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.
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.
- Nodes advance to the first stage quickly. This enables NPC services such as vending or banking items.
- The more advanced the node is, the larger its ZOI becomes.
- 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.
- The vassal system begins when a node hits Village (scena 3), but neighboring nodes starting from Expedition (scena 1) also block the growth of their immediate neighbors.
- 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.
- 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.
- 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. – 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 kind of close together and spanning their territories in kind of opposite directions: The Tale of Two Cities kind of thing. – Steven Sharif
- A node does not receive XP from the nodes within its ZOI until these nodes have reached their cap.
- Node experience gain opportunities will be equitable across the four node types.
- 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. – Steven Sharif
Node advancement spawns a series of animations and visual effects (within the footprint of the node).
- Players within the node are teleported to a safe location, likely a respawn area near the node.
- 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.
- NPCs will begin construction activities.
- Players outside the node will see the new facade of the node pop into existence as the node advances in stage.
- 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. – Margaret Krohn
- 1 Vassal nodes
- 2 Node atrophy
- 3 Storyline quests
- 4 Relics
- 5 Racial influences
- 6 Node layout and style
- 7 Trophy park
- 8 Node government
- 9 Sharemarkets
- 10 See also
- 11 References
Village (stage 3) or higher nodes enslave nearby nodes, converting them into vassal nodes.
- A Metropolis (scena 6) can control up to two City (scena 5) nodes. A City (scena 5) can control one Town (scena 4) and one Village (scena 3) node. A Village (scena 3) can control an Encampment (scena 2) or an Expedition (scena 1). If the Village (scena 3) gets destroyed through a siege, its "vassals" are also destroyed.
- Vassal nodes gain benefits from their sovereign node (parent node) even if the node type of the parent is different to the vassal.
- It is not a bad thing to be vasseled, it is a good thing to be vasseled. It brings many benefits from the Sovereign, which is the the ultimate parent of that vassal network down to the vassal node itself; and it allows that vassal node to even live outside of its normal mechanics. You get to adopt some of the benefits that the node type of your sovereign is, even if your node type as a vassal node isn't the same. – Steven Sharif
- Sovereign nodes collect taxes from their vassal nodes. These taxes cannot be taken by the mayor or other players.
- Vassal nodes must remain at least one node stage below their parent node.
- Neighboring/Adjacent nodes from Expedition (scena 1) upward block the growth of their immediate neighbors. This was intended to be tested in Alpha-1.
- Vassal nodes first apply any experience earned to their own deficit (see Node atrophy). It then applies excess experience earned to its parent node.
- If the parent node advances, the vassal is once again able to advance.
- Vassal nodes give excess experience to their parent node and may have their own vassals; so long as they fall within the parent node’s zone of influence.
- If a node is capped and is both a vassal and has its own vassals, any experience earned from itself or its Vassals is first applied to its own deficit. Experience beyond that is then sent to its parent node.
- When the vassal reaches its cap it overflows experience up to the parent; and so it can be very good early on for parents to get vassal nodes that are very productive- that have a lot of traffic. – Steven Sharif
- Vassals are subject to the government, alliances, wars, taxes, and trade of their parent node, and are able to receive federal aid from them.
- Vassal nodes cannot declare war on their parent node or any of their vassals.
- Citizens of vassals are bound by the diplomatic states of the parent node.
- If a Node is a Vassal Node and is capped from advancing further, it first applies any experience earned to its own deficit (see Node Atrophy section), and then applies excess experience earned to its Parent Node. If the Parent Node advances and the Vassal is able to grow, it becomes uncapped. If a Node is capped and is both a Vassal and has its own Vassals, any experience earned from itself or its Vassals is first applied to their own deficit. Any experience beyond that is then sent to its Parent Node. – Margaret Krohn
Adjacent nodes (Neighboring nodes) starting from Expedition (scena 1) may block (lockout) the growth of their immediate neighbors.
- Vassal nodes must remain at least one node stage below their parent node.
- Encampment (scena 2) and Expedition (scena 1) nodes are technically not vassal nodes as they do not support citizenships. If their parent Village (scena 3) node is destroyed by a node siege, these nodes are also destroyed.
Nodes accumulate an experience deficit each day based on the node's level, called node atrophy. The deficit is subtracted from any experience earned that day. If any deficit remains, then this is subtracted from the node’s experience pool.
- An atrophy system may be implemented, where accumulated atrophy points will progressively disable services within a node. The node may be destroyed if a significant points threshold is reached.
