Handelsrouten

Aus Ashes of Creation Wiki
Zur Navigation springen Zur Suche springen
Bürgermeisterkarawane die von einem Bürgermeister ins Leben gerufen wurde um eine Handelsroute mit einer anderen Node einzurichten. [1]

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.[2]Steven Sharif

Handelsrouten in Ashes of Creation beziehen sich auf:

  • Roads für den Transport von Gütern über das Karawanensystem.[3]
    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. [3]
Aus diplomatischer Sicht die Möglichkeit für den Bürgermeister oder die Bürger, NPC-Handelsrouten zwischen Nodes als Handelsabkommen oder als diplomatischen Prozess einzurichten.[2]Steven Sharif

Roads

Road blocked by an environmental hazard due to a caravan event in Alpha-2.[6]

Our road system in-game is essentially driven by pre-placed routes that lead to this main artery of what was once the ancient highway system of Verra; and from there there are roads that become exposed when nodes advance; and we call those veins. They come off the main artery and then as nodes advance there are points of interest as Jeff was discussing earlier. These POIs that exist around the world and some of them share coverage with multiple nodes, but depending on which node advances to the stage that activates the point of interest it'll create these capillary roads so to speak that then stem off of the node itself. So you go from the main artery ancient road that's large- that runs through different zones and whatnot- and that breaks down into the veins that lead to the specific encampments and villages and towns that then spawn off separate capillaries that lead to the points of interest in these areas that are hunting grounds. Those are not exposed initially and they come online as players advance the world.[7]Steven Sharif

Roads adjusting to adjacent node progression.[8]

As nodes advance, these pre-laid road spots that exist connecting every possible route between certain node structures is going to adjust and adapt, both its material presentation, the type of roadwork that's present: It'll move from dirt road type, to perhaps a brick road, to perhaps some super ornate beautiful metropolis style road that will adjust around the world according to how these node structures begin to populate and advance.[8]Steven Sharif

Roads in Verra are both pre-generated and player influenced.[7]

  • The largest roads are referred to as arteries. These are remnants of what was once the ancient highway system of Verra.[7]
  • As nodes advance smaller roads, referred to as veins, connect the arteries to the nodes.[7]
  • Depending on the stages of node advancement, capillary roads will stem off the node to connect to points of interest.[7]
  • Roads or pathways are not worn into the landscape by repeated traffic over the same area.[7]
  • The quality, safety, and maximum transportation speed of roads is influenced by node building upgrades, policies, relics, and the level of nearby nodes.[9][10][11]
Q: Could you upgrade roads in the node to upgrade the roads and speeds of caravans?
A: Absolutely. So that buff that you saw is a buff that can be changed in the world based on the world state. Some of those world state interactions include certain types of relics that the nodes which govern your area might have access to and might be actively employing. Some of it might have to do with policies: You might be able to extend the guard influences across the road radius further out for certain nodes if you have certain policies. You might be able to enhance and empower those guards through itemization choices that are granted by building upgrades that the node selects to build.[9]Steven Sharif

Different seasons and events may affect access to various roads.[12][13][14][15]

  • Pathways that are open during summer may be closed during winter.[12][15]
  • Seasonal affects may cause obstacles or blockages to the transit of goods via caravan.[12][13][14][16]
  • Caravan events can cause roadways to be blocked off or hostile mobs to spawn to attack the caravan.[6][13]
    • Obstacles may present barriers on roads that players must remove or bypass to allow transit of goods.[6][12][15]
  • Water turning to ice in winter, enabling players to walk over the water but blocking access to what is underneath.[15]
    • Ice will make roads bumpy and slippery.[17]

Unterreich routes will open or close dynamically (based on node states).[18]

  • The location of Underrealm entrances throughout the world is focused around natural geographic choke-points that exist above ground. This provides alternate subterranean routes that can be used by caravans, raids, and other player activities.[19][18]
  • Not all entrances to the Underrealm will be open at the same time. This can shift dynamically (based on node states) that cause different routes to open up, which may be more or less advantageous than other routes.[18]

Komponenten für Karawanen can be utilized to improve on-road or off-road speeds of caravans.[20]

You will travel faster over roads, but that obviously comes with the increased risk of running into other players or monsters that are blocking the road.[20]Chris Justo

Grundbesitz may not be placed in close proximity to roads.[21]

Handelsabkommen

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.[22]

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).[23]Steven Sharif

Mayoral caravans

Mayoral caravans (also referred to as Trade caravans) are launched by Bürgermeister to obtain needed resources from other nodes.[24][25][1]

  • Players can participate in helping to defend the caravan if they wish.[25]
Mayors who need certain resources that either they don't have enough of, or that they're prospectively investing in: they will initiate a mayor request, and any node that sees that request on the mayoral caravan drop-down menu will have an opportunity to attempt to fulfill the trade request. In order to fulfill a trade request, a node must have a certain level of relationship with that requesting node. At a minimum it has to be a trade agreement relationship; and then there's a limited number of those trade relationships that you can have; and that scales up to eventually alliance perspective. And then, once the node requesting mayor accepts a potential fill order, then a system spawned caravan is generated and the transit is completed. Players can participate in helping to defend that or not.[25]Steven Sharif

