tale of Two Cities kind of thing.[10]Steven Sharif

  • Vasallen-Nodes geben überschüssige Erfahrungspunkte erst dann an ihre übergeordnete Node weiter, wenn sie ihre Level-Grenze erreicht haben..[6]
  • Bürger einer Node können zum Fortschritt anderer Nodes beitragen.[11]

Different people have different resources invested in nodes progressing and it would be a little "gamey" if you could know exactly what was necessary at that point because that would disincentivize people from participating.[13]Steven Sharif

Verschiedene Animationen und visuelle Effekte innerhalb der Grundfläche einer Node leiten den Beginn des ihres Aufstiegs ein.[14][1]

  • Spieler, die sich zu diesem Zeitpunkt innerhalb der Node befinden, werden zu einem sicheren Ort teleportiert (beispielsweise einem Spawn-Punkt).[14][15]
  • Um die Node herum spawnen Materialien, welche von systemgesteuerten Karawanen in die Node transportiert werden. Diese Karawanen können nicht angegriffen werden.[14]
  • NPCs beginnen mit den Bauarbeiten.[14]
  • Spieler, welche sich außerhalb der Node befinden, können die stufenweise visuelle Transformation der Node beobachten.[14]

The Development Area of a Node is where civilization will appear as the Node advances. As the Node Stage increases, different buildings, NPCs, and services will become available in the Development Area. The higher the Node Stage, the more complex and populated the Development Area becomes. Development Areas will also vary depending on the Node Type - Economic, Military, Scientific, or Divine.[1]Margaret Krohn

Vasallen-Nodes

Vassal node structure.[16]

This vassal mode structure tells you what it looks like for a sovereign at a level six metropolis stage; and what it can control at a maximum vassal network is two level five nodes, of which a level five node can control one level four and one level three as direct vassals; and then the four can control a three; and every three can control a one or a two. Now if the three gets removed through siege, the one or the two is removed as well. So that's an important distinction between the three's vassals, which technically isn't really a vassal relationship because there's no citizenships possible. Those vassals don't exist between three and X, but they do exist between four and three, five and four, and six and five. And what this also allows is that because there are 85 nodes that are within the world, we have a buffer zone of about 20 nodes that lives in a max server state. So if you had maximum five metropolises form in a world, you will have a number about 20 nodes that can live alongside those metropolis networks; and when or if a metropolis falls, that extra cushion of nodes around the five metropolis structures allows for the map to be redistricted in a way that is unique. It doesn't mean that one of the fives is just going to pick up where the last six left off and form the same exact metropolis structure. From a territory perspective it has ancillary nodes to play with and expand towards that redistricts the map, so that if a metropolis falls there's a significant difference in the layout of the world and the layout of these almost nation-like territories.[16]Steven Sharif

Village (stage 3) or higher nodes enslave nearby nodes, converting them into vassal nodes.[17][8]

There is a layer of intricacy between how the neighboring nodes advance and what potential parent structure they have in the vassalship tree.[19]Steven Sharif
  • Vassal nodes gain benefits from their sovereign node (parent node) even if the node type of the parent is different to the vassal.[20]
It is not a bad thing to be vasseled, it is a good thing to be vasseled. It brings many benefits from the Sovereign, which is the the ultimate parent of that vassal network down to the vassal node itself; and it allows that vassal node to even live outside of its normal mechanics. You get to adopt some of the benefits that the node type of your sovereign is, even if your node type as a vassal node isn't the same.[20]Steven Sharif
  • Sovereign nodes collect taxes from their vassal nodes. These taxes cannot be taken by the mayor or other players.[21]
  • Vassal nodes give excess experience to their parent node and may have their own vassals; so long as they fall within the parent node’s zone of influence.[21][17]
    • If a node is capped and is both a vassal and has its own vassals, any experience earned from itself or its Vassals is first applied to its own deficit. Experience beyond that is then sent to its parent node.[1]
When the vassal reaches its cap it overflows experience up to the parent; and so it can be very good early on for parents to get vassal nodes that are very productive- that have a lot of traffic.[21]Steven Sharif
  • Vassals are subject to the government, alliances, wars, taxes, and trade of their parent node, and are able to receive federal aid from them.[17]
  • Vassal nodes cannot declare war on their parent node or any of their vassals.[17]
  • Citizens of vassals are bound by the diplomatic states of the parent node.[17]
If a Node is a Vassal Node and is capped from advancing further, it first applies any experience earned to its own deficit (see Node Atrophy section), and then applies excess experience earned to its Parent Node. If the Parent Node advances and the Vassal is able to grow, it becomes uncapped. If a Node is capped and is both a Vassal and has its own Vassals, any experience earned from itself or its Vassals is first applied to their own deficit. Any experience beyond that is then sent to its Parent Node.[1]Margaret Krohn

