Static housing
Static housing provides non-instanced player accommodation within a node, also known as in-node housing.[2]
- Players are able to purchase small one room houses (cottages) starting at the Village (stage 3).[2][3]
- There will be 8 cottages available for purchase at the village stage.[3]
- The amount of static housing increases as a normal part of node advancement.[4]
- The architecture of static housing is predetermined by the racial influence of the node's layout and style.[5]
- Taverns and Player shops are not tied to in-node housing.[6]
Building | Icon | Type | Profession |
---|---|---|---|
Player House | ![]() |
PlayerHousing |
Static housing benefits
Static housing offers the following benefits in addition to other player housing benefits.[8]
- Small garden sections for farming special types of crops.[9][10][8]
- Crafting benches.[8][11]
Node citizenship

Citizenship is, aside from nodes existing, one of the most important parts. So you as a player will get to become a citizen of these nodes: you're going to need to acquire some form of housing to be able to do that within that node's jurisdiction, it's zone of influence.[13] – Chris Justo
Player housing grants the ability to claim citizenship of a Village (stage 3) node or higher.[12][13][14][15][16] Gaining citizenship through player housing is not automatic. It must be claimed.[14]
- Players interact with Town Hall Administrator NPCs to apply for citizenship at that node.[ citation needed ]
- There is not a hard cap to node citizenship, but there is a soft cap. Citizens pay dues and property taxes based on the stage of the node when the player became a citizen.[12][13][14][17][18]
- When you become a citizen you enter in at a certain citizenship due structure; and citizens pay taxes to their node in the form of both property taxes based on what type housing as well as citizenship dues, which are necessary. And as you enter later into the stage of a node's development, you will pay a higher value on the citizenship dues or vice-versa: if you own a property later, you will be entered into a property tax that is higher based on where you enter that property ownership within the node's history. So those help to form a soft cap. Now, if payers are willing to pay more to be a citizen of a particular node, they have that option, but at some point it becomes restrictive.[18]
- A player can only claim citizenship to one node per server realm per account at a time.[19][14][20][21][22][23]
- You can declare citizenship to only one node and when you declare that citizenship. Let's say for example, one guild perhaps wanting to take all their members and have them all declare the same citizenship to a location. The longer a node exists the higher the prize it is to take and some systems with regards to crafting progression and/or rewards and bonuses or the reliquary that we haven't really touched on a lot, those systems are going to be so enticing that from an incentive standpoint it will compel other groups to either potentially break alliances or siege the city in order to take the goods that are potentially in it. So, from an incentive standpoint we have that at play. Additionally, we don't have a cap per-se that we've announced yet on the citizenship aspect of being in a node, but we do have soft caps. It becomes costlier the higher number of citizens each time one new person wants to join to be part of a node. So, there is sort of a soft cap on how many citizens one node can have and it might be that not all in the guild can participate in that area. So, there's a natural divide: A pseudo faction, so to speak between who is a part of that node and who is not.[18] – Steven Sharif
- Your account is bound to one declared citizenship per server, which means that if you have two alts and your main character on one server you may only be a citizen of one node between those three... If you have an alt on a different server, it could be a citizen of a node as well.[22] – Steven Sharif
- Citizenship in Alpha-2 phase-2 currently allows alts on the same account to also be citizens on the same realm.[19]
- Point of clarity, eventually the design is for one citizenship per realm per account. So alt's cannot have multiple votes etc.[19] – Steven Sharif
- Players lose their node citizenship after their node is destroyed in a node siege without entering into a cooldown period.[24][20][25]
- Apart from node destruction, there is no player driven system that can strip another player of their node citizenship.[26]
- There's a reason why mayorship, citizenship, and guilds are intended to be separate. Guilds I view as very much a territorial "I own this thing. My guild is the owner of these things." Nodes are really not intended to be that space. Nodes are intended to be content hubs that any player has access to, whether that content is narrative arcs that send you out into the world and the POIs around you, whether that be housing that you have access to, or artisanship services, or vendor tables. These are things that, should players choose to be a citizen, they have access to.[27] – Steven Sharif
- Players can interact with the node board to get a list of citizens of the node. Clicking on a citizen will reveal information about their guild, society, religion, and property ownership.[28]
