Player housing

Players will have the ability to survey and develop land anywhere in the world. Be a pioneer deep in the wilderness, build the home of your dreams, and work the land to cultivate resources and supplies. Alternatively, stick with civilization and safety in numbers – purchase a home within the confines of a village and watch your investment grow as that village turns into a city. Homeowners in our game will have the ability to develop their plot of land as they see fit. Focus on farming, animal husbandry, or own your very own smithy. You’ll be able to specialize your land to maximize your profits or your comfort – be sure to choose wisely.[2]
Player housing is player-owned accommodation in the form of Static housing, Apartments and Freeholds.[4]
A player may own up to 1 of each type of housing simultaneously.[5] Static housing and Apartments are one per server; Freeholds are one per account.
Player housing | Type. | Availability. | Starting count. | Ownership limit. |
---|---|---|---|---|
Apartments | Instanced.[4] | Village stage and higher.[6] | 50.[7] | One per character per server.[8] |
Freeholds | Open world.[4] | Village stage and higher.[4] | Ample.[7] | One per account.[8] |
Static housing | In-node.[4] | Village stage and higher.[4] | 8.[7] | One per character per server.[8] |
- Q: Freeholds specifically are locked one per account?
- A: Correct.[8] – Steven Sharif
- Q: If I put an alt on a different server I could have like in node housing or like at least an instanced house?
- A: Correct, yes.[8] – Steven Sharif
Benefits
Player housing offers a number of benefits:[9][10] Each different type of housing offers different benefits.[11]
- Ability to claim citizenship to a node.[12]
- Additional benefits are granted to home owners who are also citizens of that node.[11]
- Ability to place furniture and other decor items.[13][14][15]
- Houses will be empty when purchased. Players will need to place furnishings and decorations in them.[16]
- Each size of player-owned housing determines how many decor items can be placed in it.[9]
- Storage containers.[15][10]
- Crafting benches to craft furniture and other items.[14][10]
- Prized items can be displayed within a house.[10]
- Achievements and trophies may be displayed.[10]
- Social activities.[10]
- Housing may provide proximity based bonuses.[10]
- Players may grow crops in the garden sections of their player housing.[17][18]
Citizenship
Player housing grants the ability to claim citizenship of a Village (scena 3) node or higher.[12][20]
- Citizenship tickets may also grant citizenship to certain node stages. This mechanic will be decided based on testing.[21]
- A player can only claim citizenship to one node at a time.[22]
- You can declare citizenship to only one node and when you declare that citizenship. Let's say for example, one guild perhaps wanting to kind of 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 kind of a natural divide: A pseudo faction, so to speak between who is a part of that node and who is not.[23] – 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.[26] – Steven Sharif
- Citizenship is lost if the node is destroyed. A player can then become citizen of another node.[24]
- Node citizenship is not tied to membership of a guild. Guilds don't "own" nodes.[24]
- 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.[27]
- 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.[28]
Household security
A permissions system will enable an owner to grant access to specific parts of their housing.[29][30][31]
- Ability to open the door and enter the home.[32][30][31]
- Access to crops.[30]
- Ability to deposit or withdraw items from storage containers.[33][32][30][34][35]
- Permission to use furniture or crafting stations.[32]
A property has a single owner.[29]
- Marriage enables family size to increase by one so that housing access can be shared.[36]
- Access lists can be used to mimic co-ownership.[31]
- Payment of taxes may be via a "gentleman's agreement".[37]
- Mayors are able to allocate treasury funding to hire mercenary NPCs to defend their node during sieges.[38]
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 you know collaborating and pooling resources in order to achieve certain achievements in the game.[29] – Steven Sharif
Server merges
The developers intend to carefully manage server populations via the use of character creation throttles to avoid the need to merge servers.[39][40]
- Only servers that share the same timezone will be merged together.[41]
- The server with the lower population (weaker server) will be merged into the server with the higher population (stronger server).[41]
