Static housing

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Static housing provides non-instanced player accommodation within a node, also known as in-node housing.[2]

Static housing benefits

Static housing offers the following benefits in addition to other player housing benefits.[8]

Node citizenship

Node citizenship.[12][13]

Citizenship is, aside from nodes existing, one of the most important parts. So you as a player will get to become a citizen of these nodes: you're going to need to acquire some form of housing to be able to do that within that node's jurisdiction, it's zone of influence.[13]Chris Justo

Player housing grants the ability to claim citizenship of a Village (scena 3) node or higher.[12][13][14][15][16] Gaining citizenship through player housing is not automatic. It must be claimed.[14]

When you become a citizen you enter in at a certain citizenship due structure; and citizens pay taxes to their node in the form of both property taxes based on what type housing as well as citizenship dues, which are necessary. And as you enter later into the stage of a node's development, you will pay a higher value on the citizenship dues or vice-versa: if you own a property later, you will be entered into a property tax that is higher based on where you enter that property ownership within the node's history. So those help to form a soft cap. Now, if payers are willing to pay more to be a citizen of a particular node, they have that option, but at some point it becomes restrictive.[18]
  • A player can only claim citizenship to one node at a time.[14][19]
You can declare citizenship to only one node and when you declare that citizenship. Let's say for example, one guild perhaps wanting to take all their members and have them all declare the same citizenship to a location. The longer a node exists the higher the prize it is to take and some systems with regards to crafting progression and/or rewards and bonuses or the reliquary that we haven't really touched on a lot, those systems are going to be so enticing that from an incentive standpoint it will compel other groups to either potentially break alliances or siege the city in order to take the goods that are potentially in it. So, from an incentive standpoint we have that at play. Additionally, we don't have a cap per-se that we've announced yet on the citizenship aspect of being in a node, but we do have soft caps. It becomes costlier the higher number of citizens each time one new person wants to join to be part of a node. So, there is sort of a soft cap on how many citizens one node can have and it might be that not all in the guild can participate in that area. So, there's a natural divide: A pseudo faction, so to speak between who is a part of that node and who is not.[18]Steven Sharif
Your account is bound to one declared citizenship per server, which means that if you have two alts and your main character on one server you may only be a citizen of one node between those three... If you have an alt on a different server, it could be a citizen of a node as well.[22]Steven Sharif
info-orange.pngNiektóre z poniższych informacji nie zostały ostatnio potwierdzone przez programistów i mogą nie znajdować się na aktualnym planie rozwoju.
  • Citizenship tickets may also grant citizenship to certain node stages. This mechanic will be decided based on testing.[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/primary tenant to grant access to specific parts of their housing.[29][30][31][32]

A property has a single owner/primary tenant.[29][38][30]

  • Marriage enables family size to increase by one so that housing access can be shared.[38][39]
  • Access lists can be used to mimic co-ownership.[32]
  • Payment of taxes may be via a "gentleman's agreement".[40]
It'll be a single owner based system for those types of properties- for properties in general, but it doesn't prevent players obviously from collaborating and pooling resources in order to achieve certain achievements in the game.[30]Steven Sharif

Static housing development

Static housing furnishings and home decorations in an Alpha-1 village node.[7]

If the node advances players can essentially select an option on their house as they own it that they want it to upgrade to the next stage if the node advances or they can select an option not to upgrade it. So you as the node levels and larger homes become available, the town stage introduces additional medium types housing, the city stage introduces large sized homes, and in the metropolis stage introduces my mansion size houses each of which contain specific... allowances and allotments for different types of furnishings that have gameplay implications.[7]Steven Sharif

In-node housing can scale in size with the advancement of its parent node. This may be toggled on or off by the player.[7][2]

  • The Village stage offers small housing types.[7]
  • The Town stage introduces medium housing types.[7]
  • The City stage introduces large sized homes.[7]
  • The Metropolis stage introduces mansion size houses.[7]