- A player does not need to declare citizenship of any node. These players won't need to pay taxes but will miss out on benefits of citizenship.[29]
- Citizenship tickets may also grant citizenship to certain node stages. This mechanic will be decided based on testing.[30]
Household security
A permissions system will enable an owner/primary tenant to grant access to specific parts of their housing.[31][32][33][34]
- Ability to open the door and enter the home.[35][33][34]
- Access to crops.[36][33]
- Ability to deposit or withdraw items from storage containers.[37][35][33][38][39]
- Permission to use furniture or crafting stations.[35]
A property has a single owner/primary tenant.[31][40][32]
- Marriage enables family size to increase by one so that housing access can be shared.[40][41]
- Access lists can be used to mimic co-ownership.[34]
- Payment of taxes may be via a "gentleman's agreement".[42]
- It'll be a single owner based system for those types of properties- for properties in general, but it doesn't prevent players obviously from collaborating and pooling resources in order to achieve certain achievements in the game.[32] – Steven Sharif
Static housing development

If the node advances players can essentially select an option on their house as they own it that they want it to upgrade to the next stage if the node advances or they can select an option not to upgrade it. So you as the node levels and larger homes become available, the town stage introduces additional medium types housing, the city stage introduces large sized homes, and in the metropolis stage introduces my mansion size houses each of which contain specific... allowances and allotments for different types of furnishings that have gameplay implications.[7] – Steven Sharif
In-node housing can scale in size with the advancement of its parent node. This may be toggled on or off by the player.[7][2]
- The Village stage offers small housing types.[7]
- The Town stage introduces medium housing types.[7]
- The City stage introduces large homes.[7]
- The Metropolis stage introduces mansion size houses.[7]
- If you choose to keep the same size then the next stage will have an occupied small home. So for instance if at stage three there are 8 small home and you own 1, then at stage 4 there are 10 new small homes of which x are owned by previous owners, and 10 new medium homes of which x are owned by upgraded small home owners.[43] – Steven Sharif
- New property becomes available at each stage of advancement, but it will be more akin to what was available at the previous stage.[2]
- Only the houses that existed at the Village stage will become main street mansions at the Metropolis stage.[2]
Housing decorations
Players may decorate their player housing and other types of buildings.[46]
- Houses will be empty when purchased.[47]
- Players may be able to upgrade to pre-furnished sets when they purchase their home.[48]
- Pre-furnished sets will be almost entirely visual and aesthetic. Only items crafted by the Carpentry profession will have in-game functionality.[48]
- Players may place furniture, artwork/paintings and other decor items in their player housing.[49][8][50][51][52]
- Items may only be placed in locations that are suitable for that item. For example: Statues, may only be placed in exterior locations (of Freeholds and Static housing).[48]
- Each size, grade, and type of player-owned housing determines the number and type of items that can be placed in it.[49][53][54] For example: The best furniture can be placed in mansion grade in-node housing.[49]
- Building skins may change the shape of a homestead but the space available for furnishings should remain consistent.[53]
- When it comes to if you put a cosmetic house on top of your normal house, those cosmetics should be similar in size. The shape will change, so maybe the room layout will be different, but it'll still be like a one-story building.[53] – Margaret Krohn
- Characters will be able to interact with furniture items such as sit in chairs and lay in beds.[55]
- Players will not be able to alter structural aspects such as windows and walls.[48]
- There may be decor items that are representative of unique weapons that are available in the game.[56]
Quality furniture can be crafted in-game based on the skill of the craftsperson and availability of recipes, components and workbenches suitable to craft them.[49][57]
- Furnishing items with in-game functionality will be restricted entirely to those created by the Carpentry profession.[48]
- Your ability to craft more luxurious furniture comes with how much of a master craftsman you've become in the furnishing profession... This isn't like , I want my house to look good, I got to fork over 50 bucks in cosmetics... Players can craft in-game based on their dedication and focus in that aspect the artisan tree.[57] – Steven Sharif
- Prized items such as achievements and trophies may be displayed.[11]
Static housing destructibility
Following a node siege, static housing will be scaled back or destroyed based on the advancement of the node.[58]
- If the housing was purchased at a higher advancement than the node currently is then it will be destroyed, otherwise the housing will be scaled back.
