Economic regions

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We want our players to have a reason to explore the wilderness, to travel with purpose, and much of that will be driven by our resource system. Transporting these goods might just be more difficult than gathering them. Our regional market system allows players to participate in creating pocket economies that will reinforce the stability of goods in particular regions. Players will be able to move resources and set up shop in other areas to take advantage of the varied markets. With resources spawning dynamically, certain regions will naturally become important trading hubs for the transportation of goods throughout the world.[1]

Economic regions are static areas defined by geographic points of interest.[2][3]

  • Castle regions are larger and encompass multiple economic regions.[2]
  • Nodes are the glue that hold castle and economic regions together in potential synergy or chaos.[4]
    • Node ZOIs are fluid and change their area based on the progression of the node and its neighbors.[2]
  • Castle regions, Economic regions, and Node ZOI (Zones of Influence) can overlap.[5]

The whole map would be under the influence of 1 of 5 castle regions. However, castle regions aren't the only TYPE of region - there are also economic regions, among other things.[3]Sarah Flanagan

Castle regions

Castles have direct power over the Nodes that belong to it, but also have soft power across the entire region it belongs to. All Nodes belonging to that region pay fealty to the Castle in the form of taxes paid directly to the Castle. The Monarch sets the rate, and can use those proceeds to upgrade defenses, maintain the Castle’s direct Nodes, or provide buffs and benefits to the citizens of that region, as the magnanimous ruler that you are.[6]

Guild castles influence a castle region around them.[7]

Guild castles impose a tax on all revenue for the nodes within its region.[11]

Resource locations

Players will be able to move resources and set up shop in other areas to take advantage of the varied markets. With resources spawning dynamically, certain regions will naturally become important trading hubs for the transportation of goods throughout the world.[1]

Trade agreements

Node governments can enter into trade agreements with other nodes. Each node entering into the agreement can designate caravans with materials to be sent to the other; improving the economy of both nodes. This gives experience to all involved, contributes to the node’s growth and helps to construct buildings.[19]

Mercenary guilds will be a viable way forward for different organizations. I think there will be a lot of business to be had with that; and one of the systems in our trade agreements is creating an escrow for those particular type of arrangements that we're looking into.[20]Steven Sharif

Trade routes

Mayoral caravan launched by a mayor to establish a trade route with another node.[21]

Trade routes in Ashes of Creation refer to.

See also

References