- There are intrinsic problems with reducing a nodes level as opposed to removing the node and it may be possible I'm just gonna say now that we don't actually atrophy nodes to delevel but rather accrue atrophy points that must be replenished over time; and if not it begins to disable services and further compound the atrophy problem; at which point when it reaches a certain atrophy point then the node would just disappear. – Steven Sharif
Storyline quests can have multiple stages. These quest stages can actually be failed.
- The ability to retry a failed quest depends on Node progression.
- Quests involving citizens from multiple nodes are unlocked based on the alliances and other relationships between the nodes and their progression.
- Quests may differ based on the stages of nearby nodes, seasonal influences, and events such as world bosses.
There will be many different quests that actually have stages of the storyline; and these stages can actually be failed. You can actually fail a storyline; which sucks when you think about it, but at the same time that risk makes your investment that much more important. – Steven Sharif
Relics are achievements for a node that unlock over time. They allow node citizens to craft certain legendary items and progress in certain legendary quest lines.
- Relics are embodiments of certain types of achievements. You may have the scale of a dragon that's been defeated- the all-scale aspect of it- and from that every week a citizen might be able to derive one scale material component that can be used across a plethora of high-end types of crafting. – Steven Sharif
- Relics automatically manifest in the node's reliquary when specific conditions are met by that node. For example, it may require a certain number of citizens to accomplish a particular achievement a number of times before the relic is granted to the node.
- Let's say for example there is a dragon nearby and this dragon is a large raid boss; and the number of citizens that the node has that participates in that raid the first time- if you have 30 citizens present you may not achieve the relic. And it's not a matter of capturing it at that location taking back to the city. It'll automatically manifest within the reliquary if a number of citizens accomplish a particular achievement a number of times necessary to create the relic. So if you only have 30 citizens present at that raid boss you may need to do that raid boss four or five six times in order to unlock the achievement which grants the relic in the reliquary. So it's essentially incentivizing the citizens to participate in the world events around the node. – Steven Sharif
- Relics can also be awarded for accomplishments that span many different progression paths, such the number of citizens achieving advanced stages of their artisan classes.
- The other component of relics that's important to note is that it's not just adventuring relics, these are accomplishments that span a lot of the different progression paths. So you could have accomplishments get unlocked by how many number of citizens achieve you know the creation of a particular type of item. You may have now an alchemical genius that is a citizen of your node and as a result there is an alchemical relic that's been granted to your reliquary in a similar fashion to the dragon. – Steven Sharif
- Relics stored in a node's reliquary grant passive and active benefits to node citizens and vassal states.
- Limited access to the relics stored in a node's reliquary are granted to players after a node is destroyed by a node siege. Benefits are also conferred to those who capture, steal, or sabotage relics held the reliquary.
- Looting a relic from a node will create a shard of the relic, which can be used in recipes for certain crafted items and enchantments; or it can be consumed for a single-use buff that reflects the original relic's purpose. These shards can be traded.
- Relics include the four Ancient artifacts of Verra that were originally discovered by King Atrax in his pursuit of the power of The Essence.
- These artifacts were in close alignment to The Essence on Verra due to their proximity to the ley lines of Essence spread across the world.
- These artifacts were originally housed in the vault of Fallow's Hold, which is one of the great dungeons of Ashes of Creation, located near the capital city of the ancient Toren empire, Torall.
- Constellations enable the acquisition of certain relics.
- Certain relics can only be discovered through exploration.
The four Ancient artifacts of Verra were originally discovered by King Atrax in his pursuit of the power of The Essence. These artifacts were in close alignment to The Essence on Verra due to their proximity to the ley lines of Essence spread across the world. These artifacts were originally housed in the vault of Fallow's Hold, which is one of the great dungeons of Ashes of Creation, located near the capital city of the ancient Toren empire, Torall.
- The Golden Chalice was believed to bring everlasting life but was actually allowing the corruption of manipulating The Essence to enter the soul through the physical representation of drinking something.
- The Crown represented a direct link The Ancients had into the thought process of King Atrax that the Ancients were able to manipulate.
- The Sword brought unusual power through manipulation of the evil side of the Essence, which is how Atrax maintained his dominance over his people: through physical might, essentially striking down any foe that opposed him among his administration.
- The Staff enabled Atrax to project his magic across great distances, which enabled him to extend his power and manipulation throughout the lands of Verra and allowed him to maintain vigilance over his realm.
Cultural influences manifest in many ways, from node and gear aesthetics to NPC languages and lore.
- Gear appearance of certain armor sets is influenced by the player's race.
- Node layout and style is influenced by the race that contributes the most to that node.
- NPCs will react differently to different character races.
