Node buildings

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Node layout and style

Racial architecture of the same Village (stage 3) node on different servers. Dünir Dwarven influence (top). Kaelar Human influence (bottom). Alpha-1 Non-NDA screenshot.

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.[1]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.[2]Margaret Krohn

Node layout and style is determined by several factors:[3][4]

  • Environment (biome) and location of the node.[5][3][4]
    The way that the node system is built is that they can exist across a spread of 18 biomes, but at the same time have to represent the cultural influence of these cultures that are intrinsically a part of a specific biome.[5]Steven Sharif
    • Nodes will adjust the local topography to fit the aesthetic and mechanical requirements of the node.[6]

Currently the way that the platform system is set up, is it's capable of adjusting the topography of the node's footprint, regardless of the surrounding terrain. So the reason for that is we want to have flexibility in the presentation of the node's layout and how it is essentially both from an aesthetic standpoint as well as a mechanical standpoint with node sieges- how it's constructed and that construction should have the ability to take on a variance of different types of topography. So it shouldn't be dependent on the surrounding area. Now that's not to say that the surrounding area isn't going to have some influence over. So for example... we're experimenting a little bit with the platform tech and putting up a node up against the side of a mountain or on the edge of a cliff or something that has a beautiful vista. Those are things that we're going to test out obviously as we continue to work on the node tool and how that platform system works, but the idea is to have the node independent of the surrounding terrain.[6]Steven Sharif

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.[4]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.[12]Steven Sharif

  • The rest is determined by the node's mayor.[4]

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.[14]

Constructible node buildings

Node governments decide the location and types of constructible node buildings to be constructed within sectors of a node.[17][18][19]

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.[20]Steven Sharif

The government decides how to specialize their node. Once they choose certain things they won't be able to choose other things.[17]

  • Node buildings live within a "tech tree" based on the stage of the node. Each stage offers stronger services to the node but must satisfy prerequisites for the building construction.[21]
  • Different governments may change the buildings within a node.[17]

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.[17]

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).[17]

Node building destruction

Destructible castle.[23]

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.[24]Steven Sharif

Node buildings (including player housing) have hit points and can be damaged or destroyed by different systems.[21][25]

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.[25]

  • Players must repair damaged buildings (or rebuild destroyed ones) in order to reactivate the services from those particular buildings.[21][25][26]
    • Citizens will need to obtain the resources needed to repair and rebuild any damaged infrastructure.[25][26]
    • Larger more advanced buildings will require more resources to repair them. In-node housing will likely require the least resources to repair.[27]

Buildings that take significant damage are destroyed and appear as rubble on the plot they occupied.[21]

  • Node governments must clear any rubble on plots before any buildings can be reconstructed. Any prerequisites for the building reconstruction must be satisfied beforehand.[21]
    Buildings also live within a prerequisite system. So in order to build down the tech tree of what these buildings provide, as the node grows larger to access stronger building types, you may get a kink in that chain if it's destroyed and you'll have to stand that back up in order to support the service again.[21]Steven Sharif
  • If the node is destroyed by a node siege, the debris field will contain spoils that are lootable to the victors of the siege.[28][25][29][30]

See also

References