- Players from the weaker server will be provided the opportunity to change their character names during the merger.[41]
- There are two options for player owned land and property depending on the difference in size of the two servers.[41]
- For equal sized servers, property ownership will be reset for both servers, requiring all players to reestablish property ownership when the merge is complete.[41]
- For merges into a stronger server, only the players coming from the weaker server will be required to establish property ownership following the merge.[41]
- Part of the equation of essentially watching to make sure that we don't over populate the server selection, but at the same time making sure that there's not a queue system in place that's so long it's detrimental to the concurrency of the player's will to play so to speak. It's a tough balancing act.[42] – Steven Sharif
Apartments
Apartments are internal only (instanced) spaces within a node that offer some housing functionality.[4] There will be an initial 50 apartments available for purchase when a node advances to a Village (scena 3). Additional apartment buildings can be built at Town (scena 4) if the mayor chooses to construct them and if there is an available plot to do so.[7][6]
- The number of available apartments increases as a normal part of node advancement.[6]
- It was previously stated that apartments would be available at Town (scena 4) or above.[4]
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.[6] – Steven Sharif
Apartment options
- Apartment rentals offer node citizenship.[4]
- Different price points offer different sized apartments.[4]
- Prices for apartments will fluctuate depending on the number of units already sold in the node.[4]
- Apartments can be decorated as required.[4]
Freeholds

The whole goal of the freehold system is to give everything a purpose and not just have it be like "oh this is my pretty design", but it's a design towards something for your character- towards something for the world.[45] – Jeffrey Bard
Freeholds are sizable player housing plots that can be situated within the Zone of influence (ZOI) of a Village (scena 3) or higher.[4]
- Freeholds are limited to one per account.[8]
- Freeholds are approximately half an acre in size.[47]
- The footprint of a freehold does not change with node progression.[48]
- Expansions and upgrades become available as node progression allows.[47]
- Freeholds may not be sold to other players.[9]
- Blueprints are required for the construction of the freehold buildings that are used to process resources into processed goods.[49][50][51][52][53]
- The best processing can only be carried out on freeholds, so obtaining a freehold will require a large amount of effort.[54]
- If a player wants to achieve a freehold they can achieve the freehold, however the amount of effort resources and time that's required in order to achieve that freehold is a large amount. It is something that is a monumental achievement for you to to get that freehold; and the reason why is because freeholds tie in very heavily to the processing artisanship aspect. Some processing can be done in nodes, but the best processing is done on freeholds; and we want to make sure that there's a little bit of a throttle or gate on the amount of effort that's necessary to achieve that influence over the processing market.[54] – Steven Sharif
- Inns and other player housing options are available that are easier to obtain for players who do not need the benefits of a freehold.[49]
- Just because the freehold is very difficult to attain doesn't mean that you don't have a space for housing and furniture that you can achieve through our apartment system or an inn or the static in-node housing. Those are alternate methods as well but they do not have that aspect of the best processing is done on the freehold.[49] – Steven Sharif
The freehold system interacts with multiple other systems in-game.[55]
Events do not target personal belongings such as freeholds.[56]
Freehold placement
Freeholds may be placed anywhere within the ZOI of a stage 3 node (or higher) so long as they are not in close proximity to any of the following:[58]
- Pathing routes (Roadways).[58]
- Dungeons and other points of interest (POIs) regardless of advancement.[58][59][60]
- Events spawn areas.[58]
- Other freehold plots.[58]
- Hard terrain features, such as mountainsides or cliffs.[61]
Freehold plots will require a certificate from the parent node in order to place the plot.[62]
- The current design allows placement of freeholds anywhere in the ZOI of the node that the certificate was purchased from, including its vassal nodes. This may change as the result of testing.[63]