There is an attrition and that attrition on experience and influence is heightened based on the performance of the race in the world. So if all these nodes are Orc nodes then their attrition rate is very high to compete with the cultural establishment of new nodes because they have more influence in the world and a popular opinion is against them in their outlying regions that they do not have influence in. – Steven Sharif
Node layout and style
Node layout and style is determined by several factors:
- Environment (biome) and location of the node.
- 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. – Steven Sharif
- Nodes will adjust the local topography to fit the aesthetic and mechanical requirements of the node.
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. – 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. – Jeffrey Bard
- Race that contributed the highest percentage to the node's advancement will alter the racial appearance of its buildings, NPCs, and props.
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. – Steven Sharif
- The rest is determined by the node's mayor.
- It should be possible for a node to complete several building projects within a mayor's one month term in office.
- 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. – Steven Sharif
Unique node buildings
Each node type has a unique node building associated with it that can be activated at the Village stage of node advancement. The unique building plays a central role in the progress of civilization for a server.
- Divine nodes
- Economic nodes
- Military nodes
- Scientific nodes
Quests may be based on a character's race.
Different quests may relate to who the primary cultural contributor is to a node. This won't lock out content, but will add flavor to the quests.
There might even be different directories of the quest that exist for specific races, and even though you're sharing a quest to kill a boss, if you're human and I'm an elf, I will have a different arc potentially that leads in a different direction than you, even though we took the same quest; and this can relate to who the primary cultural contributor is to a node unlocking different arcs for cultures that share the primary culture of a node - not that locks out content but it gives a flavor in a different direction so that not everything is so cookie cutter. – Steven Sharif
Race matters because narratives have paths that also are influenced based on the primary contributing culture to the node... If you're a Niküa and you have you're in a Niküa node that's predominantly Niküa, you're going to have certain services and/or abilities as a member of the Niküa race that other races may not have access to... They may have alternative quest lines, but they won't have specific ones. Now those specific Niküa quests will then relate to the meta-narrative that's present in the world and they'll start to direct some of that meta-narrative; and that'll be beneficial for your kind because it will unlock certain content for your race that other races haven't unlocked yet. So there is an incentive there to see progression along that line now in order to curb the progress of a dominant race. – Steven Sharif
Quests that are race specific, title specific, or guild specific will likely be less than 10% of the total number of quests. 90% of quests should be able to be shared by everybody.
Trophy park is an area within Town, City or Metropolis nodes that has available spots for trophies. These trophies show the character names of players who are the first to complete world bosses and dungeon bosses that were spawned as the result of the development of that particular node.
- Server announcements and achievements are designed to encourage groups to experience new content.
Node governments are chosen from a node's citizenry when a node reaches Village (scena 3).
Positions within a node's government are attained through titles that grant special access to NPCs in the node.
- Priests, bishops or acolytes in certain temples.
- Patron guild leader.
- Chief bounty hunter.
There are a lot of things that you can strive for within [a node] that grant you that special treatment. – Steven Sharif
Government officials have wide-ranging leadership powers.
- Mark foreign citizens of other nodes as enemies of the state.
- Entering into trade agreements with other nodes.
- Mayors are able to set tax rates for their node.
- This includes setting tax rates that apply to tavern games.
- Allocating money gathered via node taxes.
- Directing treasury funds into building projects and/or improving node defensive structures, such as stronger walls and gates, traps, and siege equipment.
- Mayors can also allocate treasury funding to hire mercenary NPCs to defend their node during sieges.
- Tax money may only be used to fund node development.
- Mayors are able to initiate quest-driven systems that non-citizens can participate in. The mayor can use a portion of the node's treasury or goods as rewards for quest completion. Players will be able to interface with the node to view the quests that are available to them.
- These quests can be used to bring in material components to help combat node atrophy.
- Nodes have a number of node policies that are proposed by the mayor to be voted on by citizens.
- There are levers and dials that are present to both the owners of Castles as well as the elected officials of Nodes that during their administration they have the ability to impact and influence the region around them. – Steven Sharif
Guilds do not control nodes. Guild leaders (kings and queens) can become mayors of nodes.
- Guilds hold separate roles in the direction of the node than the roles held by private citizens.
- Only a certain number of guilds may participate in these roles.
- Separate guild roles are reserved for small, medium and large guilds.
- Guild’s also hold separate roles in the direction of the node, than the roles held by private citizens, and only a certain number of guilds may participate in these roles. Separate guild roles are reserved for Small size guilds, medium size guilds and large size guilds.
Mayors are able to set tax rates for their node.
- This includes setting tax rates that apply to tavern games.
Mayors/Node governments allocate resources, taxes, and quests to help develop node defenses.