Node building destruction

You could be more precision oriented in the decision to attack a city. Let's say it's a rival node that's trying to reach a node stage five or something and you want to disable their ability for the religious system to progress so you target the temple during the attack, or you want to disable their scholars academy from reaching a higher level so that your nodes can; or you want to disable multiple buildings that allow for experience and quests to be undertaken by its citizenship, which prevents them from keeping up in pace of experience gained with your node. These can be more precision oriented and don't have to effectualize an actual takeover of the node.[60] – Steven Sharif
Node buildings (including player housing) have hit points and can be damaged or destroyed by different systems.[61][62]
- NPC-driven events that are a response to story arcs or node atrophy.[61]
- Node sieges and node wars.[61]
- Attackers may not be capable of destroying a node during a siege. Instead they may carry out precision attacks to disable specific service-oriented buildings within the node. These buildings can be targeted with siege weapons and bombs.[60]
- Hazardous events such as tornadoes or hurricanes.[63][61]
- Mayors have the ability to demolish constructed node buildings. This will have a node mandate cost and will require player buy-in via a vote.[12][64]
- Mayors will also have the ability, if they want, to demolish constructed buildings. So if they if they so choose they can destroy a building if they don't think it's needed anymore. But this will have mandate cost and a player buy-in votes. So we want to make sure that [the] mayor can't just go and blow up the whole node if they're trying to grief or something. So this is very important and impactful decision.[12][64] – John Collins
If building maintenance is not paid, or a building is damaged as the result of an event or siege, the building will enter a state of disarray.[12][64] Any NPCs or services offered by that building will not be available until the building is repaired.[65][62]
- Players must contribute materials to repair disarrayed buildings and restore them to an operational state.[12][64][61][62][66]
If a node siege is successful, or if buildings otherwise take significant damage, they are destroyed and appear as rubble on the plot they occupied.[12][64][61]
- Node leadership must clear any rubble on plots before any buildings can be reconstructed. Any prerequisites for the building reconstruction must be satisfied beforehand.[61]
- Buildings also live within a prerequisite system. So in order to build down the tech tree of what these buildings provide, as the node grows larger to access stronger building types, you may get a kink in that chain if it's destroyed and you'll have to stand that back up in order to support the service again.[61] – Steven Sharif
- If the node is destroyed by a node siege, the debris field will contain spoils that are lootable by attackers or defenders.[67][68][69][62][70][71]
- Player housing that is destroyed during a node siege can no longer be sold.[72] Furnishing and decorations are retained and can be placed again later.[72][58][73]
Housing types
Player housing | Type. | Availability. | Starting count. | Limit. |
---|---|---|---|---|
Apartments | Instanced.[2] | Village stage and higher.[4] | 50.[3] | One per character per server realm.[74] |
Freeholds | Open world.[2] | Village stage and higher.[2] | Low thousands per server.[75][76] | One per account.[74] |
Inns | Instanced.[31] | Starting areas and Nodes.[13] | Most accessible.[13] | - |
Static housing | In-node.[2] | Village stage and higher.[2] | 8.[3] | One per character per server realm.[74] |