- Depending on where you achieved- where you procured the certificate from, as long as it is either in the parent or the vassal area, it could be a part of either. You give that declaration when you lay down the freehold. But like I said, that may change because we are actively defining a different approach on some of the vassal systems.[63] – Steven Sharif
The more advanced a node is, the more freeholds can be built within its ZOI.[4]
Collections of freeholds placed together are considered part of their parent node and do not become a separate node, other than via roleplay.[64]
Freehold buildings

Freehold serves three main purposes. The first and foremost is as a location for your home. And so because of that, a portion of the Freehold is dedicated to a home building. And you cannot fill that space with workshops and or processing stations other than to place a home there. The home offers a lot of things and the reasons why it's a core element of the Freeholds is because of storage capability, furniture allotment, and placement. Furniture interacts very closely with processing as well as the crop rotations that exist around the particular housing building. The other portion of the Freehold is dedicated to workshops and these processing stations essentially. And processing stations are of course a necessary component of taking gatherables into usable crafted goods essentially to fulfill what recipes require in order to make items.[66] – Steven Sharif
Freehold buildings that can be placed on a freehold plot serve three main purposes.[66][4][67]
Freehold buildings require blueprints and materials to construct.[62]
- Some freehold buildings have multiple tiers, with different footprint sizes. For example: Small, medium, large, to mansion-sized homes.[48]
- A mansion sized home may occupy up to 50% of a freehold plot.[48]
- Upgrading a tier will not change the size of the building in terms of footprint, but may increase in height.[48]
- Basements in freehold buildings are to be decided.[68]
Freehold building architecture is based on the blueprint for the building.[69]
- Freehold skins are applied to a blueprint based on the type of building.[69]
- Players are not locked into any particular race for freehold blueprints.[70]
- 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.[69] – Jeffrey Bard
Freehold building placement
Freehold buildings and other items/props can be placed on freehold plots (by the land owner).[66][71][47][4][67]
- There may be a grid-based system that freehold owners can use to place items/props and buildings on their freehold plot.[71] Players will need to manage how these are arranged to maximize adjacency bonuses.[47]
- A portion of a freehold plot is dedicated to the homestead. This requirement may be scrapped based on testing.[66]
- The number and type of buildings that can be placed on the freehold and the way these buildings get placed are subject to change based on testing and iteration during Alpha-2.[66]
- There is going to be a limited allotment of how many workstations you can have stood up at any given time. There's a limited allotment of licenses that can be applied to a freehold in order to make some of those stations reach level two- tier two and tier three. What those particularly are, we have some designs for them now, but that most likely will not survive testing and will need to be changed and adapted and iterated upon based off what the testing results provide.[66] – Steven Sharif
Freehold benefits
Freeholds offer the following additional benefits.
- Freeholds allow the owner to sell consumables that are only purchasable from specific buildings.[72]
Freehold security
Players cannot steal from a freehold under normal circumstances.[73]
Players cannot PvP while inside (the footprint of)[74] a freehold (except following a successful node siege).[75][76]
- Duels may be initiated within a freehold or node as they are considered self-contained events that are opt-in by all parties, and do not fall under the player flagging system.[77]
- The freehold is intended to be a protected area unless there is a siege and the town gets destroyed. If the town gets destroyed, the freehold's up for grabs and it becomes a PvP area.[75] – Steven Sharif
- NPC guards may be available for hire to defend freeholds after a successful node siege.[78] NPC guards that permanently exist on a freehold are not a planned feature.[76]
- Q: We were discussing in chat earlier about freeholds and whether or not a person would be safe in their home or within the entirety of their freehold from getting player killed?