Neighboring nodes

Angrenzende Nodes (Nachbar-Nodes) blockieren ab Node Stufe 1 (Expedition) das Wachstum ihrer direkten Nachbarn .[7][8]

Atrophie des Knotenpunkts

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

Nodes accumulate an experience deficit each day based on the node's level, called node atrophy. The deficit is subtracted from any experience earned that day. If any deficit remains, then this is subtracted from the node’s experience pool.[1]

  • An atrophy system may be implemented, where accumulated atrophy points will progressively disable services within a node. The node may be destroyed if a significant points threshold is reached.[10]
  • A previous design concept was that nodes could delevel based on accumulated atrophy.[10][1]
There are intrinsic problems with reducing a nodes level as opposed to removing the node and it may be possible I'm just gonna say now that we don't actually atrophy nodes to delevel but rather accrue atrophy points that must be replenished over time; and if not it begins to disable services and further compound the atrophy problem; at which point when it reaches a certain atrophy point then the node would just disappear.[10]Steven Sharif

Storyline quests

Storyline quests can have multiple stages. These quest stages can actually be failed.[22]

There will be many different quests that actually have stages of the storyline; and these stages can actually be failed. You can actually fail a storyline; which sucks when you think about it, but at the same time that risk makes your investment that much more important.[22]Steven Sharif

Relikte

Kontenpunkt-Relikt.[25] Dies ist ein schützendes Relikt, das vor einem Angriff schützt. Einmal gestohlen, ermöglicht es eine Belagerung der Metropole.[26]

Relikte sind Errungenschaften für einen Knotenpunkt, die im Laufe der Zeit freigeschaltet werden. Sie ermöglichen es den Bürgern des Knotenpunkts, bestimmte legendäre Gegenstände herzustellen und Fortschritte in bestimmten legendären Questreihen zu erzielen.[27]

Ancient artifacts

A staff of the Ancients 3D render.[28]

This is not the Staff of the Ancients per-se, it's a staff... Here in the curvature and design of this staff you'll see that it has a very specific and unique looking type of mold so-to-speak. So there could be some relationship between these designs of the staves and/or weapons that you'll see, which are used to harness or focus the use of the Essence, or magic; and how perhaps those structures relate to the types of magic that those creatures are using.[28]Steven Sharif

The four Ancient artifacts of Verra were originally discovered by King Atrax in his pursuit of the power of The Essence.[29][30] These artifacts were in close alignment to The Essence on Verra due to their proximity to the ley lines of Essence spread across the world.[31] These artifacts were originally housed in the vault of Fallow's Hold, which is one of the great dungeons of Ashes of Creation, located near the capital city of the ancient Toren empire, Torall.[31]

  • The Golden Chalice was believed to bring everlasting life but was actually allowing the corruption of manipulating The Essence to enter the soul through the physical representation of drinking something.[29]
  • The Crown represented a direct link The Ancients had into the thought process of King Atrax that the Ancients were able to manipulate.[29]
  • The Sword brought unusual power through manipulation of the evil side of the Essence, which is how Atrax maintained his dominance over his people: through physical might, essentially striking down any foe that opposed him among his administration.[29]
  • The Staff enabled Atrax to project his magic across great distances, which enabled him to extend his power and manipulation throughout the lands of Verra and allowed him to maintain vigilance over his realm.[29]

Racial influences

Alpha-1 Dorf node layout.[32]

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[33]Steven Sharif

Kulturelle Einflüsse manifestieren sich in vielerlei Hinsicht, von der Node und Ausrüstungsästhetik bis hin zu NPC languages und Überlieferungen. [33][34][1]

  • Das Aussehen der Ausrüstung bestimmter Rüstungssets wird von der Rasse des Spielers beeinflusst. [33]
  • Das Nodelayout und der Stil werden von der Rasse beeinflusst, die am meisten zu dieser Node beiträgt. [33]
    • 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. [34]
    • Es gibt Zermürbungsmechanismen, die Erfahrung und Einfluss beeinflussen, um eine einzelne Rasse davon abzuhalten, die ganze Welt zu dominieren. [35]
  • NPCs reagieren unterschiedlich auf verschiedene Characterrassen. [36]

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[35]Steven Sharif

Node layout and style

Racial architecture of the same Dorf (Stufe 3) node on different servers. Dünir Dwarven influence (top). Kaelar Human influence (bottom). Alpha-1 Nicht NDA Bildschirmfoto.