- If you were to think about the level of exclusivity between the different types of housing that we have, obviously the most exclusive when it comes to a quantity is going to be Freeholds, followed by In-node housing, followed by Apartments, then followed by Inns.[77] – Steven Sharif
Real estate
Players buy the deeds for housing from the node itself, or may buy and sell properties from other players.[78][54][79][16][2]
- The developers are considering an auction-based method for listing new properties that become available for purchase when a node advances.[80] Currently freeholds may be acquired via auction.[75][81][82][83][84][85]
- Housing will have a base price that scales with the number of citizens in the node.[86]
- There is no cap on the price of player-originated housing sales.[6]
- In-node housing will be at a premium, and is expected to be hotly contested.[2]
- The more apartments that have been purchased in a node, the higher the price scales.[87]
- Player housing that is destroyed during a node siege can no longer be sold.[72]
- Freehold plots may be purchased from and sold to other players,[78][88] or can be obtained via deeds issued by a Village (stage 3) or higher node.[75][81][82][83][84][85][89][90]
- We're establishing a real estate market that players can invest in and then sell within the in-game economy, but also they are a resource that's subject to removal through the sieging system as well, so there's a bit of risk implied there but the idea is that this is something for players to strive for.[88] – Steven Sharif
- Housing ownership can default back to the node if the owner fails to pay their property taxes. A balance and penalties will be charged to the new purchaser of the home in the manner of a "foreclosure process".[86]
- Players will not be able to exceed their allotment of housing in the game.[94]
- Rental and leasing concepts are under consideration.[94]
Visuals
See also
References
- ↑ Video, May 31, 2020 (38:50).
- ↑ 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 2.11 Node series part II – the Metropolis.
- ↑ 3.0 3.1 3.2 3.3
- ↑ 4.0 4.1 Steven Sharif - Clarification points from today’s stream.
- ↑ Livestream, May 19, 2017 (33:57).
- ↑ 6.0 6.1 Interview, July 8, 2020 (33:34).
- ↑ 7.0 7.1 7.2 7.3 7.4 7.5 7.6 7.7 Video, May 31, 2020 (47:32).
- ↑ 8.0 8.1 8.2 8.3 Livestream, June 26, 2020 (45:32).
- ↑ Interview, February 7, 2021 (42:41).
- ↑ Livestream, October 30, 2020 (44:22).
- ↑ 11.0 11.1 Livestream, May 10, 2017 (30:53).
- ↑ 12.0 12.1 12.2 12.3 12.4 12.5 12.6 12.7 Blog: Development Update with Village Node.
- ↑ 13.0 13.1 13.2 13.3 13.4 13.5 Livestream, August 31, 2023 (15:51).
- ↑ 14.0 14.1 14.2 14.3 Interview, July 9, 2023 (38:14).
- ↑
- ↑ 16.0 16.1 MMOGames interview, January 2017
- ↑ Interview, March 27, 2020 (0:30).
- ↑ 18.0 18.1 18.2 Video, April 5, 2018 (41:48).
- ↑ 19.0 19.1 19.2
- ↑ 20.0 20.1 20.2 Interview, July 29, 2020 (17:26).
- ↑
- ↑ 22.0 22.1 Interview, May 11, 2018 (50:05).
- ↑ Livestream, May 19, 2017 (53:24).
- ↑ Livestream, August 31, 2023 (20:54).
- ↑ Blog - Know Your Nodes - Advance and Destroy.
- ↑ Livestream, August 31, 2023 (2:22:01).
- ↑ 27.0 27.1 Interview, November 10, 2024 (22:12).
- ↑ Livestream, October 30, 2020 (1:01:00).
- ↑ Livestream, May 26, 2017 (44:52).
- ↑ Livestream, July 9, 2018 (27:12).
- ↑ 31.0 31.1 31.2 Livestream, August 31, 2023 (22:32).
- ↑ 32.0 32.1 32.2 Livestream, June 26, 2020 (58:32).
- ↑ 33.0 33.1 33.2 33.3 Livestream, June 26, 2020 (51:58).
- ↑ 34.0 34.1 34.2 Livestream, May 19, 2017 (26:40).
- ↑ 35.0 35.1 35.2 Livestream, April 30, 2021 (1:12:33).
- ↑ Livestream, June 30, 2023 (1:19:01).
- ↑ Livestream, July 30, 2021 (1:14:33).