- A: I think our initial testing is going to revolve around the footprint of their freehold and then we'll take into consideration the metrics gleaned from that testing.[74] – Steven Sharif
Permission to decorate a freehold is restricted to the owner of the freehold.[32]
- Previously it was stated that permission to decorate but not take anything from the house would be able to be assigned to other players.[30]
Players may grant shared access to certain freehold services to a limited number of other players, such as access to their processing centers.[79]
Static housing
Static housing provides non-instanced player accommodation within a node, also known as in-node housing.[4]
- Players are able to purchase small one room houses (cottages) starting at the Village stage (Node stage 3).[4][7]
- There will be 8 cottages available for purchase at the village stage.[7]
- The amount of static housing increases as a normal part of node advancement.[6]
- The architecture of static housing is predetermined by the racial influence of the node's layout and style.[81]
- Taverns and Player shops are not tied to in-node housing.[11]
Static housing benefits
Static housing offers the following additional benefits.[14]
- Small Gatherable/Processing areas to farm special types of crops.[14]
- Players have the ability to sell their in-node homes to other players.[82]
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.[82] – 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.[82][4]
- The Village stage offers small housing types.[82]
- The Town stage introduces medium housing types.[82]
- The City stage introduces large sized homes.[82]
- The Metropolis stage introduces mansion size houses.[82]
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.[83] – 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.[4]
- Only the houses that existed at the Village stage will become main street mansions at the Metropolis stage.[4]
Housing destructibility

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 you know 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.[85] – Steven Sharif
Node buildings (including player housing) have hit points and can be damaged or destroyed by different systems.[86][87]
- NPC-driven events that are a response to story arcs or node atrophy.[86]
- Node sieges and node wars.[86]
- 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.[85]
- Hazardous events such as tornadoes or hurricanes.[88][86]
If buildings suffer more than approximately 25% damage, any NPCs or services offered by that building will not be available until the building is repaired.[87]
- Players must repair damaged buildings (or rebuild destroyed ones) in order to reactivate the services from those particular buildings.[86][87][89]
Buildings that take significant damage are destroyed and appear as rubble on the plot they occupied.[86]
- Node governments must clear any rubble on plots before any buildings can be reconstructed. Any prerequisites for the building reconstruction must be satisfied beforehand.[86]
- 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.[86] – Steven Sharif
- If the node is destroyed by a node siege, the debris field will contain spoils that are lootable to the victors of the siege.[91][87][92][93]
- Player housing that is destroyed during a node siege can no longer be sold.[94] Furnishing and decorations are retained and can be placed again later.[94][95][96]
Static housing destructibility
Following a node siege, static housing will be scaled back or destroyed based on the advancement of the node.[95]
- 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.
Apartment destructibility
Apartments may be destroyed in the following circumstances:[95]
- If their building was destroyed during a node siege, even if the siege was not successful.[89][95]
- If the mayor decides to destroy apartment buildings all items and layouts will be mailed to the owner.[97]
- If a mayor built extra apartment buildings at Town (scena 4) or higher and the Node deleveled below that stage.[95]
Freehold destructibility
Freeholds may be attacked by any player[98] for a period of two hours[99] following a successful siege against its parent node.[78]
- Players and their allies may defend their freehold for this period of time.[78]
- Structures and guards may be obtained to defend freeholds during this period.[78]
After the two hour period of open combat following a successful node siege, any remaining freeholds will exist under a grace period for roughly 1 week where another node may take over the zone of influence of the freehold.[98][99]
- The freehold owner will be required to undertake a quest process to have their freehold adopted by a new node if one exists.[98]
- At the end of the grace period, if the freehold does not reside within the ZOI of a Village (scena 3) node or above, it will be destroyed.[100]
- Players who are registered as a defenders of their node cannot loot their own destroyed freeholds.[101]
If a siege is successful, then the Node is brought down to Level 0, and anyone who was a citizen of that Node is no longer a citizen. Freeholds within the Zone of Influence are subject to a period of vulnerability. These Freeholds can be destroyed by other players during a period of roughly 2 hours after a successful siege. Destroyed Freeholds are subject to material loss, and blueprints for them are mailed to the player to utilize for future placement in order to allow the player to keep their Freehold’s layout and structure. Once the vulnerability period is complete, any remaining Freeholds will exist under a grace period for roughly 1 week where another Node may take over the Zone of Influence of the Freehold.[99] – Margaret Krohn
Player housing designs and decorations are retained and can be placed again later if the housing is destroyed during a node siege.[95][96]
- Blueprints are mailed to the player to utilize for future placement.[99]
- Destroyed freeholds are subject to material loss.[99]
- Certificates will track major milestones (such as Furnaces and Homesteads, for example).[95][96]