- Tax money only goes toward funding node development. This gold cannot be withdrawn by the mayor or any other player.
- Taxation rates scale based on when a player joined a node as a citizen. The goal is to exert financial pressure on node populations by making taxes increasingly expensive as nodes advance, rather than putting in place hard population caps.
Parent (Sovereign) nodes take a cut of all taxes from the housing and any services that occur within their vassal node structure.
- This tax doesn't necessarily impact the individual citizen, because citizen's tax levels are determined by their node, but the node's finances are affected by the taxation levied by its parent nodes.
Node governments may declare war on another node and rally citizens to the cause.
- This mutually flags the citizens of the warring nodes, including their allies, as combatants.
- Social organizations quests will either be cooperative or adversarial based on the war status of their parent nodes.
- Vassal nodes cannot declare a node war on their parent node or any of their vassals.
- Node wars can be declared at any time, but the objectives will only spawn during server prime-time.
- Players can kill each other at any time during the war (not only during server prime-time).
- We have conditions that you can set between nodes with regards to either nodes being friendly with each other and acting trade alliances, or they can declare war on nodes similar to how guild wars may function in different games, where those citizens become hostile to each other based on the player government that's elected in the particular node. So those systems all kind of cater to allowing a conflict that's meaningful and that also provides a non-imbalanced relationship between stronger guilds and not as strong guilds. – Steven Sharif
Ashes of Creation may have specific content that revolves around Alliances.
- Progression pathways within alliances.
- Guilds sharing common services with alliance members.
- Alliances can toggle relationships with nodes.
Content that revolves around alliances specifically and progression within the development of that alliance; and the ability to share some common services between guilds that are part of that alliance. I think that additionally allowing alliances to toggle certain relationships with nodes as an interaction is beneficial. That's going to provide an interesting dynamic for players who are either members of the particular node that has the relationship established or members of the Alliance. So I think that obviously building systems is is about creating the channels by which these players can form bonds and the more layers you have around those you know channels of bonding between the different guilds or players, the more sustainable that relationship. – Steven Sharif
As nodes develop, player governments may open a Stock exchange (also called Stock markets and Sharemarkets) where players can buy and sell shares in Nodes, Guilds and Social organizations.
- The value of stocks is influenced by world events and the performance of nodes, Social organizations or guilds.
- Hard metrics, such as quest lines, nearby resources, citizen progression, and purchases of local real estate, will determine the value of purchasable shares.
- There is no regulatory commission to restrict the purchase and sale of stocks.
- ↑ 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 Blog - Know Your Nodes - Advance and Destroy.
- ↑ A reactive world - Nodes.
- ↑ Video, 2017-04-20 (0:02).
- ↑ Node series part II – the Metropolis.
- ↑ 6.0 6.1 Transmisja na żywo, 2017-10-16 (50:20).
- ↑ 7.0 7.1 7.2
- ↑ 8.0 8.1 8.2 8.3
- ↑ 9.0 9.1 Wywiad, 2020-07-18 (10:04).
- ↑ 10.0 10.1 10.2 10.3 10.4 Wywiad, 2020-07-08 (1:00:15).
- ↑ Transmisja na żywo, 2021-09-24 (1:21:23).
- ↑ 13.0 13.1 Transmisja na żywo, 2017-05-26 (28:16).
- ↑ 14.0 14.1 14.2 14.3 14.4 Transmisja na żywo, 2022-10-14 (55:13).
- ↑ Transmisja na żywo, 2017-11-17 (55:27).
- ↑ 16.0 16.1 16.2 16.3 Transmisja na żywo, 2022-08-26 (1:07:34).
- ↑ 17.0 17.1 17.2 17.3 17.4 17.5 17.6 17.7 17.8 17.9 Blog - Know Your Nodes - The Basics.
- ↑ 19.0 19.1 Transmisja na żywo, 2022-08-26 (1:04:35).
- ↑ 20.0 20.1 20.2 20.3 20.4 Transmisja na żywo, 2022-08-26 (1:10:16).
- ↑ 21.0 21.1 21.2 Wywiad, 2018-10-20 (2:36:25).
- ↑ Transmisja na żywo, 2020-07-25 (1:50:20).
- ↑ Transmisja na żywo, 2021-03-26 (1:12:51).
- ↑ 25.0 25.1 25.2 Wywiad, 2020-07-18 (56:11).
- ↑ 26.0 26.1 26.2 26.3 26.4 26.5 26.6 Podcast, 2021-09-29 (10:49).
- ↑ Transmisja na żywo, 2018-02-09 (29:26).
