Metropolis

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Metropolis city square.[1]

A metropolis is the sixth stage of node advancement.[1]

The metropolis is the pinnacle of civilization in Ashes of Creation: A symbol of the power and ingenuity of the People. It is wilderness conquered, mastered, and remade in their own image.[1]

  • The metropolis is the culmination of the node system – it’s the biggest thing that players can bring into being.[1]
  • A metropolis requires a large amount of resources to develop and maintain.[1]
  • Because of how nodes relate to one another, there can be no more than five metropolises in existence at any time.[2]
  • Metropolises are 0.5km in diameter (0.25km in radius).[3]

Node advancement

Citizen and non-citizen player activity (questing, gathering, raiding, etc.) within a node's ZOI counts toward that particular node’s advancement (progression).[4] Nodes have seven (7) stages of advancement, with experience thresholds for each stage. When a Node reaches the experience required for its current stage, it advances to the next stage.[5]

Node stage.[4] Alternate name.[6] Timeframe to advance.[4] Player housing.[1]
0. Wilderness -
1. Expedition Crossroads Few hours -
2. Encampment Camp Many hours -
3. Village - Few days Freeholds, Static housing
4. Town - Many days Freeholds, Static housing, Apartments
5. City - Few weeks Freeholds, Static housing, Apartments
6. Metropolis Metro Many weeks Freeholds, Static housing, Apartments
Conceptual illustration. Nodes that are in the ZOI of more advanced nodes have their progression capped by the more advanced node.[7]

Beginning at Node Stage 3, when a Node advances, it enslaves nearby Nodes and makes them into its Vassals. Vassal Nodes are owned by a Parent Node and must always be at least one Node Stage below the Parent Node. This means that the Vassal Node cannot grow until the Parent Node advances in stage. Vassal Nodes give excess experience to their Parent Node, and are able to have their own Vassals, as long as they fit within the Parent Node’s Zone of Influence. They are subject to the government, alliances, wars, taxes, and trade of their Parent Node, and are able to receive federal aid from them. A Vassal Node cannot declare war on their Parent Node or any of its Vassals. Citizens of Vassals are bound by the diplomatic states of the Parent Node.[5]Margaret Krohn

The advancement of a node unlocks its unique content, which comes at the cost of locking out an increasing ring of neighboring nodes from progressing to the next stage.[8]

  • Nodes advance to the first stage quickly. This enables NPC services such as vending or banking items.[9]
  • The more advanced the node is, the larger its ZOI becomes.[1]
  • Less advanced nodes (referred to as vassal nodes) that fall within a more advanced node's ZOI can still gain XP, but must remain at a lower advancement stage than the dominant node.[7]
  • A node does not receive XP from the nodes within its ZOI until these nodes have reached their cap.[7]
  • Players are moved to safety if they intersect with newly spawned assets during node advancement.[10]
  • Citizens of one node can contribute to the advancement of other nodes.[11]
  • The exact percentage of advancement from obtaining items or killing monsters is not going to be explicitly known to avoid "gaming" the system.[12]

Different people have different resources invested in nodes progressing and it would be a little "gamey" if you could know exactly what was necessary at that point because that would disincentivize people from participating.[12]Steven Sharif

Node development

Racial architecture styles in an Alpha-0 village node. Empyrean Elven influence (top). Kaelar Human influence (bottom).[13]

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.[5]Margaret Krohn

Node layout and style is determined by several factors:[14]

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.[14]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.[17]Steven Sharif

There is an attrition mechanic that affects experience and influence to curb a single race from dominating the entire world.[18]

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.[18]Steven Sharif

Player housing

Player housing Type.[1] Availability.[1] Limit.[19]
Apartments Instanced. Town stage and higher. One per server.
Freeholds Open world. Village stage and higher. One per account.
Static housing In-node. Village stage and higher. One per server.

Real estate

Players buy the deeds for housing from the node itself.[20] Players can also buy and sell properties from other players.[1]

  • In-node housing will be at a premium, and is expected to be hotly contested.

Housing benefits

Player housing offers a number of benefits:[22]

Caravans

Caravans facilitate the transfer of goods for players wishing to turn a profit.[24]

The caravan system is an open world PvP system that revolves around opportunity and risk. Caravans facilitate the transfer of goods for players wishing to turn a profit.[24]

  • Caravans can transport goods for more than one player.[27]

Node sieges

Node sieges enable players to delevel a node (reverse its advancement) and to ultimately destroy that node entirely. This paves the way for new development and access to the locked content in surrounding nodes. Due to this dynamic, political strife and intrigue play an important role in the structure of the world.[4]

Sieging nodes will not be an easy task for the attackers. Cities and metropolises will have a considerable defensive advantage.[4] Automatic PvE sieges may be initiated against nodes that are not continuously active.[30]

If you own a home in a node and you don't want to see that home destroyed, you need to defend that city![31]Steven Sharif

Trophy park

Trophy park is an area within Town, City or Metropolis nodes that has available spots for trophies. These trophies show the character names of players who are the first to complete world bosses and dungeon bosses that were spawned as the result of the development of that particular node.[32]

  • Server announcements and achievements are designed to encourage groups to experience new content.[32]

Monster coin events

Elite monster coin events occur for nodes that exist between the Village and Metropolis stages. This level of event would include something along the lines of a dungeon level bosses and mobs coming into the world to pillage and destroy specific centers of activity.[33] Epic monster coin events are of truly fitting proportions. These events occur randomly in the world as well as in realms where nodes have advanced to the City and Metropolis stages of development. This would be a legendary boss awoken from their long and deep slumber: A mighty dragon perhaps, whose sole purpose is to plunder to punish those who have summoned his malice and hate.[33]

Artwork

See also

References