Difference between pages "Freeholds" and "Nodes"

Ashes of Creation community empowered Wiki
(Difference between pages)
Jump to navigation Jump to search
(Created - DRAFT ONLY)
 
m (Fix typo)
 
Line 1: Line 1:
 
{{Draft}}
 
{{Draft}}
  
{{Freeholds}}
+
[[File:node_zoi.png|thumb|400px|Nodes are pre-set locations, wrapped in a [[Zone of influence|zone of influence]].<ref>[https://www.ashesofcreation.com/node-series-part-one/ Node series part I]]</ref>]]
 +
 
 +
Encompassing each server are carefully placed points of development called Nodes. Every node is given purview over a predefined [[zone of influence]] (ZOI).<ref name="nodes">[https://www.ashesofcreation.com/a-reactive-world-nodes/ A reactive world - Nodes]</ref>
 +
 
 +
== Node advancement ==
 +
 
 +
[[File:NodeEvolution.mp4|thumb|400px|Illustration of node advancement from [[Expedition]] (stage 1) to [[Metropolis]] (stage 6).]]
 +
 
 +
Player activity (questing, gathering, raiding, etc.) within a Node's ZOI counts toward that particular Node’s advancement. There are six stages of node advancement.<ref name="nodes"/>
 +
 
 +
# [[Expedition]] (Few hours)
 +
# [[Encampment]] (Many hours)
 +
# [[Village]] (Few days)
 +
# [[Town]] (Many days)
 +
# [[City]] (Few weeks)
 +
# [[Metropolis]] (Many weeks)
 +
 
 +
The advancement of a node unlocks its unique content, which comes at the cost of locking out an increasing ring of neighboring nodes from progressing to the next stage.<ref>[https://youtu.be/44HChA1Kkfk Ashes of Creation - Nodes part 2]</ref>
 +
 
 +
== Node development ==
 +
 
 +
Nodes have a base style template based on [[Races|race]] and the [[Node types|Node type]].<ref name="development">[[File:node development.png|350px]]</ref> The [[#Node government|node's government]] will decide the types of buildings to be constructed.<ref>[https://youtu.be/GQvDMQXWTp0?t=2036 Ashes of Creation livestream Q&A, 19 May 2017 (33:56)]</ref>
 +
 
 +
* Apartment complexes
 +
* Merchant housing
 +
* Guild halls
 +
* Marketplaces
 +
* Barracks
 +
 
 +
When the building types are determined, the community will then need to come together to build them. Different governments may change the buildings within a node.<ref name="development"/>
 +
 
 +
== Node government ==
 +
 
 +
A node's government and its mayor are chosen depending on the [[Node types|Node type]].<ref>[[File:node types.png|350px]]</ref>
 +
 
 +
* [[Divine node]] governments are chosen from citizens via service oriented quests that prove faith and dedication to the node.
 +
* [[Economic node]] governments are able to be bought and sold by citizens with the most money.
 +
* [[Military node]] governments are chosen from citizens through last man standing combat.
 +
* [[Scientific node]] governments are elected democratically.
 +
 
 +
Guilds do not control nodes.<ref>[[File:node not guild.png|350px]]</ref>
 +
 
 +
== Node housing ==
 +
 
 +
{{Node housing}}
  
 
== Notes ==
 
== Notes ==
  
 
<references/>
 
<references/>

Revision as of 17:22, 13 October 2017

box warning orange.pngThis page is currently a draft.
Nodes are pre-set locations, wrapped in a zone of influence.[1]

Encompassing each server are carefully placed points of development called Nodes. Every node is given purview over a predefined zone of influence (ZOI).[2]

Node advancement

Illustration of node advancement from Expedition (stage 1) to Metropolis (stage 6).

Player activity (questing, gathering, raiding, etc.) within a Node's ZOI counts toward that particular Node’s advancement. There are six stages of node advancement.[2]

  1. Expedition (Few hours)
  2. Encampment (Many hours)
  3. Village (Few days)
  4. Town (Many days)
  5. City (Few weeks)
  6. Metropolis (Many weeks)

The advancement of a node unlocks its unique content, which comes at the cost of locking out an increasing ring of neighboring nodes from progressing to the next stage.[3]

Node development

Nodes have a base style template based on race and the Node type.[4] The node's government will decide the types of buildings to be constructed.[5]

  • Apartment complexes
  • Merchant housing
  • Guild halls
  • Marketplaces
  • Barracks

When the building types are determined, the community will then need to come together to build them. Different governments may change the buildings within a node.[4]

Node government

A node's government and its mayor are chosen depending on the Node type.[6]

  • Divine node governments are chosen from citizens via service oriented quests that prove faith and dedication to the node.
  • Economic node governments are able to be bought and sold by citizens with the most money.
  • Military node governments are chosen from citizens through last man standing combat.
  • Scientific node governments are elected democratically.

Guilds do not control nodes.[7]

Node housing

Static housing provides non-instanced player accommodation within a node, also known as in-node housing.[9]

Notes