Differenze tra le versioni di "Nodes"

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== Node government ==
 
== Node government ==

Versione delle 19:33, 24 ott 2017

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Nodi are pre-set locations, wrapped in a zone of influence (ZOI).[1]

Encompassing each server are carefully placed points of development called Nodi. Every node is given purview over a predefined Zona di influenza (ZOI).[2]

Node citizenship

Node citizenship.[3][4]

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.[4]Chris Justo

Player housing grants the ability to claim citizenship of a Village (fase 3) node or higher.[3][4][5][6][7] Gaining citizenship through player housing is not automatic. It must be claimed.[5]

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.[9]
  • A player can only claim citizenship to one node at a time.[5][10]
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.[9]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.[13]Steven Sharif
info-orange.pngAlcune delle seguenti informazioni non sono state confermate di recente dagli sviluppatori e potrebbero non essere nell'attuale roadmap di sviluppo.
  • Citizenship tickets may also grant citizenship to certain node stages. This mechanic will be decided based on testing.[18]
  • 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.[19]

Node benefits

Each node type has a superpower (ultimate ability) that becomes unlocked when the node reaches Metropolis (fase 6).[21]

Node advancement

Citizen and non-citizen player activity (questing, gathering, raiding, etc.) within a node's ZOI counts toward that particular node's advancement (progression) to a higher node stage.[15][23]

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.[24]

  • Nodes advance to the first stage quickly. This enables NPC services such as vending or banking items.[25]
  • The more advanced the node is, the larger its ZOI becomes.[26]
  • Less advanced nodes (referred to as vassal nodes) that fall within a more advanced node's ZOI can still gain XP, but must remain at a lower advancement stage than the dominant node.[27]
  • Certain quests, such as story arcs, may not be able to be turned in after a node has advanced.[30]
  • The territory expansion algorithm takes into account the nearest coast, neighboring nodes, and the heatmap of players in surrounding areas over the last weeks or month.[31]
    • Due to the way the progression algorithm calculates territorial (ZOI) expansion during node advancement, there is a small possibility that two nodes of the same stage end up being close to each other.[32]
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.[31]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.[32]Steven Sharif
  • A node does not receive XP from the nodes within its ZOI until these nodes have reached their cap.[27]
  • Citizens of one node can contribute to the advancement of other nodes.[33]
  • Node experience gain opportunities will be equitable across the four node types.[34]
    • The exact percentage of advancement from obtaining items or killing monsters is not going to be explicitly known to avoid "gaming" the system.[35]
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.[35]Steven Sharif

Node advancement spawns a series of animations and visual effects (within the footprint of the node).[36][15]

  • Players within the node are teleported to a safe location, likely a respawn area near the node.[36][37]
  • Supplies will spawn around the node and system driven caravans are spawned to bring these supplies into the node. These caravans are not able to be attacked.[36]
  • NPCs will begin construction activities.[36]
  • Players outside the node will see the new facade of the node pop into existence as the node advances in stage.[36]
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.[15]Margaret Krohn

Node development

Racial architecture of the same Village (fase 3) node on different servers. Dünir Dwarven influence (top). Kaelar Human influence (bottom). Alpha-1 Non-NDA immagine dello schermo.

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.[38]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.[15]Margaret Krohn

Node layout and style is determined by several factors:[39][40]

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.[41]Steven Sharif
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.[42]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.[40]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.[48]Steven Sharif
  • The rest is determined by the node's mayor.[40]
    • It should be possible for a node to complete several building projects within a mayor's one month term in office.[49]
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.[49]Steven Sharif

Assedi al nodo

Assedi al nodo (Pre-alpha footage).[50]

As some areas in the world grow, others will fall. This is the foundation of the living, breathing world that is Ashes of Creation, where players will have the ability to make important decisions that matter in the longevity of an area becoming a city, or whether to siege a rival town. Rise above the ashes, create the world around you, and be a part of the story that unfolds because of your actions and decisions.[15]Margaret Krohn

Assedi al nodo enable players to destroy nodes starting at Village (fase 3).[15] This paves the way for new development and access to the locked content in surrounding nodes. Due to this dynamic, political strife and intrigue play an important role in the structure of the world.[23]

  • Sieging nodes will not be an easy task for the attackers. Cities and metropolises will have a considerable defensive advantage.[23]
  • There will be systems that mimic some of the mechanics of sieges, but there won't be practice sieges.[51]
If you own a home in a node and you don't want to see that home destroyed, you need to defend that city![53]Steven Sharif

Read more...