If you choose to keep the same size then the next stage will have an occupied small home. So for instance if at stage three there are 8 small home and you own 1, then at stage 4 there are 10 new small homes of which x are owned by previous owners, and 10 new medium homes of which x are owned by upgraded small home owners.[41]Steven Sharif

New property becomes available at each stage of advancement, but it will be more akin to what was available at the previous stage.[2]

  • Only the houses that existed at the Village stage will become main street mansions at the Metropolis stage.[2]

Housing decorations

Players may decorate their player housing and other types of buildings.[44]

  • Houses will be empty when purchased.[45]
    • Players may be able to upgrade to pre-furnished sets when they purchase their home.[46]
    • Pre-furnished sets will be almost entirely visual and aesthetic. Only items crafted by the Carpentry profession will have in-game functionality.[46]
  • Each size, grade, and type of player-owned housing determines the number and type of items that can be placed in it.[47][51][52] For example: You can place only the best furniture in mansion grade in-node housing.[47]
    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.[51]Margaret Krohn
  • Characters will be able to interact with furniture items such as sit in chairs and lay in beds.[53]
  • Players will not be able to alter structural aspects such as windows and walls.[46]
  • There may be decor items that are representative of unique weapons that are available in the game.[54]

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.[47][55]

  • Furnishing items with in-game functionality will be restricted entirely to those created by the Carpentry profession.[46]
Your ability to craft more luxurious furniture comes with how much of a master craftsman you've become in the furnishing profession... This isn't like , I want my house to look good, I got to fork over 50 bucks in cosmetics... Players can craft in-game based on their dedication and focus in that aspect the artisan tree.[55]Steven Sharif
info-orange.pngNiektóre z poniższych informacji nie zostały ostatnio potwierdzone przez programistów i mogą nie znajdować się na aktualnym planie rozwoju.

Static housing destructibility

info-orange.pngNiektóre z poniższych informacji nie zostały ostatnio potwierdzone przez programistów i mogą nie znajdować się na aktualnym planie rozwoju.

Following a node siege, static housing will be scaled back or destroyed based on the advancement of the node.[56]

  • If the housing was purchased at a higher advancement than the node currently is then it will be destroyed, otherwise the housing will be scaled back.

Node building destruction

Destructible castle.[57]

You could be more precision oriented in the decision to attack a city. Let's say it's a rival node that's trying to reach a node stage five or something and you want to disable their ability for the religious system to progress so you target the temple during the attack, or you want to disable their scholars academy from reaching a higher level so that your nodes can; or you want to disable multiple buildings that allow for experience and quests to be undertaken by its citizenship, which prevents them from keeping up in pace of experience gained with your node. These can be more precision oriented and don't have to effectualize an actual takeover of the node.[58]Steven Sharif

Node buildings (including player housing) have hit points and can be damaged or destroyed by different systems.[59][60]

Mayors will also have the ability, if they want, to demolish constructed buildings. So if they if they so choose they can destroy a building if they don't think it's needed anymore. But this will have mandate cost and a player buy-in votes. So we want to make sure that [the] mayor can't just go and blow up the whole node if they're trying to grief or something. So this is very important and impactful decision.[12][62]John Collins

If building maintenance is not paid, or a building is damaged as the result of an event or siege, the building will enter a state of disarray.[12][62] Any NPCs or services offered by that building will not be available until the building is repaired.[63][60]

If a node siege is successful, or if buildings otherwise take significant damage, they are destroyed and appear as rubble on the plot they occupied.[12][62][59]

Housing types

Player housing Type. Availability. Starting count. Limit.
Apartments Instanced.[2] Village stage and higher.[4] 50.[3] One per character per server.[72]
Freeholds Open world.[2] Village stage and higher.[2] Low thousands per server.[73][74] One per account.[72]
Inns Instanced.[29] Starting areas and Nodes.[13] Most accessible.[13] -
Static housing In-node.[2] Village stage and higher.[2] 8.[3] One per character per server.[72]
If you were to think about the level of exclusivity between the different types of housing that we have, obviously the most exclusive when it comes to a quantity is going to be Freeholds, followed by In-node housing, followed by Apartments, then followed by Inns.[75]Steven Sharif

