Architecture

What has kind of been unlocked is the ability to do things more dynamically and more procedurally so that when a node spawns there is the opportunity to have different layouts and have different buildings and have different architectures; and each node starts to feel like its own place, so it's not the same node over and over again. Now we've got a node that kind of evolves and changes depending on where it's at and what the environment is and what race has procced it.[2] – Jeffrey Bard

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.[4] – 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.[5] – Margaret Krohn
Node layout and style is determined by several factors:[2][6]
- Environment and location of the node.[2][6]
- Node type.[6]
- Race that contributed most to the node's advancement.[2][6][7]
- Racial appearance of a node's buildings and NPCs.[8][7]
- This applies to all nodes, including castle nodes.[9]
- The rest is determined by the node's mayor.[6]
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.[6] – 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.[9] – Steven Sharif
Cultural influences bring more than just the aesthetic and storyline changes - benefits are granted to the dominant culture within that node's Zone of influence.[5]
- There is an attrition mechanic that affects experience and influence to curb a single race from dominating the entire world.[10]
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.[10] – Steven Sharif
Contents
Node buildings
Constructible node buildings
Node governments decide the location and types of constructible node buildings to be constructed within sectors of a node.[13][14][15]
These are buildings that the mayor has agency over determining whether or not they should be a constructed project. Constructible buildings can be selected at open plots that are gained as the node advances. If they elect to begin construction of one of these types of buildings- one of which is the marketplace- it'll grant certain trade benefits as well as some stalls that the citizens may participate in.[16] – Steven Sharif
When the building types are determined, the community will then need to bring resources into the node (using caravans) and come together to construct the buildings (via quests and the like).[13]
The government decides how to specialize their node. Once they choose certain things they won't be able to choose other things.[13]
Different governments may change the buildings within a node.[13]
And there could be regime change... If somebody doesn't like the fact that a market was built and they want to re-elect a new government next cycle, they can do so... and that market could be destroyed and a new building take its place.[13]
Pre-defined parameters limit the number of buildings at in-node locations.[14]
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.[18]
Freehold buildings
Freehold buildings can be placed on a freehold plot.[20][21]
- Blacksmiths
- Forges
- Freehold farms
- Guild halls
- Homesteads
- Inns
- Lumber yards
- Mills
- Shrines
- Smelters
- Stables
- Taverns
Buildings will require blueprints and materials.[22]
- Basements in freehold buildings are to be decided.[23]
Freehold buildings will not change in terms of footprint (within a specific tier of that building) but may increase in height.[24]
- Certain buildings will have multiple tiers, with different footprint sizes. For example: Small, medium, large, to mansion-sized homes.[24]
- A mansion sized home may occupy up to 50% of a freehold plot.[24]
Freehold building architecture is based on the blueprint for the building.[25]
- Cosmetics can also be applied to a blueprint based on the type of building.[25]
- Players are not locked into any particular race for freehold blueprints.[26]
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.[25] – Jeffrey Bard
Artistic style
Ashes of Creation will have a higher graphical fidelity than most western games. It will not be too stylized or "cartoony".[27]
- All of the art assets in Ashes of Creation Apocalypse battle royale testing mode have been created by Intrepid Studios.[28]
We can push the limits a little bit on the graphical fidelity, especially using Unreal Engine 4... My desire was not to see very cartoony games. I'm not a big fan of highly stylized art.[27] – Steven Sharif
Artistic influences
- Aelean architecture has a French medieval influence.[29]
- Dünir have a Nordic cultural influence.[30]
- Empyreans have a Greco-Roman imperialistic feeling.[31]
- The Kaelar have a European racial influence.[32]
- The Niküa have a Polynesian influence.[31]
- The Py'Rai have a Navajo Native American influence.[31] Py'Rai architecture has a woodland inspiration.[33]
- Pyrian architecture has a Greco-Roman influence.[34]
- The Vaelune have a Middle Eastern racial influence.[32]
- The Vek have a Mesoamerican racial influence.[32]
You will see in the different races that are available from a player character standpoint a lot of different influences that reflect many cultures in the world: Not just European, not just Africa, not Mesoamerican. These cultures are going to be present in many of the races.[35] – Steven Sharif
The idea is just to find a base component in the real world as a starting point and then to begin to fantasize.[29] – Steven Sharif
Gallery
See also
References
- ↑ Livestream, 26 June 2020 (45:32).
- ↑ 2.0 2.1 2.2 2.3 Livestream, 30 October 2020 (39:17).
- ↑ Livestream, 9 February 2018 (33:50).
- ↑ Blog - Know Your Nodes - The Basics.
- ↑ 5.0 5.1 Blog - Know Your Nodes - Advance and Destroy.
- ↑ 6.0 6.1 6.2 6.3 6.4 6.5 Livestream, 27 September 2018 (53:06).
- ↑ 7.0 7.1 Interview, 11 May 2018 (54:34).
- ↑ Livestream, 26 May 2017 (21:23).
- ↑ 9.0 9.1 Interview, 11 May 2018 (47:27).
- ↑ 10.0 10.1 Interview, 11 May 2018 (1:00:19).
- ↑ Livestream, 28 March 2020 (1:16:03).
- ↑ Video, 23 March 2020 (0:24).
- ↑ 13.0 13.1 13.2 13.3 13.4 Livestream, 19 May 2017 (33:57).
- ↑ 14.0 14.1 Livestream, 20 January 2018 (38:17).
- ↑ Livestream, 8 April 2018 (PM) (51:49).
- ↑ Interview, 8 July 2020 (55:05).
- ↑ Livestream, 1 September 2018 (36:28).
- ↑ Know Your Nodes: Economic Node Type.
- ↑ Ashes of Creation Store: Velkor's Eye.
- ↑ Node series part II – the Metropolis.
- ↑ Livestream, 24 May 2017 (9:58).
- ↑
- ↑ Livestream, 28 June 2019 (1:09:22).
- ↑ 24.0 24.1 24.2 Interview, 8 July 2020 (45:23).
- ↑ 25.0 25.1 25.2 Livestream, 28 August 2020 (2:14:06).
- ↑ Livestream, 26 May 2017 (44:11).
- ↑ 27.0 27.1 Interview, 20 October 2018 (2:17:43).
- ↑ Interview, 20 October 2018 (2:28:08).
- ↑ 29.0 29.1 Interview, 20 October 2018 (3:47:17).
- ↑
- ↑ 31.0 31.1 31.2 Interview, 11 May 2018 (1:03:21).
- ↑ 32.0 32.1 32.2 Podcast, 11 May 2018 (31:35).
- ↑
- ↑ Livestream, 16 October 2017 (15:58).
- ↑ Interview, 11 May 2018 (1:04:27).