Node government

Alpha-1 winner of Mayoral election.[55]

There are a number of different seats that can exist within a node, and carry different responsibilities.[56]Steven Sharif

Positions within a node's government are attained through seasonal titles that grant special powers and benefits within the node.[57][56][58][7]

There are other node-based positions. Most of them relate to social organizational structures like the temple and the social organization building that the node might construct. Those are ladder systems of achievement that players can work through on a seasonal basis to achieve the highest level of that for the particular node; and by doing so they will then have titles bestowed upon them, which grants certain types of powers and benefits.[57]Steven Sharif

Alloggiamento del nodo

Static housing provides non-instanced player accommodation within a node, also known as in-node housing.[26]

Static housing development

Static housing furnishings and home decorations in an Alpha-1 village node.[66]

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.[66]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.[66][26]

  • The Village stage offers small housing types.[66]
  • The Town stage introduces medium housing types.[66]
  • The City stage introduces large sized homes.[66]
  • The Metropolis stage introduces mansion size houses.[66]

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.[67]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.[26]

  • Only the houses that existed at the Village stage will become main street mansions at the Metropolis stage.[26]

Static housing destructibility

info-orange.pngAlcune delle seguenti informazioni non sono state confermate di recente dagli sviluppatori e potrebbero non essere nell'attuale roadmap di sviluppo.

Following a node siege, static housing will be scaled back or destroyed based on the advancement of the node.[68]

  • 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.

Buying and selling (Real estate)

Players buy the deeds for housing from the node itself, or may buy and sell properties from other players.[69][70][71][7][26]

  • The developers are considering an auction-based method for listing new properties that become available for purchase when a node advances.[72] Currently freeholds may be acquired via auction.[73][74][75][76][77][78]
    • A grace period will occur before the housing becomes available for auction.[72]
    • Bids will then be accepted starting at a minimum reserve value that is based on the number of citizens in that node.[72]
    • At the end of the auction, the highest bidder will win the house.[72]
  • Housing will have a base price that scales with the number of citizens in the node.[79]
    • There is no cap on the price of player-originated housing sales.[65]
    • In-node housing will be at a premium, and is expected to be hotly contested.[26]
    • The more apartments that have been purchased in a node, the higher the price scales.[80]
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.[82]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".[79]
  • Players will not be able to exceed their allotment of housing in the game.[88]
info-orange.pngAlcune delle seguenti informazioni non sono state confermate di recente dagli sviluppatori e potrebbero non essere nell'attuale roadmap di sviluppo.
  • Rental and leasing concepts are under consideration.[88]

Node apartments

Appartamenti provide instanced player housing functionality on a rental basis.[89][26]

  • Village (fase 3) apartment buildings offer 50 rental apartments. Additional apartments can be added at Town (fase 4) if the mayor chooses to construct them and if there is an available plot for the expansion. This includes different types of apartments, such as penthouses.[3][4][89][62][26]
  • The number and sizes of available apartments increases as a normal part of node advancement.[89][63]
  • It is estimated that the number of apartments available in a Metropolis (fase 6) node will be in the hundreds, if that node specs into all apartment expansion upgrades. This number is subject to change based on testing.[89]
  • Prices for apartments will fluctuate depending on the number of units already sold in the node.[26]
  • Different price points offer different apartment sizes and types, such as penthouses.[4][26]
  • It was previously stated that apartments would be available at Town (fase 4) or above.[26]
The mayor may additionally construct apartment buildings when the node hits stage 4 at one of the building plots in the node, along with cities gaining additional static housing and apartments by default as a normal part of the leveling process.[63]Steven Sharif

Apartment options

Template:Apartment options

Apartment destructibility

Appartamenti may be destroyed in the following circumstances:[68]

  • If their building was destroyed during a node siege, even if the siege was not successful.[90][68]
  • If the mayor decides to destroy apartment buildings all items and layouts will be mailed to the owner.[91]
info-orange.pngAlcune delle seguenti informazioni non sono state confermate di recente dagli sviluppatori e potrebbero non essere nell'attuale roadmap di sviluppo.