- A possible design idea is for items such as furnishings to be boxed in crates that are accessible inside the new home.[102]
Real estate
Players buy the deeds for housing from the node itself.[20] Players can also buy and sell properties from other players.[4]
- Housing will have a base price that scales with the number of citizens in the node.[103]
- In-node housing will be at a premium, and is expected to be hotly contested.[4]
- The more apartments that have been purchased in a node, the higher the price scales.[43]
- The developers are considering an auction-based method for listing new properties that become available for purchase when a node advances.[104]
- Static housing and apartments can be listed and sold to other players.[9][105]
- There is no cap on the price of player-originated housing sales.[11]
- Player housing that is destroyed during a node siege can no longer be sold.[94]
- Freeholds may not be sold to other players.[9] This is subject to change based on testing.[106]
There's no cap essentially in player originated sales. Those are determined essentially by supply and demand as it is within the game and there's no artificial barrier to how high that demand can go.[11] – 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".[103]
- Players will not be able to exceed their allotment of housing in the game.[107]
This will allow players to transfer real property goods. This includes ... static housing, this includes apartments that they may own; and they can sell those because those will have a limited and finite quantity.[107] – Steven Sharif
Rental and leasing concepts are currently under consideration.[107]
Some concepts that we have is going to be rental or leases that could be had allowing players to kind of lease a property for a period of time where they will have control rights over utilizing storage based on the area, controlling the furniture or access point; all that kind of stuff.[107] – Steven Sharif
Taxes
When a node reaches stage 3 (Village) and a player run government has formed, all player housing will pay taxes.[108]
- A player's tax charge will be determined by the number of structures built on their plot.[109]
Housing decoration
Players may decorate their player housing and other types of buildings.[112]
- Houses will be empty when purchased.[16]
- Players may be able to upgrade to pre-furnished sets when they purchase their home.[13]
- Pre-furnished sets will be almost entirely visual and aesthetic. Only items crafted by the Carpentry profession will have in-game functionality.[13]
- Players may place furniture, artwork/paintings and other decor items in their player housing.[113][14][15][114][115]
- 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).[13]
- Each size, grade, and type of player-owned housing determines the number and type of items that can be placed in it.[113][116][9] For example: You can place only the best furniture in mansion grade in-node housing.[113]
- Building skins may change the shape of a homestead but the space available for furnishings should remain consistent.[116]
- 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.[116] – Margaret Krohn
- Characters will be able to interact with furniture items such as sit in chairs and lay in beds.[117]
- Players will not be able to alter structural aspects such as windows and walls.[13]
- There may be decor items that are representative of unique weapons that are available in the game.[118]
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.[113][119]
- Furnishing items with in-game functionality will be restricted entirely to those created by the Carpentry profession.[13]
- 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 you know, 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.[119] – Steven Sharif
- Prized items such as achievements and trophies may be displayed.[10]
Housing designs/blueprints
Player housing designs and decorations are retained and can be placed again later if the housing is destroyed during a node siege.[95][96]
- Blueprints are mailed to the player to utilize for future placement.[99]
- Destroyed freeholds are subject to material loss.[99]
- Certificates will track major milestones (such as Furnaces and Homesteads, for example).[95][96]
- A possible design idea is for items such as furnishings to be boxed in crates that are accessible inside the new home.[102]
Housing decoration cosmetics
Node layout and style

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.[120] – 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.[99] – Margaret Krohn
Node layout and style is determined by several factors:[121][122]
- Environment (biome) and location of the node.[123][121][122]
- 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.[123] – Steven Sharif
- Nodes will adjust the local topography to fit the aesthetic and mechanical requirements of the node.[124]
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.[124] – 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.[122] – Jeffrey Bard
- Race that contributed the highest percentage to the node's advancement will alter the racial appearance of its buildings, NPCs, and props.[125][126][121][99][122][127][128]
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.[130] – Steven Sharif
- The rest is determined by the node's mayor.[122]
- It should be possible for a node to complete several building projects within a mayor's one month term in office.[131]
- Q: How long would you say it will take players on average to fill slash 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 kind of 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.[131] – Steven Sharif
Tavern rooms
Owners of taverns are able to rent out rooms. The quantity and quality of rooms scales with the level of the tavern.[132]
Player housing grace period
If a player's subscription runs out, there will be a grace period before player housing is lost.[133]
Wizualizacje
2021-04-15 2021-04-04 2020-05-30 2018-01-19 2018-01-19
Community guides
See also
References
- ↑ Video, 2017-05-25 (1:07).