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.[17]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.[1]Margaret Krohn

Node layout and style is determined by several factors:[37][38]

  • Environment (biome) and location of the node.[39][37][38]
    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.[39]Steven Sharif
    • Nodes will adjust the local topography to fit the aesthetic and mechanical requirements of the node.[40]

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.[40]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.[38]Jeffrey Bard

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.[45]Steven Sharif

  • The rest is determined by the node's mayor.[38]
    • It should be possible for a node to complete several building projects within a mayor's one month term in office.[46]
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.[46]Steven Sharif

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.[48]

Rassenspezifische Quests

Aufträge may be based on a character's race.[36]

Different quests may relate to who the primary cultural contributor is to a node. This won't lock out content, but will add flavor to the quests.[36]

There might even be different directories of the quest that exist for specific races, and even though you're sharing a quest to kill a boss, if you're human and I'm an elf, I will have a different arc potentially that leads in a different direction than you, even though we took the same quest; and this can relate to who the primary cultural contributor is to a node unlocking different arcs for cultures that share the primary culture of a node - not that locks out content but it gives a flavor in a different direction so that not everything is so cookie cutter.[36]Steven Sharif

Race matters because narratives have paths that also are influenced based on the primary contributing culture to the node... If you're a Niküa and you have you're in a Niküa node that's predominantly Niküa, you're going to have certain services and/or abilities as a member of the Niküa race that other races may not have access to... They may have alternative quest lines, but they won't have specific ones. Now those specific Niküa quests will then relate to the meta-narrative that's present in the world and they'll start to direct some of that meta-narrative; and that'll be beneficial for your kind because it will unlock certain content for your race that other races haven't unlocked yet. So there is an incentive there to see progression along that line now in order to curb the progress of a dominant race.[35]Steven Sharif

Aufträge that are race specific, title specific, or guild specific will likely be less than 10% of the total number of quests. 90% of quests should be able to be shared by everybody.[49]

Trophäen-Park

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

Trophäen-Park is an area within Stadt, Großstadt or Metropole nodes that has available spots for trophies. These trophies show the character names of players who are the first to complete world bosses and dungeon bosses that were spawned as the result of the development of that particular node.[50]

  • Server announcements and achievements are designed to encourage groups to experience new content.[50]

Knotenpunkt-Regierung

Node-Regierungen werden aus den Bürgern einer Node gewählt, sobald diese Node die Dorf-Stufe (Stufe 3 ) erreicht. [52]

Positionen innerhalb der Regierung einer Node werden durch Titel erlangt, wodurch der Träger Zugang zu besonderen NPCs in der Node erhält.[53]

Es gibt viele Dinge, die ihr innerhalb [einer Node] anstreben könnt, die euch diese besondere Behandlung gewähren.[53]Steven Sharif

Führungsbefugnisse

Depiction of a mayor.[56]

The government has a lot of say in the direction of the nodes development. Directing assets, building projects, tax allocation, defensive ability etc. Players have the ability to not only create these cities, but they have the right of self-governance.[52]

Government officials have wide-ranging leadership powers.[57]

  • Declaring war on another node and rallying citizens to the cause.[60][58]
  • Bürgermeister are able to initiate quest-driven systems that non-citizens can participate in. The mayor can use a portion of the node's treasury or goods as rewards for quest completion. Players will be able to interface with the node to view the quests that are available to them.[68]
  • Governments may be able to choose a node name from a predetermined list.[70][71]
There are levers and dials that are present to both the owners of Castles as well as the elected officials of Nodes that during their administration they have the ability to impact and influence the region around them.[45]Steven Sharif

Gilden do not control nodes.[72][73] Guild leaders (kings and queens) can become mayors of nodes.[74]

  • Guilds hold separate roles in the direction of the node than the roles held by private citizens.[52]
  • Only a certain number of guilds may participate in these roles.[52]
  • Separate guild roles are reserved for small, medium and large guilds.[52]
Guild’s also hold separate roles in the direction of the node, than the roles held by private citizens, and only a certain number of guilds may participate in these roles. Separate guild roles are reserved for Small size guilds, medium size guilds and large size guilds.[52]