Freeholds

Proprietà in Alfa-1.[92]

L'intero obiettivo del sistema delle proprietà è di dare uno scopo a tutto e non lasciarlo tipo "oh questo è il mio design carino", ma è un design volto a qualcosa per il tuo personaggio-volto a qualcosa per il mondo.[93]Jeffrey Bard

Le proprietà sono terreni considerevoli per abitazioni dei giocatori che possono essere situati nelle Zone di Influenza (ZOI) di un Village (fase 3) o superiore.[26]

  • Le proprietà sono limitate a una per account.[95]
  • Le proprietà sono grandi circa mezzo acro.[96]
  • Espansioni e migliorie diventano disponibili quando il nodo progredisce.[96]
  • Le proprietà non possono essere vendute ad altri giocatori.[70]
  • Sono necessarie Planimentrie per costruire edifici di proprietà usati per raffinare risorse in merci lavorate.[98][99][100][101][102]
    • La migliore lavorazione di merci può essere effettuata solo sulle proprieta, ottenere dunque una proprietà richiede parecchio lavoro.[103]
    Se un giocatore vuole ottenere una proprietà potrà ottenere una proprietà, però l'ammontare di lavoro risorse e tempo che è richiesto per ottenere la proprietà è un grande quantitativo. Alcune lavorazioni sono fattibili ai nodi, ma le migliori lavorazioni sono fatte sulle proprietà; e noi vogliamo essere sicuri che ci sia un controllo sull'ammontare di sforzo necessario per ottenere quell'influenza sul mercato della lavorazione. [103]Steven Sharif
    Solo perchè una proprietà è difficile da ottenere non vuol dire che non c'è spazio per abitazioni e mobili ottenibili attraverso il nostro sistema di appartamenti o una locanda o l'abitazione statica nel nodo. Ci sono metodi alternativi ma non hanno l'aspetto di lavorazione di merci migliore fatto sulla proprietà.[98]Steven Sharif

Il sistema di proprietà interagisce con molteplici sistemi in-gioco.[104]

Freehold placement

Alpha-2 freehold placement.[76][77]

There'll be a variety of predetermined parcels of land in each node's zone of influence; and once players acquire their freehold permit they'll be able to lay claim to any available parcel in the issuing node's region so- and by region we mean... the total combined territory of a node and all of its vassal nodes. So, if you acquire a freehold permit in the metropolis of a huge region, almost 20% of the map, you'll be able to lay a claim to an available parcel anywhere within that region. So it gives you a lot of freedom if you're able to acquire the permit from a metropolis.[75]John Collins

Freehold plots require a bound deed (permit/certificate) from the parent Village (fase 3) or higher node in order to place the plot.[73][76][77][78][83][84]

That was for a time a lively debate on our design team about whether or not there should be a level gate essentially from even preventing the potential for ownership. The reason why I chose to keep it at level 50 for now is because there are alternate systems that provide access at lower levels through permission setting. So it's one thing to own the home, it's is another thing to access the contents and to continue progression. Let's say, in the processing profession, you might want to gain mastery in: that mastery process leaves the nodes at around level 30 in the leveling experience for a processing profession; and so one of the debates on the design team was whether or not we should reduce the level requirement down to level 30 so that there's a seamless transition from node-based processing progression and the Freehold capability of progression.[107]Steven Sharif
You're going to see a little bit of change and this is one of the first ones: that these are predetermined locations that exist around the node or under its vassal structure that you will have the ability to bid on; and to give you a sense there, this allows us to customize a bit of those predetermined parcels, like a Sherwood Forest type of example.[75]Steven Sharif
  • A deed holder who has won an estate auction may then claim the estate from within a barony in that node's ZOI, including the ZOI of any of its vassal nodes. Placement of the plot is enabled by using the deed item in a player's inventory to get a top-down view of the estate, then selecting the desired location for the plot.[73][109]
    • Players can manipulate the orientation of their freehold plot.[111]
    • Successful placement of a deed gives the player access to their empty freehold plot and shed.[73][112][109]
It'll basically be an item in your bag; and once you get to your parcel, you claim that piece of land and then once it's claimed you'll be able to use the item to go into top-down view and layout actually exactly where your freehold will go on that parcel of land. You'll have a lot of freedom, so a lot that will be going through looking at your whole area of land you now own claim to and then deciding where the best spot to put your freehold in there would be.[109]Kory Rice
  • Collections of freeholds placed in close proximity are still considered part of their parent node and do not become a separate node, other than via roleplay.[122]

