Nodes haben sieben (7) Entwicklungsstufen, mit Erfahrungsschwellen für jede Stufe. Sobald eine Node die benötigte Erfahrung (XP) für die aktuelle Stufe angesammelt hat, steigt sie zu der nächsten Stufe auf.
|Node-Stufe.||Symbol||Alternativer Name.||Benötigte Zeit für den Aufstieg.||Spielerbehausungen.|
|3.||Dorf||-||Wenige Tage||Kleine Häuser|
|4.||Stadt||-||Viele Tage||Mittelgroße Häuser|
|5.||Großstadt||-||Wenige Wochen||Große Häuser|
Entwicklung der Node
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.
- Nodes steigen schnell auf die erste Stufe auf. Dadurch entstehen die ersten NPC-Dienstleistungen, beispielsweise der Verkauf oder die Aufbewahrung von items.
- Je fortgeschritttener die Node ist, desto größer ist ihr ZOI.
- 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.
- 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.
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. – 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 close together and spanning their territories in opposite directions: The Tale of Two Cities thing. – Steven Sharif
- Vasallen-Nodes geben überschüssige Erfahrungspunkte erst dann an ihre übergeordnete Node weiter, wenn sie ihre Level-Grenze erreicht haben..
- Die Möglichkeiten, für eine Node Erfahrungspunkte zu sammeln, sind für alle Arten von Nodes gleich.
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. – Steven Sharif
- Spieler, die sich zu diesem Zeitpunkt innerhalb der Node befinden, werden zu einem sicheren Ort teleportiert (beispielsweise einem Spawn-Punkt).
- Um die Node herum spawnen Materialien, welche von systemgesteuerten Karawanen in die Node transportiert werden. Diese Karawanen können nicht angegriffen werden.
- NPCs beginnen mit den Bauarbeiten.
- Spieler, welche sich außerhalb der Node befinden, können die stufenweise visuelle Transformation der Node beobachten.
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. – Margaret Krohn
- A Metropole (Stufe 6) can control up to two Großstadt (Stufe 5) nodes. A Großstadt (Stufe 5) can control one Stadt (Stufe 4) and one Dorf (Stufe 3) node. A Dorf (Stufe 3) can control an Feldlager (Stufe 2) or an Expedition (Stufe 1). If the Dorf (Stufe 3) gets destroyed through a siege, its dependant Feldlager (Stufe 2) and Expedition (Stufe 1) nodes are also destroyed.
- There is a layer of intricacy between how the neighboring nodes advance and what potential parent structure they have in the vassalship tree. – Steven Sharif
- Vassal nodes gain benefits from their regent node (also referred to as sovereign node or parent node) even if the node type of the parent is different to the vassal.
- 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 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. – Steven Sharif
- Regent nodes collect taxes from their vassal nodes. These taxes cannot be taken by the mayor or other players.
- Vassal nodes must remain at least one node stage below their parent node.
- Neighboring/Adjacent nodes from Expedition (Stufe 1) upward block the growth of their immediate neighbors. This was intended to be tested in Alpha-1.
- Vassal nodes first apply any experience earned to their own deficit (see Atrophie des Knotenpunkts). It then applies excess experience earned to its parent node.
- If the parent node advances, the vassal is once again able to advance.
- 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.
- 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.
- 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. – 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.
- Vassal nodes cannot declare war on their parent node or any of their vassals.
- Citizens of vassals are bound by the diplomatic states of the parent node.
- 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. – Margaret Krohn
- Hierzu sind Tests während der Alpha-1 geplant.
- Vasallen-Nodes müssen immer mindestens eine Node-Stufe unter ihrer übergeordneten Node bleiben.
Node layout and style
- 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. – Steven Sharif
- Environment (biome) and location of the node.
- Nodes will adjust the local topography to fit the aesthetic and mechanical requirements of the node.
- 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. – 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. – Jeffrey Bard
- Race that contributed the highest percentage to the node's advancement will alter the racial appearance of its buildings, NPCs, and props.
- 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. – Steven Sharif
- The rest is determined by the node's mayor.
- Q: How long would you say it will take players on average to fill/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 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. – Steven Sharif
- Blog - Know Your Nodes - Advance and Destroy.
- Blog - Know Your Nodes - The Basics.
- A reactive world - Nodes.
- Liveübertragung, 2018-12-12 (14:48).
- Interview, 2020-07-20 (3:45).
- Video, 2017-04-20 (0:02).
- Node series part II – the Metropolis.
- Liveübertragung, 2017-10-16 (50:20).
- Interview, 2020-07-18 (10:04).
- Interview, 2020-07-08 (1:00:15).
- Liveübertragung, 2021-09-24 (1:21:23).
- Liveübertragung, 2017-05-26 (28:16).
- Liveübertragung, 2022-10-14 (55:13).
- Liveübertragung, 2017-11-17 (55:27).
- Liveübertragung, 2022-08-26 (1:07:34).
- Liveübertragung, 2023-08-31 (52:56).
- Liveübertragung, 2022-08-26 (1:04:35).
- Liveübertragung, 2022-08-26 (1:10:16).
- Liveübertragung, 2020-10-30 (39:17).
- Liveübertragung, 2018-09-27 (53:06).
- Liveübertragung, 2022-02-25 (41:00).
- Liveübertragung, 2021-02-26 (1:12:18).
- 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).
- Interview, 2018-05-11 (47:27).
- Liveübertragung, 2022-07-29 (1:13:09).