- ↑ About Ashes of Creation.
- ↑ Transmisja na żywo, 2018-05-04 (32:46).
- ↑ 4.00 4.01 4.02 4.03 4.04 4.05 4.06 4.07 4.08 4.09 4.10 4.11 4.12 4.13 4.14 4.15 4.16 4.17 4.18 4.19 4.20 4.21 4.22 4.23 4.24 Node series part II – the Metropolis.
- ↑
- ↑ 6.0 6.1 6.2 6.3 6.4 Steven Sharif - Clarification points from today’s stream.
- ↑ 7.0 7.1 7.2 7.3 7.4 7.5 7.6
- ↑ 8.0 8.1 8.2 8.3 8.4 8.5 Wywiad, 2018-05-11 (50:47).
- ↑ 9.0 9.1 9.2 9.3 9.4 9.5 Transmisja na żywo, 2020-06-26 (47:32).
- ↑ 10.0 10.1 10.2 10.3 10.4 10.5 10.6 10.7 Transmisja na żywo, 2017-05-10 (30:53).
- ↑ 11.0 11.1 11.2 11.3 11.4 Wywiad, 2020-07-08 (33:34).
- ↑ 12.0 12.1
- ↑ 13.0 13.1 13.2 13.3 13.4 13.5 Wywiad, 2020-07-08 (40:20).
- ↑ 14.0 14.1 14.2 14.3 14.4 Transmisja na żywo, 2020-06-26 (45:32).
- ↑ 15.0 15.1 15.2 15.3 15.4 Video, 2020-05-31 (47:32).
- ↑ 16.0 16.1 Transmisja na żywo, 2020-06-26 (53:20).
- ↑ Transmisja na żywo, 2020-10-30 (44:22).
- ↑ Transmisja na żywo, 2017-05-05 (32:11).
- ↑ Transmisja na żywo, 2020-03-28 (1:02:56).
- ↑ 20.0 20.1 MMOGames interview, January 2017
- ↑ Transmisja na żywo, 2018-07-09 (27:12).
- ↑ Transmisja na żywo, 2017-05-19 (53:24).
- ↑ Video, 2018-04-05 (41:48).
- ↑ 24.0 24.1 24.2 Wywiad, 2020-07-29 (17:26).
- ↑
- ↑ 26.0 26.1 Wywiad, 2018-05-11 (50:05).
- ↑ Transmisja na żywo, 2020-10-30 (1:01:00).
- ↑ Transmisja na żywo, 2017-05-26 (44:52).
- ↑ 29.0 29.1 29.2 Transmisja na żywo, 2020-06-26 (58:32).
- ↑ 30.0 30.1 30.2 30.3 30.4 Transmisja na żywo, 2020-06-26 (51:58).
- ↑ 31.0 31.1 31.2 Transmisja na żywo, 2017-05-19 (26:40).
- ↑ 32.0 32.1 32.2 32.3 Transmisja na żywo, 2021-04-30 (1:12:33).
- ↑ Transmisja na żywo, 2021-07-30 (1:14:33).
- ↑ Transmisja na żywo, 2019-06-28 (1:23:31).
- ↑
- ↑ Transmisja na żywo, 2021-01-29 (1:13:04).
- ↑ Transmisja na żywo, 2018-02-09 (51:57).
- ↑ Transmisja na żywo, 2020-06-26 (59:11).