Freehold buildings

Freehold building types.[124][77]

After you build your house, you can build other buildings on your Freehold. Each building needs the blueprint to start the process. If you have a cosmetic skin you want to use on a building, this is used after placing the blueprint. Once this has been placed, the building will be shown in a non-functional, construction state. Players will need to provide the required materials needed to complete the building construction, for each building on their Freehold. No Freehold has room for every possible option, so players will need to choose how to develop their Freehold by choosing to build specific artisan buildings, business buildings, and creating room for livestock and crops.[73]

Freehold buildings that can be placed on a freehold plot serve three main purposes.[73][77][125][26][126]

Freehold buildings require blueprints and materials to construct.[73][83]

  • Sheds are present on empty freehold plots to provide storage for materials needed to construct freehold buildings.[112]
  • Some freehold buildings have multiple tiers, with different footprint sizes.[77][97]
  • Upgrading a tier will not change the size of the building in terms of footprint, but may increase in height.[97]
  • Basements in freehold buildings are to be decided.[128]

Freehold taxes are calculated based on the number of permits issued for buildings on a freehold.[73][129][130][131][132]

  • Buildings that require permits will have additional upkeep costs.[73]

Freehold building architecture is based on the blueprint for the building.[77][133]

The way we look at it is the freehold is your space so we want you to be able to make it look the way you want it to.[133]Jeffrey Bard

Freehold benefits

Homestead size dictates how much furniture can be placed on a freehold.[77]

Freeholds offer the following benefits in addition to other player housing benefits.[77]

Freehold security

Freehold owners are able to set permissions that grant access to their artisan and business buildings' services.[73][142][143][144][77]

Freehold ownership is designated by one account only and then the family system is the system that facilitates multiple accounts having permission basis within that freehold.[145]Steven Sharif
  • Freehold permissions are intended to work with the family and guild systems.[73][142][143]
    • It is still not determined if freehold permissions will be able to be granted to individuals outside those social structures.[142]
    • Freehold permissions may only apply to battalions/micro-structures within a guild.[146]
    • Interaction with the guild system will be tested in Alpha-2.[147]
Permissions to help manage your home are handled through affiliations like your Guild and family system. When setting permissions for your Freehold to do things like enter the house, interact with furniture, access Freehold storage, interact with crafting and processing stations, and harvesting gatherables on a Freehold, you can set if your Guild or family members should be able to do these things.[73]

Players cannot steal from a freehold under normal circumstances.[73][150][151][152]

  • Items stored in a freehold become lootable after a successful siege against their parent node.[153][73][152] It has not been decided which players get to loot the debris field during this period.[153]
Only players given permission to do so will be able to do things like access your Freehold storage, and harvest crops and animals on your Freehold. These permissions are capable of being individually assigned per interaction. Note that if the node associated with your Freehold is successfully destroyed during a siege event, attackers will be able to assault Freeholds, and have a chance to pillage them for their resources.[73]

Players cannot Pvp while inside the footprint of a freehold homestead even if the doors are unlocked.[73][154] This does not apply for a period of two hours following a successful siege against its parent node.[155][156][15][157]

Your home building is safe from PvP. While on the footprint of your home, you can not be harmed by damage from other players.[73]
  • NPC guards may be available for hire to defend freeholds after a successful node siege.[157] NPC guards that permanently exist on a freehold are not a planned feature.[158]

Freehold destructibility

Template:Freehold siege

Sharemarkets

Stock exchanges (also called Stock markets and Share markets) enable players to buy and sell shares in Nodi, Gilde and Organizzazioni sociali.[160][161][162]

info-orange.pngAlcune delle seguenti informazioni non sono state confermate di recente dagli sviluppatori e potrebbero non essere nell'attuale roadmap di sviluppo.
  • There is no regulatory commission to restrict the purchase and sale of stocks.[163]