Knotenpunkt-Steuern

Bürgermeister können Steuersätze für ihre Node festlegen.[61]

Bürgermeister/Node-Regierungen weisen Ressourcen, Steuern, und Aufträge zu , um bei der Entwicklung der Node zu helfen.[75]

  • Steuergelder fließen nur in die Finanzierung der Nodeentwicklung. Dieses Gold kann nicht vom Bürgermeister oder einem anderen Spieler abgehoben werden. [21][67]
  • 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. [76]

Übergeordnete (souveräne) Nodes erhalten einen Teil von allen Steuern aus Unterkünften und Dienstleistungen, welche von ihren Vasallen-Nodes gesammelt werden. [21][77]

  • 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.[77]

Node wars

Node-Regierungen können einer anderen Node den Krieg erklären und Bürger für die Sache gewinnen. [58]

  • Dadurch werden die Bürger der kriegführenden Node, einschließlich ihrer Verbündeten, gegenseitig als Kombattanten gekennzeichnet. [78]
  • Vasallen-Nodes können ihrer übergeordneten Node oder ihren anderen Vasallen keinen Krieg erklären. [17]
  • Node-Kriege können jederzeit ausgerufen werden, aber die Ziele erscheinen nur während der Server Prime-Time.[79]
    • Spieler können sich während des Krieges jederzeit gegenseitig töten (nicht nur während der Server Prime-Time).[79]
We have conditions that you can set between nodes with regards to either nodes being friendly with each other and acting trade alliances, or they can declare war on nodes similar to how guild wars may function in different games, where those citizens become hostile to each other based on the player government that's elected in the particular node. So those systems all kind of cater to allowing a conflict that's meaningful and that also provides a non-imbalanced relationship between stronger guilds and not as strong guilds.[80]Steven Sharif

Allianzen

Ashes of Creation bietet diverse Inhalte, die sich um Allianzen drehen.[81]

Content that revolves around alliances specifically and progression within the development of that alliance; and the ability to share some common services between guilds that are part of that alliance. I think that additionally allowing alliances to toggle certain relationships with nodes as an interaction is beneficial. That's going to provide an interesting dynamic for players who are either members of the particular node that has the relationship established or members of the Alliance. So I think that obviously building systems is is about creating the channels by which these players can form bonds and the more layers you have around those you know channels of bonding between the different guilds or players, the more sustainable that relationship.[81]Steven Sharif

Aktienmärkte

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

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.[82][83]

  • There is no regulatory commission to restrict the purchase and sale of stocks.[84]