Real estate

Players buy the deeds for housing from the node itself, or may buy and sell properties from other players.[76][52][77][16][2]

  • The developers are considering an auction-based method for listing new properties that become available for purchase when a node advances.[78] Currently freeholds may be acquired via auction.[73][79][80][81][82][83]
    • A grace period will occur before the housing becomes available for auction.[78]
    • Bids will then be accepted starting at a minimum reserve value that is based on the number of citizens in that node.[78]
    • At the end of the auction, the highest bidder will win the house.[78]
  • Housing will have a base price that scales with the number of citizens in the node.[84]
    • There is no cap on the price of player-originated housing sales.[6]
    • In-node housing will be at a premium, and is expected to be hotly contested.[2]
    • The more apartments that have been purchased in a node, the higher the price scales.[85]
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.[86]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".[84]
  • Players will not be able to exceed their allotment of housing in the game.[92]
info-orange.pngNiektóre z poniższych informacji nie zostały ostatnio potwierdzone przez programistów i mogą nie znajdować się na aktualnym planie rozwoju.
  • Rental and leasing concepts are under consideration.[92]


See also


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  2. 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 2.11 Node series part II – the Metropolis.
  3. 3.0 3.1 3.2 3.3 steven-housing-numbers.png
  4. 4.0 4.1 Steven Sharif - Clarification points from today’s stream.
  5. Transmisja na żywo, 2017-05-19 (33:57).
  6. 6.0 6.1 Wywiad, 2020-07-08 (33:34).
  7. 7.0 7.1 7.2 7.3 7.4 7.5 7.6 7.7 Video, 2020-05-31 (47:32).
  8. 8.0 8.1 8.2 8.3 Transmisja na żywo, 2020-06-26 (45:32).
  9. Wywiad, 2021-02-07 (42:41).
  10. Transmisja na żywo, 2020-10-30 (44:22).
  11. 11.0 11.1 Transmisja na żywo, 2017-05-10 (30:53).
  12. 12.0 12.1 12.2 12.3 12.4 12.5 12.6 12.7 Blog: Development Update with Village Node.
  13. 13.0 13.1 13.2 13.3 13.4 13.5 Transmisja na żywo, 2023-08-31 (15:51).
  14. 14.0 14.1 14.2 14.3 14.4 Wywiad, 2023-07-09 (38:14).
  15. Citizenship.png
  16. 16.0 16.1 MMOGames interview, January 2017
  17. Wywiad, 2020-03-27 (0:30).
  18. 18.0 18.1 18.2 Video, 2018-04-05 (41:48).
  19. Transmisja na żywo, 2017-05-19 (53:24).
  20. 20.0 20.1 20.2 Wywiad, 2020-07-29 (17:26).
  21. steven-kings-and-mayors.png
  22. 22.0 22.1 Wywiad, 2018-05-11 (50:05).
  23. Transmisja na żywo, 2023-08-31 (20:54).
  24. Blog - Know Your Nodes - Advance and Destroy.
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  26. Transmisja na żywo, 2020-10-30 (1:01:00).
  27. Transmisja na żywo, 2018-07-09 (27:12).
  28. Transmisja na żywo, 2017-05-26 (44:52).
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  37. steven-personal-storage-access.png
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  39. Transmisja na żywo, 2021-01-29 (1:13:04).
  40. Transmisja na żywo, 2018-02-09 (51:57).
  41. steven-static-housing-same-size.png
  42. Transmisja na żywo, 2020-05-29 (36:18).
  43. Video, 2023-06-30 (10:24).
  44. Transmisja na żywo, 2017-11-17 (26:22).
  45. Transmisja na żywo, 2020-06-26 (53:20).
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  48. Video, 2020-05-31 (47:32).
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  51. 51.0 51.1 51.2 Transmisja na żywo, 2022-01-28 (1:13:55).
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  74. steven-freeholds-per-server.png
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