See also

Riferimenti

  1. Node series part I]
  2. A reactive world - Nodes
  3. 3.0 3.1 3.2 3.3 Blog: Development Update with Village Node.
  4. 4.0 4.1 4.2 4.3 4.4 4.5 Trasmissione in diretta, 2023-08-31 (15:51).
  5. 5.0 5.1 5.2 5.3 5.4 Colloquio, 2023-07-09 (38:14).
  6. Citizenship.png
  7. 7.0 7.1 7.2 MMOGames interview, January 2017
  8. Colloquio, 2020-03-27 (0:30).
  9. 9.0 9.1 9.2 Video, 2018-04-05 (41:48).
  10. Trasmissione in diretta, 2017-05-19 (53:24).
  11. 11.0 11.1 11.2 Colloquio, 2020-07-29 (17:26).
  12. steven-kings-and-mayors.png
  13. 13.0 13.1 Colloquio, 2018-05-11 (50:05).
  14. Trasmissione in diretta, 2023-08-31 (20:54).
  15. 15.0 15.1 15.2 15.3 15.4 15.5 15.6 15.7 15.8 15.9 Blog - Know Your Nodes - Advance and Destroy.
  16. Trasmissione in diretta, 2023-08-31 (2:22:01).
  17. Trasmissione in diretta, 2020-10-30 (1:01:00).
  18. Trasmissione in diretta, 2018-07-09 (27:12).
  19. Trasmissione in diretta, 2017-05-26 (44:52).
  20. Blog: Creative Director's Letter
  21. Know Your Nodes: Economic Node Type.
  22. Video, 2024-02-29 (33:57).
  23. 23.0 23.1 23.2 A reactive world - Nodes.
  24. Video, 2017-04-20 (0:02).
  25. Npc vending.jpg
  26. 26.00 26.01 26.02 26.03 26.04 26.05 26.06 26.07 26.08 26.09 26.10 26.11 26.12 26.13 26.14 26.15 26.16 26.17 Node series part II – the Metropolis.
  27. 27.0 27.1 Trasmissione in diretta, 2017-10-16 (50:20).
  28. steven-quote-neighboring-nodes.png
  29. jahlon-steven-vassal-nodes-quote.png
  30. Trasmissione in diretta, 2024-02-29 (53:58).
  31. 31.0 31.1 Colloquio, 2020-07-18 (10:04).
  32. 32.0 32.1 Colloquio, 2020-07-08 (1:00:15).
  33. node xp.png
  34. Trasmissione in diretta, 2021-09-24 (1:21:23).
  35. 35.0 35.1 Trasmissione in diretta, 2017-05-26 (28:16).
  36. 36.0 36.1 36.2 36.3 36.4 Trasmissione in diretta, 2022-10-14 (55:13).
  37. Trasmissione in diretta, 2017-11-17 (55:27).
  38. Blog - Know Your Nodes - The Basics.
  39. 39.0 39.1 39.2 Trasmissione in diretta, 2020-10-30 (39:17).
  40. 40.0 40.1 40.2 40.3 40.4 40.5 Trasmissione in diretta, 2018-09-27 (53:06).
  41. 41.0 41.1 Trasmissione in diretta, 2022-02-25 (41:00).
  42. 42.0 42.1 Trasmissione in diretta, 2021-02-26 (1:12:18).
  43. Trasmissione in diretta, 2022-03-31 (4:57).
  44. Podcast, 2021-04-11 (29:47).
  45. Colloquio, 2018-05-11 (54:34).
  46. Trasmissione in diretta, 2017-05-26 (21:23).
  47. Podcast, 2021-04-11 (23:36).
  48. 48.0 48.1 Colloquio, 2018-05-11 (47:27).
  49. 49.0 49.1 Trasmissione in diretta, 2022-07-29 (1:13:09).
  50. Video, 2016-12-04 (0:02).
  51. Twitch Bustin - Practice Sieges?
  52. Trasmissione in diretta, 2020-12-22 (1:13:51).
  53. Video, 2017-04-30 (5:31).
  54. Trasmissione in diretta, 2022-01-28 (17:50).
  55. Trasmissione in diretta, 2020-03-28 (1:02:46).
  56. 56.0 56.1 Steven Quote2.png
  57. 57.0 57.1 57.2 57.3 Trasmissione in diretta, 2023-09-29 (1:07:01).
  58. 58.0 58.1 58.2 58.3 Trasmissione in diretta, 2019-07-26 (1:20:48).