- ↑ Livestream, June 28, 2019 (1:23:31).
- ↑
- ↑ 40.0 40.1 Livestream, June 30, 2023 (1:24:16).
- ↑ Livestream, January 29, 2021 (1:13:04).
- ↑ Livestream, February 9, 2018 (51:57).
- ↑
- ↑ Livestream, May 29, 2020 (36:18).
- ↑ Video, June 30, 2023 (10:24).
- ↑ Livestream, November 17, 2017 (26:22).
- ↑ Livestream, June 26, 2020 (53:20).
- ↑ 48.0 48.1 48.2 48.3 48.4 Interview, July 8, 2020 (40:20).
- ↑ 49.0 49.1 49.2 49.3 Livestream, January 27, 2023 (1:35:45).
- ↑ Video, May 31, 2020 (47:32).
- ↑ Livestream, May 24, 2017 (29:54).
- ↑ Livestream, May 29, 2020 (38:04).
- ↑ 53.0 53.1 53.2 Livestream, January 28, 2022 (1:13:55).
- ↑ 54.0 54.1 54.2 Livestream, June 26, 2020 (47:32).
- ↑ Livestream, May 22, 2017 (56:31).
- ↑ Livestream, June 25, 2021 (1:31:04).
- ↑ 57.0 57.1 Livestream, August 17, 2018 (10:54).
- ↑ 58.0 58.1 Livestream, July 18, 2017 (40:14).
- ↑ Livestream, October 31, 2019 (36:20).
- ↑ 60.0 60.1 Livestream, November 22, 2019 (16:56).
- ↑ 61.0 61.1 61.2 61.3 61.4 61.5 61.6 61.7 Livestream, March 31, 2022 (1:13:00).
- ↑ 62.0 62.1 62.2 62.3 Interview, July 8, 2020 (57:46).
- ↑ Forums - Livestream Q&A 2022-08-26.
- ↑ 64.0 64.1 64.2 64.3 64.4 Livestream, August 31, 2023 (57:23).
- ↑ Interview, July 9, 2023 (1:32:45).
- ↑ Livestream, November 22, 2019 (17:59).
- ↑ Interview, July 9, 2023 (1:36:24).
- ↑ Livestream, October 14, 2022 (52:31).
- ↑ Podcast, September 29, 2021 (14:21).
- ↑ Livestream, April 30, 2020 (1:14:44).
- ↑
- ↑ 72.0 72.1 72.2 Livestream, June 26, 2020 (1:02:12).
- ↑ Livestream, November 17, 2017 (47:10).
- ↑ 74.0 74.1 74.2 Interview, May 11, 2018 (50:47).
- ↑ 75.0 75.1 75.2 Blog: Exploring the Boundless Opportunities of Freeholds.
- ↑
- ↑ Livestream, August 31, 2023 (18:13).
- ↑ 78.0 78.1
- ↑ Livestream, June 26, 2020 (54:03).
- ↑ 80.0 80.1 80.2 80.3 Livestream, May 12, 2017 (55:01).
- ↑ 81.0 81.1 Livestream, June 30, 2023 (1:12:07).
- ↑ 82.0 82.1 Livestream, June 30, 2023 (14:09).
- ↑ 83.0 83.1 Livestream, June 30, 2023 (13:10).
- ↑ 84.0 84.1 Development Update with Freehold Preview.
- ↑ 85.0 85.1 Video, June 30, 2023 (21:22).
- ↑ 86.0 86.1 Livestream, June 26, 2020 (53:41).
- ↑ Livestream, May 12, 2017 (52:01).
- ↑ 88.0 88.1 Livestream, June 30, 2023 (1:15:34).
- ↑
- ↑ Livestream, May 19, 2017 (32:23).
- ↑
- ↑ Livestream, June 26, 2020 (56:08).
- ↑ Livestream, June 30, 2023 (1:20:20).
- ↑ 94.0 94.1 Livestream, May 30, 2019 (1:23:41).