System driven caravans

System driven caravans (also referred to as Quest driven caravans) are system spawned caravans that are used for trade routes between nodes.[25][1][26]

info-orange.pngEinige der folgenden Informationen wurden nicht kürzlich von den Entwicklern bestätigt und befinden sich möglicherweise nicht auf der aktuellen Entwicklungs-Roadmap.
  • These are initiated by players with a diverse choice of routes and launch windows, making them difficult to zerg.[27]
  • Initiating a caravan from one node to another will create a PvP objective that players will need to defend while it moves along its chosen route to the selected destination.[28]
  • Roads will upgrade as nodes advance. Different roads will dictate the speed and type of caravan required (off road vs on road).[11]
The caravan system is designed to be initiated by the player. Which means, information of the caravans launch time and route, should be a closely guarded secret. Routes will also be diverse, and the world is large, so it might behoove you to scout the route ahead before a launch. Fast travel in our game is also limited, which means unless the guild had knowledge of your plans before hand, it is likely that they will be unable to organize and travel to a location. As far as mass guilds securing trade routes, there is always a bigger fish in the pond. Also caravans will have limitations on carrying capacity and launch windows that will segment mulitiple caravans by several minutes, which would space out the caravans, making it difficult to "zerg" a defense.[27]Steven Sharif

Merchant ships

Merchant ships (also called Trade ships) are part of Ashes of Creation naval content.[30][31][32]

A merchant ship interacts with a harbor in a very similar fashion to the way that Caravans interact with the caravansary, but they have much larger capacity and they stop at other harbors in a very similar functionality to the way the caravans stop at caravansaries. Harbors have a disembarkation zone that lives near the harbor. So if you make your merchant ship to that zone as well, it will get guided into the harbor and will be safe. But when you launch that caravan from a harbor it is much like a land caravan. The only difference is that Merchant ships cannot become land caravans. They must stay as merchant ships.[30]Steven Sharif
  • Merchant ships can only be launched and received at harbors in a similar way that land caravans can only be launched and received at a caravansary.[30]
    • Harbors have a disembarkation zone that merchant ships can cross to be guided into the harbor.[30]
  • Unlike raft caravans, merchant ships cannot transition into land caravans.[30]
  • It is possible to launch decoy caravans and merchant ships.[33]

Entführung von Schiffen

Certain ships can be hijacked, destroyed and looted, but the ships themselves cannot be permanently captured.[34][31]

Siehe auch

Einzelnachweise

  1. 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 Video, 2019-07-15 (2:12).
  2. 2.0 2.1 2.2 2.3 Podcast, 2021-09-29 (8:38).
  3. 3.0 3.1 Video, 2022-05-27 (17:15).
  4. Liveübertragung, 2017-05-17 (30:53).
  5. Kickstarter - We Just Broke $1,500,000!
  6. 6.0 6.1 6.2 Video, 2023-10-31 (34:12).
  7. 7.0 7.1 7.2 7.3 7.4 7.5 Liveübertragung, 2021-01-29 (1:13:04).
  8. 8.0 8.1 Liveübertragung, 2022-01-28 (33:25).
  9. 9.0 9.1 Liveübertragung, 2023-10-31 (1:16:34).
  10. Video, 2023-10-31 (28:06).
  11. 11.0 11.1 Liveübertragung, 2018-02-09 (45:48).
  12. 12.0 12.1 12.2 12.3 Video, 2022-05-27 (15:50).
  13. 13.0 13.1 13.2 Podcast, 2021-04-11 (23:36).
  14. 14.0 14.1 Liveübertragung, 2020-06-26 (1:29:06).
  15. 15.0 15.1 15.2 15.3 Liveübertragung, 2017-05-08 (20:27).
  16. Our immersive world - Environments.
  17. frosty-roads.png
  18. 18.0 18.1 18.2 Liveübertragung, 2020-10-30 (1:19:13).
  19. Liveübertragung, 2022-08-26 (53:26).
  20. 20.0 20.1 Video, 2023-10-31 (20:17).
  21. Liveübertragung, 2017-05-19 (32:23).
  22. 22.0 22.1 Rathaus. Referenzfehler: Ungültiges <ref>-Tag. Der Name „https://www.ashesofcreation.com/news/city-hall/“ wurde mehrere Male mit einem unterschiedlichen Inhalt definiert.
  23. Liveübertragung, 2018-04-8 (AM) (18:59).
  24. 24.0 24.1 Video, 2023-09-29 (2:59).
  25. 25.0 25.1 25.2 25.3 25.4 25.5 Liveübertragung, 2023-08-31 (2:10:23).
  26. Liveübertragung, 2017-07-28 (19:43).
  27. 27.0 27.1 caravan zerg.png
  28. About Ashes of Creation.
  29. Ashes of Creation Store: Trader ship.
  30. 30.0 30.1 30.2 30.3 30.4 Liveübertragung, 2022-08-26 (1:26:58).
  31. 31.0 31.1 31.2 Liveübertragung, 2018-04-8 (PM) (1:20:03).
  32. Liveübertragung, 2017-08-23 (28:22).
  33. Liveübertragung, 2024-01-31 (1:15:05).
  34. Liveübertragung, 2022-05-27 (1:12:33).