  59. Trasmissione in diretta, 2017-11-17 (9:49).
  60. Trasmissione in diretta, 2020-07-25 (1:52:45).
  61. Video, 2020-05-31 (38:50).
  62. 62.0 62.1 62.2 62.3 steven-housing-numbers.png
  63. 63.0 63.1 63.2 Steven Sharif - Clarification points from today’s stream.
  64. Trasmissione in diretta, 2017-05-19 (33:57).
  65. 65.0 65.1 Colloquio, 2020-07-08 (33:34).
  66. 66.0 66.1 66.2 66.3 66.4 66.5 66.6 Video, 2020-05-31 (47:32).
  67. steven-static-housing-same-size.png
  68. 68.0 68.1 68.2 68.3 Trasmissione in diretta, 2017-07-18 (40:14).
  69. 69.0 69.1 steven-selling-freeholds.png
  70. 70.0 70.1 70.2 Trasmissione in diretta, 2020-06-26 (47:32).
  71. Trasmissione in diretta, 2020-06-26 (54:03).
  72. 72.0 72.1 72.2 72.3 Trasmissione in diretta, 2017-05-12 (55:01).
  73. 73.00 73.01 73.02 73.03 73.04 73.05 73.06 73.07 73.08 73.09 73.10 73.11 73.12 73.13 73.14 73.15 73.16 73.17 73.18 73.19 73.20 73.21 73.22 73.23 Blog: Exploring the Boundless Opportunities of Freeholds.
  74. 74.0 74.1 74.2 Trasmissione in diretta, 2023-06-30 (1:12:07).
  75. 75.0 75.1 75.2 75.3 75.4 75.5 75.6 75.7 Trasmissione in diretta, 2023-06-30 (14:09).
  76. 76.0 76.1 76.2 76.3 76.4 Trasmissione in diretta, 2023-06-30 (13:10).
  77. 77.00 77.01 77.02 77.03 77.04 77.05 77.06 77.07 77.08 77.09 77.10 77.11 77.12 77.13 77.14 77.15 77.16 77.17 77.18 77.19 Development Update with Freehold Preview.
  78. 78.0 78.1 78.2 78.3 78.4 78.5 Video, 2023-06-30 (21:22).
  79. 79.0 79.1 Trasmissione in diretta, 2020-06-26 (53:41).
  80. Trasmissione in diretta, 2017-05-12 (52:01).
  81. Trasmissione in diretta, 2020-06-26 (1:02:12).
  82. 82.0 82.1 82.2 Trasmissione in diretta, 2023-06-30 (1:15:34).
  83. 83.0 83.1 83.2 83.3 stevenclarification.png
  84. 84.0 84.1 84.2 84.3 84.4 84.5 84.6 84.7 Trasmissione in diretta, 2017-05-19 (32:23).
  85. steven-freehold-sales.png
  86. Trasmissione in diretta, 2020-06-26 (56:08).
  87. Trasmissione in diretta, 2023-06-30 (1:20:20).
  88. 88.0 88.1 Trasmissione in diretta, 2019-05-30 (1:23:41).
  89. 89.0 89.1 89.2 89.3 Colloquio, 2023-07-09 (1:50:50).
  90. Trasmissione in diretta, 2019-11-22 (17:59).
  91. Trasmissione in diretta, 2021-03-26 (59:21).
  92. Trasmissione in diretta, 2020-05-29 (36:29).
  93. Trasmissione in diretta, 2020-05-29 (42:01).
  94. Trasmissione in diretta, 2020-05-29 (35:36).
  95. Colloquio, 2018-05-11 (50:47).
  96. 96.0 96.1 Trasmissione in diretta, 2017-10-16 (56:42).
  97. 97.0 97.1 97.2 Colloquio, 2020-07-08 (45:23).
  98. 98.0 98.1 98.2 Trasmissione in diretta, 2022-06-30 (1:09:29).
  99. Trasmissione in diretta, 2022-02-25 (1:12:27).
  100. Podcast, 2021-04-11 (40:20).
  101. Colloquio, 2020-03-27 (9:00).
  102. Trasmissione in diretta, 2017-05-05 (34:15).
  103. 103.0 103.1 Trasmissione in diretta, 2022-06-30 (1:08:02).
  104. 104.0 104.1 104.2 104.3 104.4 104.5 Trasmissione in diretta, 2017-10-16 (56:38).
