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.
- Location of the node.
- Node type.
- Race that contributed most to the node's advancement.
- The rest is determined by the node's mayor.
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
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
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
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.
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).
- Status of the node's economy.
- Status of upcoming elections.
- Status of trade agreements.
- Status of caravans.
- Basements in freehold buildings are to be decided.
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. – Jeffrey Bard
Not just in APOC where we want a completely destructible environment, but also in the MMORPG when it comes to Dungeons and traversing certain areas. We want destruction to be a very core element of how players make their way through the world. – Steven Sharif
- Livestream, 4 May 2018 (32:46).
- Node series part II – the Metropolis.
- Livestream, 1 September 2018 (36:28).
- Livestream, 19 May 2017 (33:57).
- Livestream, 20 January 2018 (38:17).
- Livestream, 8 April 2018 (PM) (51:49).
- Livestream, 9 February 2018 (33:50).
- Blog - Know Your Nodes - The Basics.
- Blog - Know Your Nodes - Advance and Destroy.
- Livestream, 27 September 2018 (53:06).
- Interview, 11 May 2018 (54:34).
- Livestream, 26 May 2017 (21:23).
- Interview, 11 May 2018 (47:27).
- Interview, 11 May 2018 (1:00:19).
- Know Your Nodes: Economic Node Type.
- City hall.
- Livestream, 17 November 2017 (9:49).
- Ashes of Creation Store: Velkor's Eye.
- Livestream, 24 May 2017 (9:58).
- Livestream, 28 June 2019 (1:09:22).
- Livestream, 26 May 2017 (44:11).
- Livestream, 16 October 2017 (56:42).
- Livestream, 6 December 2018 (44:14).
- Livestream, 31 October 2018 (46:18).
- Ashes of Creation Apocalypse Early Access.
- Video, 24 September 2019 (0:10).
- Livestream, 28 June 2019 (31:15).