- ↑
- ↑ Wywiad, 2020-07-18 (10:04).
- ↑ 41.0 41.1 41.2 41.3 41.4 41.5 Transmisja na żywo, 2022-10-14 (2:53).
- ↑ Wywiad, 2020-07-18 (12:56).
- ↑ 43.0 43.1 Transmisja na żywo, 2017-05-12 (52:01).
- ↑ Transmisja na żywo, 2020-05-29 (36:29).
- ↑ Transmisja na żywo, 2020-05-29 (42:01).
- ↑ Transmisja na żywo, 2020-05-29 (35:36).
- ↑ 47.0 47.1 47.2 47.3 Transmisja na żywo, 2017-10-16 (56:42).
- ↑ 48.0 48.1 48.2 48.3 Wywiad, 2020-07-08 (45:23).
- ↑ 49.0 49.1 49.2 Transmisja na żywo, 2022-06-30 (1:09:29).
- ↑ Transmisja na żywo, 2022-02-25 (1:12:27).
- ↑ Podcast, 2021-04-11 (40:20).
- ↑ Wywiad, 2020-03-27 (9:00).
- ↑ Transmisja na żywo, 2017-05-05 (34:15).
- ↑ 54.0 54.1 54.2 Transmisja na żywo, 2022-06-30 (1:08:02).
- ↑ 55.0 55.1 55.2 55.3 55.4 55.5 Transmisja na żywo, 2017-10-16 (56:38).
- ↑ Transmisja na żywo, 2023-04-07 (37:56).
- ↑ Video, 2017-05-25 (0:02).
- ↑ 58.0 58.1 58.2 58.3 58.4 Transmisja na żywo, 2017-05-19 (32:23).
- ↑ Transmisja na żywo, 2020-06-26 (1:52:33).
- ↑ Transmisja na żywo, 2018-05-09 (40:24).
- ↑
- ↑ 62.0 62.1
- ↑ 63.0 63.1 Transmisja na żywo, 2022-04-29 (1:03:44).
- ↑ Transmisja na żywo, 2017-05-26 (34:21).
- ↑ Ashes of Creation Store: Dünthol’s Forge.
- ↑ 66.0 66.1 66.2 66.3 66.4 66.5 66.6 66.7 66.8 Transmisja na żywo, 2023-04-07 (31:49).
- ↑ 67.0 67.1 Transmisja na żywo, 2017-05-24 (9:58).
- ↑ Transmisja na żywo, 2019-06-28 (1:09:22).
- ↑ 69.0 69.1 69.2 Transmisja na żywo, 2020-08-28 (2:14:06).
- ↑ Transmisja na żywo, 2017-05-26 (44:11).
- ↑ 71.0 71.1 Transmisja na żywo, 2020-05-29 (41:27).
- ↑
- ↑ Transmisja na żywo, 2017-05-17 (1:03:23).
- ↑ 74.0 74.1 Wywiad, 2018-08-08 (6:44).
- ↑ 75.0 75.1 Transmisja na żywo, 2021-11-19 (54:26).
- ↑ 76.0 76.1 Transmisja na żywo, 2018-01-18 (31:05).
- ↑ Transmisja na żywo, 2021-12-23 (1:29:27).
- ↑ 78.0 78.1 78.2 78.3 Transmisja na żywo, 2017-05-19 (28:04).
- ↑ Wywiad, 2018-05-11 (28:21).
- ↑ Video, 2020-05-31 (38:50).
- ↑ Transmisja na żywo, 2017-05-19 (33:57).
- ↑ 82.0 82.1 82.2 82.3 82.4 82.5 82.6 82.7 82.8 Video, 2020-05-31 (47:32).
- ↑
- ↑ Transmisja na żywo, 2019-10-31 (36:20).
- ↑ 85.0 85.1 Transmisja na żywo, 2019-11-22 (16:56).
- ↑ 86.0 86.1 86.2 86.3 86.4 86.5 86.6 86.7 Transmisja na żywo, 2022-03-31 (1:13:00).