Siehe auch

Einzelnachweise

  1. 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 Blog - Know Your Nodes - Advance and Destroy.
  2. A reactive world - Nodes.
  3. Video, 2017-04-20 (0:02).
  4. Npc vending.jpg
  5. Node series part II – the Metropolis.
  6. 6.0 6.1 Liveübertragung, 2017-10-16 (50:20).
  7. 7.0 7.1 7.2 7.3 steven-quote-neighboring-nodes.png
  8. 8.0 8.1 8.2 8.3 8.4 jahlon-steven-vassal-nodes-quote.png
  9. 9.0 9.1 Interview, 2020-07-18 (10:04).
  10. 10.0 10.1 10.2 10.3 10.4 Interview, 2020-07-08 (1:00:15).
  11. node xp.png
  12. Liveübertragung, 2021-09-24 (1:21:23).
  13. 13.0 13.1 Liveübertragung, 2017-05-26 (28:16).
  14. 14.0 14.1 14.2 14.3 14.4 Liveübertragung, 2022-10-14 (55:13).
  15. Liveübertragung, 2017-11-17 (55:27).
  16. 16.0 16.1 16.2 Liveübertragung, 2022-08-26 (1:07:34).
  17. 17.0 17.1 17.2 17.3 17.4 17.5 17.6 17.7 17.8 17.9 Blog - Know Your Nodes - The Basics.
  18. steven-stream-clarifications-august-2022.png
  19. steven-vassals.png
  20. 20.0 20.1 Liveübertragung, 2022-08-26 (1:04:35).
  21. 21.0 21.1 21.2 21.3 21.4 Liveübertragung, 2022-08-26 (1:10:16).
  22. 22.0 22.1 22.2 Interview, 2018-10-20 (2:36:25).
  23. Liveübertragung, 2020-07-25 (1:50:20).
  24. Liveübertragung, 2021-03-26 (1:12:51).
  25. Liveübertragung, 5. Mai 2017 (28:09).
  26. Liveübertragung, 12. Mai 2017 (49:50).
  27. Liveübertragung, 9. Februar 2018 (29:26).
  28. 28.0 28.1 Liveübertragung, 2020-11-30 (52:56).
  29. 29.0 29.1 29.2 29.3 29.4 Liveübertragung, 2020-11-08 (15:01).
  30. Liveübertragung, 2020-11-08 (00:49).
  31. 31.0 31.1 Liveübertragung, 2020-11-08 (07:58).
  32. Liveübertragung, 2020-06-26 (45:32).
  33. 33.0 33.1 33.2 33.3 33.4 33.5 Liveübertragung, 2022-03-31 (4:57).
  34. 34.0 34.1 Interview, 2021-02-07 (33:00).
  35. 35.0 35.1 35.2 Interview, 2018-05-11 (1:00:19).
  36. 36.0 36.1 36.2 36.3 Podcast, 2018-04-23 (29:56).
  37. 37.0 37.1 37.2 Liveübertragung, 2020-10-30 (39:17).
  38. 38.0 38.1 38.2 38.3 38.4 38.5 Liveübertragung, 2018-09-27 (53:06).
  39. 39.0 39.1 Liveübertragung, 2022-02-25 (41:00).
  40. 40.0 40.1 Liveübertragung, 2021-02-26 (1:12:18).
  41. Podcast, 2021-04-11 (29:47).
  42. Interview, 2018-05-11 (54:34).
  43. Liveübertragung, 2017-05-26 (21:23).
  44. Podcast, 2021-04-11 (23:36).
  45. 45.0 45.1 45.2 Interview, 2018-05-11 (47:27).
  46. 46.0 46.1 Liveübertragung, 2022-07-29 (1:13:09).
  47. Liveübertragung, 2018-09-01 (36:28).
  48. Know Your Nodes: Economic Node Type.
  49. Liveübertragung, 2019-07-26 (1:13:23).
  50. 50.0 50.1 Podcast, 2018-08-04 (1:35:58).
  51. Liveübertragung, 2020-03-28 (1:02:46).
  52. 52.0 52.1 52.2 52.3 52.4 52.5 52.6 52.7 52.8 MMOGames interview, January 2017
  53. 53.0 53.1 53.2 53.3 53.4 Liveübertragung, 2019-07-26 (1:20:48).
  54. Liveübertragung, 2017-11-17 (9:49).
  55. Liveübertragung, 2020-07-25 (1:52:45).
  56. mayor-tweet.png
  57. government.jpeg
  58. 58.0 58.1 58.2 58.3 City hall.
  59. assassination.jpg
  60. 60.0 60.1 60.2 60.3 Liveübertragung, 2022-04-29 (27:42).
  61. 61.0 61.1 61.2 Liveübertragung, 2020-03-28 (1:03:38).
  62. 62.0 62.1 steven-tavern-games-1.png
  63. 63.0 63.1 steven-tavern-games-2.png
  64. Liveübertragung, 2020-07-25 (1:22:40).
  65. Liveübertragung, 2018-01-18 (37:05).
  66. Liveübertragung, 2020-06-26 (59:11).
  67. 67.0 67.1 Tax spending.png
  68. 68.0 68.1 Interview, 2020-07-08 (1:04:05).
  69. Liveübertragung, 2022-08-26 (1:12:40).
  70. node naming.png
  71. Liveübertragung, 2017-05-19 (36:05).
  72. Liveübertragung, 2017-05-19 (36:09).
  73. steven guild leader mayor.JPG
  74. steven-kings-and-mayors.png
  75. siege equipment.png
  76. Interview, 2020-03-27 (0:30).
  77. 77.0 77.1 Interview, 2018-05-11 (57:02).
  78. 78.0 78.1 Interview, 2020-07-19 (24:34).
  79. 79.0 79.1 steven-wars-prime-time.png
  80. Video, 2018-04-05 (41:48).
  81. 81.0 81.1 81.2 81.3 81.4 Podcast, 2018-05-11 (21:07).
  82. 82.0 82.1 Liveübertragung, 2017-05-17 (11:27).
  83. 83.0 83.1 Stock Exchange.jpg
  84. 84.0 84.1 Interview, 2018-10-20 (5:51).