Template:Harbors
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Harbors are initially dilapidated points of interest that appear in coastal areas.[3] Harbors have a significant amount of influence over the waters.[4]
- Harbors are where ships get built and launched and harbors are essentially dilapidated points of interest that progress when a node nearby, coastal or not, adopts that point of interest or that harbor. Then the node can contribute towards building up the harbor; and players who may not be citizens of that node can still go to that harbor and access its services.[3] – Steven Sharif
- A nearby node, coastal or not, will adopt the harbor point of interest and will contribute to its progression.[3]
- Ship building, ship upgrades, and other services offered by the harbor can be utilized by citizens and non-citizens of the node.[3]
- Previously it was stated that harbors would be controlled by a nearby Village (scena 3) (or higher) coastal node.[5][4][6][7] It was also stated that ship workstations are only unlocked by the advancement of that coastal node.[8][6][7][9]
- Harbors have a disembarkation zone that merchant ships can cross to be guided into the harbor.[2]
- Merchant ships can only be launched and received at harbors in a similar way that land caravans can only be launched and received at a caravansary.[2]
- Harbors will grant quests that are related to naval content.[4][10][7]
- Coastal nodes are not directly siegeable by sea. Instead, harbors offer objective-based naval gameplay during node sieges.[5][11][12]