- ↑ 87.0 87.1 87.2 87.3 87.4 Wywiad, 2020-07-08 (57:46).
- ↑ Forums - Livestream Q&A 2022-08-26.
- ↑ 89.0 89.1 89.2 Transmisja na żywo, 2019-11-22 (17:59).
- ↑ Wywiad, 2020-07-08 (59:38).
- ↑ Podcast, 2021-09-29 (14:21).
- ↑ Transmisja na żywo, 2020-04-30 (1:14:44).
- ↑
- ↑ 94.0 94.1 94.2 Transmisja na żywo, 2020-06-26 (1:02:12).
- ↑ 95.0 95.1 95.2 95.3 95.4 95.5 95.6 95.7 95.8 Transmisja na żywo, 2017-07-18 (40:14).
- ↑ 96.0 96.1 96.2 96.3 96.4 Transmisja na żywo, 2017-11-17 (47:10).
- ↑ Transmisja na żywo, 2021-03-26 (59:21).
- ↑ 98.0 98.1 98.2 Transmisja na żywo, 2020-08-28 (2:04:00).
- ↑ 99.0 99.1 99.2 99.3 99.4 99.5 99.6 99.7 99.8 99.9 Blog - Know Your Nodes - Advance and Destroy.
- ↑ Transmisja na żywo, 2017-05-19 (29:34).
- ↑ Transmisja na żywo, 2021-02-26 (1:11:13).
- ↑ 102.0 102.1 Transmisja na żywo, 2020-06-26 (1:00:57).
- ↑ 103.0 103.1 Transmisja na żywo, 2020-06-26 (53:41).
- ↑ 104.0 104.1 104.2 104.3 Transmisja na żywo, 2017-05-12 (55:01).
- ↑ Transmisja na żywo, 2020-06-26 (54:03).
- ↑ Transmisja na żywo, 2020-06-26 (56:08).
- ↑ 107.0 107.1 107.2 107.3 Transmisja na żywo, 2019-05-30 (1:23:41).
- ↑
- ↑
- ↑ Transmisja na żywo, 2020-05-29 (36:18).
- ↑
- ↑ Transmisja na żywo, 2017-11-17 (26:22).
- ↑ 113.0 113.1 113.2 113.3 Transmisja na żywo, 2023-01-27 (1:35:45).
- ↑ Transmisja na żywo, 2017-05-24 (29:54).
- ↑ Transmisja na żywo, 2020-05-29 (38:04).
- ↑ 116.0 116.1 116.2 Transmisja na żywo, 2022-01-28 (1:13:55).
- ↑ Transmisja na żywo, 2017-05-22 (56:31).
- ↑ Transmisja na żywo, 2021-06-25 (1:31:04).
- ↑ 119.0 119.1 Transmisja na żywo, 2018-08-17 (10:54).
- ↑ Blog - Know Your Nodes - The Basics.
- ↑ 121.0 121.1 121.2 Transmisja na żywo, 2020-10-30 (39:17).
- ↑ 122.0 122.1 122.2 122.3 122.4 122.5 Transmisja na żywo, 2018-09-27 (53:06).
- ↑ 123.0 123.1 Transmisja na żywo, 2022-02-25 (41:00).
- ↑ 124.0 124.1 Transmisja na żywo, 2021-02-26 (1:12:18).
- ↑ Transmisja na żywo, 2022-03-31 (4:57).
- ↑ Podcast, 2021-04-11 (29:47).
- ↑ Wywiad, 2018-05-11 (54:34).
- ↑ Transmisja na żywo, 2017-05-26 (21:23).
- ↑ Podcast, 2021-04-11 (23:36).
- ↑ 130.0 130.1 Wywiad, 2018-05-11 (47:27).
- ↑ 131.0 131.1 Transmisja na żywo, 2022-07-29 (1:13:09).
- ↑ The mighty beard!
- ↑ Transmisja na żywo, 2017-05-24 (42:22).