- ↑ 28.0 28.1 Transmisja na żywo, 2022-04-29 (27:00).
- ↑ 29.0 29.1 Transmisja na żywo, 2020-07-25 (1:22:40).
- ↑ Transmisja na żywo, 2020-06-26 (1:33:10).
- ↑ Transmisja na żywo, 2022-10-14 (52:31).
- ↑ Podcast, 2021-09-29 (14:21).
- ↑ Wywiad, 2020-07-08 (57:46).
- ↑ Transmisja na żywo, 2020-04-30 (1:14:44).
- ↑ 38.0 38.1 38.2 38.3 38.4 38.5 Transmisja na żywo, 2020-11-08 (15:01).
- ↑ 39.0 39.1 Transmisja na żywo, 2020-11-08 (00:49).
- ↑ 40.0 40.1 40.2 40.3 Transmisja na żywo, 2020-11-08 (07:58).
- ↑ Video, 2022-12-02 (11:11).
- ↑ Transmisja na żywo, 2023-02-24 (6:51).
- ↑ 43.0 43.1 Transmisja na żywo, 2020-11-30 (52:56).
- ↑ Transmisja na żywo, 2020-06-26 (45:32).
- ↑ 45.0 45.1 45.2 45.3 45.4 45.5 Transmisja na żywo, 2022-03-31 (4:57).
- ↑ 46.0 46.1 Wywiad, 2021-02-07 (33:00).
- ↑ 47.0 47.1 47.2 Wywiad, 2018-05-11 (1:00:19).
- ↑ 48.0 48.1 48.2 48.3 Podcast, 2018-04-23 (29:56).
- ↑ 49.0 49.1 49.2 Transmisja na żywo, 2020-10-30 (39:17).
- ↑ 50.0 50.1 50.2 50.3 50.4 50.5 Transmisja na żywo, 2018-09-27 (53:06).
- ↑ 51.0 51.1 Transmisja na żywo, 2022-02-25 (41:00).
- ↑ 52.0 52.1 Transmisja na żywo, 2021-02-26 (1:12:18).
- ↑ 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).
- ↑ 57.0 57.1 57.2 Wywiad, 2018-05-11 (47:27).
- ↑ 58.0 58.1 Transmisja na żywo, 2022-07-29 (1:13:09).
- ↑ Transmisja na żywo, 2018-09-01 (36:28).
- ↑ Know Your Nodes: Economic Node Type.
- ↑ Transmisja na żywo, 2019-07-26 (1:13:23).
- ↑ 62.0 62.1 Podcast, 2018-08-04 (1:35:58).
- ↑ Transmisja na żywo, 2020-03-28 (1:02:46).
- ↑ 64.0 64.1 64.2 64.3 64.4 64.5 64.6 64.7 64.8 MMOGames interview, January 2017
- ↑ 65.0 65.1 65.2 65.3 65.4 Transmisja na żywo, 2019-07-26 (1:20:48).
- ↑ Transmisja na żywo, 2017-11-17 (9:49).
- ↑ Transmisja na żywo, 2020-07-25 (1:52:45).
- ↑ 70.0 70.1 70.2 70.3 City hall.
- ↑ 72.0 72.1 72.2 72.3 Transmisja na żywo, 2022-04-29 (27:42).
- ↑ 73.0 73.1 73.2 Transmisja na żywo, 2020-03-28 (1:03:38).
- ↑ 74.0 74.1
- ↑ 75.0 75.1
- ↑ Transmisja na żywo, 2018-01-18 (37:05).
- ↑ Transmisja na żywo, 2020-06-26 (59:11).
- ↑ 78.0 78.1
- ↑ 79.0 79.1 Wywiad, 2020-07-08 (1:04:05).
- ↑ Transmisja na żywo, 2022-08-26 (1:12:40).
- ↑ Transmisja na żywo, 2017-05-19 (36:05).
- ↑ Transmisja na żywo, 2017-05-19 (36:09).
- ↑ Wywiad, 2020-03-27 (0:30).
- ↑ 88.0 88.1 Wywiad, 2018-05-11 (57:02).
- ↑ 89.0 89.1 Wywiad, 2020-07-19 (24:34).
- ↑ 90.0 90.1
- ↑ Video, 2018-04-05 (41:48).
- ↑ 92.0 92.1 92.2 92.3 92.4 Podcast, 2018-05-11 (21:07).
- ↑ 93.0 93.1 Transmisja na żywo, 2017-05-17 (11:27).
- ↑ 94.0 94.1
- ↑ 95.0 95.1 Wywiad, 2018-10-20 (5:51).