Buildings
Buildings that offer goods and services, as well as purchasable housing are created when a node reaches village stage.[2]
Contents
Node buildings
Node layout and style

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.[4] – 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.[6] – 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.[7] – Margaret Krohn
Node layout and style is determined by several factors:[4][8]
- Environment and location of the node.[4][8]
- Node type.[8]
- Race that contributed most to the node's advancement.[4][8][9]
- Racial appearance of a node's buildings and NPCs.[10][9]
- This applies to all nodes, including castle nodes.[11]
- The rest is determined by the node's mayor.[8]
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.[8] – 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.[11] – 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.[7]
- There is an attrition mechanic that affects experience and influence to curb a single race from dominating the entire world.[12]
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.[12] – Steven Sharif
Constructible node buildings
Node governments decide the location and types of constructible node buildings to be constructed within sectors of a node.[15][16][17]
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.[18] – 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).[15]
The government decides how to specialize their node. Once they choose certain things they won't be able to choose other things.[15]
Different governments may change the buildings within a node.[15]
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.[15]
Pre-defined parameters limit the number of buildings at in-node locations.[16]
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.[20]
City hall
City hall is a government building within a node.[22]
We want the City Hall to be the place where big decisions are made for each Node. It should be where the “ruling class” comes together and decides what to do (these decisions can quickly make them the “old ruling class” too).
Mayors and node governments use City hall to visualize and control activities within their node. These capabilities will also be available via mobile/web inteface.[23]
- Status of the node's economy.
- Status of upcoming elections.
- Status of trade agreements.
- Status of caravans.
Players can interact with the node board to get a list of its citizens.[24]
- Clicking on a citizen will reveal information about their guild, society, religion, and property ownership.[24]
Freehold buildings
Freehold buildings can be placed on a freehold plot.[2][26]
- Blacksmiths
- Forges
- Freehold farms
- Guild halls
- Homesteads
- Inns
- Lumber yards
- Mills
- Shrines
- Smelters
- Stables
- Taverns
Buildings will require blueprints and materials.[27]
- Basements in freehold buildings are to be decided.[28]
Freehold buildings will not change in terms of footprint (within a specific tier of that building) but may increase in height.[29]
- Certain buildings will have multiple tiers, with different footprint sizes. For example: Small, medium, large, to mansion-sized homes.[29]
- A mansion sized home may occupy up to 50% of a freehold plot.[29]
Freehold building architecture is based on the blueprint for the building.[30]
- Cosmetics can also be applied to a blueprint based on the type of building.[30]
- Players are not locked into any particular race for freehold blueprints.[31]
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.[30] – Jeffrey Bard
Freehold building placement
There may be a grid-based system that freehold owners can use to place items/props and buildings on their freehold plot.[32][33]
- Players will need to manage how these are arranged to maximize adjacency bonuses.[33]
Depending on where your place you're freehold, you're gonna have different environmental tiles available to you and those will kind of enable or buff existing structures that you place in your Freehold... I don't know that we would put like fish farming just for a freehold that's on a river. What we would probably do is give you a buff to fishing in that area. That kind of a thing. So there'll be more buffs for existing things rather than necessarily a special buildings just for that area. But again we're not fully baked in on that system yet, so it's very possible though we end up going down that direction.[34] – Jeffrey Bard
Naming buildings
Ships and Buildings will be able to be named. The custom name will appear as floating text when it is targeted.[35]
Destructible environments

This is the castle siege destruction props. It's variable areas of exploded stuff. You can't completely destroy the castle or you wouldn't be able to get to the top of it.[36] – Michael Bacon
Destructible environments will be a core element of how players interact with the world, in both Ashes of Creation Apocalypse and Ashes of Creation the MMORPG.[39]
We want destruction to be a very core element of how players make their way through the world.[39] – Steven Sharif
- 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.[40]
- Node buildings (including player housing) have hit points and can be damaged during sieges. 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.[41]
- If the node still exists after the siege has ended, citizens will need to obtain the resources needed to repair and rebuild any damaged infrastructure.[41][42]
- Larger more advanced buildings will require more resources to repair them. In-node housing will likely require the least resources to repair.[43]
- Player housing that is destroyed during a node siege can no longer be sold.[44]
- Furnishing and decorations are retained and can be placed again later.[44][45][46]
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.[40] – Steven Sharif
Artwork
2020-02-28 2020-01-31 2018-04-01
See also
References
- ↑ Livestream, 30 January 2020 (1:01:59).
- ↑ 2.0 2.1 Node series part II – the Metropolis.
- ↑ Livestream, 26 June 2020 (45:32).
- ↑ 4.0 4.1 4.2 4.3 Livestream, 30 October 2020 (39:17).
- ↑ Livestream, 9 February 2018 (33:50).
- ↑ Blog - Know Your Nodes - The Basics.
- ↑ 7.0 7.1 Blog - Know Your Nodes - Advance and Destroy.
- ↑ 8.0 8.1 8.2 8.3 8.4 8.5 Livestream, 27 September 2018 (53:06).
- ↑ 9.0 9.1 Interview, 11 May 2018 (54:34).
- ↑ Livestream, 26 May 2017 (21:23).
- ↑ 11.0 11.1 Interview, 11 May 2018 (47:27).
- ↑ 12.0 12.1 Interview, 11 May 2018 (1:00:19).
- ↑ Livestream, 28 March 2020 (1:16:03).
- ↑ Video, 23 March 2020 (0:24).
- ↑ 15.0 15.1 15.2 15.3 15.4 Livestream, 19 May 2017 (33:57).
- ↑ 16.0 16.1 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.
- ↑ Blog: Creative Director's Letter
- ↑ City hall.
- ↑ Livestream, 17 November 2017 (9:49).
- ↑ 24.0 24.1 Livestream, 30 October 2020 (1:01:00).
- ↑ Ashes of Creation Store: Velkor's Eye.
- ↑ Livestream, 24 May 2017 (9:58).
- ↑
- ↑ Livestream, 28 June 2019 (1:09:22).
- ↑ 29.0 29.1 29.2 Interview, 8 July 2020 (45:23).
- ↑ 30.0 30.1 30.2 Livestream, 28 August 2020 (2:14:06).
- ↑ Livestream, 26 May 2017 (44:11).
- ↑ Livestream, 29 May 2020 (41:27).
- ↑ 33.0 33.1 Livestream, 16 October 2017 (56:42).
- ↑ Livestream, 6 December 2018 (44:14).
- ↑ Livestream, 31 October 2018 (46:18).
- ↑ 36.0 36.1 Livestream, 31 October 2019 (36:20).
- ↑ Ashes of Creation Apocalypse Early Access.
- ↑ Video, 24 September 2019 (0:10).
- ↑ 39.0 39.1 Livestream, 28 June 2019 (31:15).
- ↑ 40.0 40.1 Livestream, November 22 2019 (16:56).
- ↑ 41.0 41.1 Interview, 8 July 2020 (57:46).
- ↑ Livestream, November 22 2019 (17:59).
- ↑ Interview, 8 July 2020 (59:38).
- ↑ 44.0 44.1 Livestream, 26 June 2020 (1:02:12).
- ↑ Livestream, 18 July 2017 (40:14).
- ↑ Livestream, 17 November 2017 (47:10).