  105. 105.0 105.1 steven-lords-quest.png
  106. 106.0 106.1 Trasmissione in diretta, 2023-07-28 (1:33:58).
  107. 107.0 107.1 Podcast, 2023-07-15 (11:21).
  108. steven-freehold-quest-level.png
  109. 109.0 109.1 109.2 109.3 109.4 Trasmissione in diretta, 2023-06-30 (16:14).
  110. steven-permits.png
  111. Trasmissione in diretta, 2023-06-30 (1:36:52).
  112. 112.0 112.1 Trasmissione in diretta, 2023-06-30 (18:45).
  113. 113.0 113.1 113.2 113.3 Colloquio, 2023-07-09 (29:53).
  114. Trasmissione in diretta, 2022-04-29 (1:03:44).
  115. Trasmissione in diretta, 2020-06-26 (1:52:33).
  116. Trasmissione in diretta, 2018-05-09 (40:24).
  117. steven-freehold-distance-confusion.png
  118. 118.0 118.1 Colloquio, 2023-07-09 (32:53).
  119. steven-freehold-distance.png
  120. Freeholds.png
  121. steven-freeholds.png
  122. Trasmissione in diretta, 2017-05-26 (34:21).
  123. steven-guild-hall-barony.png
  124. Trasmissione in diretta, 2023-06-30 (12:11).
  125. 125.0 125.1 125.2 Trasmissione in diretta, 2023-04-07 (31:49).
  126. Trasmissione in diretta, 2017-05-24 (9:58).
  127. Video, 2023-06-30 (15:34).
  128. Trasmissione in diretta, 2019-06-28 (1:09:22).
  129. steven-freehold-building-permits.png
  130. Colloquio, 2023-07-09 (54:46).
  131. Trasmissione in diretta, 2023-06-30 (1:45:22).
  132. Tax spending.png
  133. 133.0 133.1 133.2 133.3 Trasmissione in diretta, 2020-08-28 (2:14:06).
  134. Trasmissione in diretta, 2023-06-30 (22:05).
  135. 135.0 135.1 Trasmissione in diretta, 2020-11-30 (57:50).
  136. 136.0 136.1 cosmetic-levels.png
  137. Trasmissione in diretta, 2017-05-26 (44:11).
  138. steven-freehold-businesses.png
  139. Freehold buildings.png
  140. 140.0 140.1 Trasmissione in diretta, 2023-06-30 (33:26).
  141. steven-best-gathering.png
  142. 142.0 142.1 142.2 Colloquio, 2023-07-09 (53:08).
  143. 143.0 143.1 Trasmissione in diretta, 2023-06-30 (26:23).
  144. Colloquio, 2018-05-11 (28:21).
  145. Trasmissione in diretta, 2023-06-30 (1:24:16).
  146. Screenshot 20230725-163146 Discord.jpg
  147. steven-guild-freehold-permissions.png
  148. Trasmissione in diretta, 2021-04-30 (1:12:33).
  149. Trasmissione in diretta, 2020-06-26 (51:58).
  150. steven-stealing-from-freeholds.png
  151. Trasmissione in diretta, 2023-06-30 (1:19:01).
  152. 152.0 152.1 Trasmissione in diretta, 2017-05-17 (1:03:23).
  153. 153.0 153.1 Trasmissione in diretta, 2023-07-28 (1:26:16).
  154. Trasmissione in diretta, 2023-06-30 (1:49:00).
  155. Trasmissione in diretta, 2021-11-19 (54:26).
  156. Trasmissione in diretta, 2020-08-28 (2:04:00).
  157. 157.0 157.1 Trasmissione in diretta, 2017-05-19 (28:04).
  158. Trasmissione in diretta, 2018-01-18 (31:05).
  159. Trasmissione in diretta, 2021-12-23 (1:29:27).
  160. 160.0 160.1 steven-stock-markets.png
  161. 161.0 161.1 Trasmissione in diretta, 2017-05-17 (11:27).
  162. 162.0 162.1 162.2 Stock Exchange.jpg
  163. 163.0 163.1 Colloquio, 2018-10-20 (5:51).