Citizen and non-citizen player activity (questing, gathering, raiding, etc.) within a node's ZOI counts toward that particular node’s advancement (progression). There are six stages of node advancement.
- Expedition (Few hours)
- Encampment (Many hours)
- Village (Few days)
- Town (Many days)
- City (Few weeks)
- Metropolis (Many weeks)
- Nodes advance to the first stage quickly. This enables NPC services such as vending or banking items.
- The more advanced the node is, the larger its ZOI becomes.
- 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.
- A node does not receive XP from the nodes within its ZOI until these nodes have reached their cap.
- Players are moved to safety if they intersect with newly spawned assets during node advancement.
- Citizens of one node can contribute to the advancement of other nodes.
- The exact percentage of advancement from obtaining items or killing monsters is not going to be explicitly known to avoid "gaming" the system.
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. – Steven Sharif
There will be many different quests that actually have stages of the storyline; and these stages can actually be failed. You can actually fail a storyline; which sucks when you think about it, but at the same time that risk makes your investment that much more important. – Steven Sharif
- 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
- Guild halls
- Royal stables
- Scholar's academy
- Static housing
- Thieves' guild
- Trader's company
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.
There might even be different directories of the quest that exist for specific races, and even though you're sharing a quest to kill a boss, if you're human and I'm an elf, I will have a different arc potentially that leads in a different direction than you, even though we took the same quest; and this can relate to who the primary cultural contributor is to a node unlocking different arcs for cultures that share the primary culture of a node - not that locks out content but it gives a flavor in a different direction so that not everything is so cookie cutter. – Steven Sharif
Race matters because narratives have paths that also are influenced based on the primary contributing culture to the node... If you're a Niküa and you have you're in a Niküa node that's predominantly Niküa, you're going to have certain services and/or abilities as a member of the Niküa race that other races may not have access to... They may have alternative quest lines, but they won't have specific ones. Now those specific Niküa quests will then relate to the meta-narrative that's present in the world and they'll start to direct some of that meta-narrative; and that'll be beneficial for your kind because it will unlock certain content for your race that other races haven't unlocked yet. So there is an incentive there to see progression along that line now in order to curb the progress of a dominant race. – Steven Sharif
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.
- Server announcements and achievements are designed to encourage groups to experience new content.
- Divine node governments are chosen from citizens via service oriented quests that prove faith and dedication to the node.
- Economic node governments are able to be bought and sold by citizens with the most money.
- Mayors of military nodes are chosen from citizens through last man standing (gladiatorial arena style) combat.
- Scientific node governments are elected democratically.
- Declare war on another node and rally citizens to the cause.
- Enter into trade agreements.
- Directing assets.
- Defensive ability.
We have conditions that you can set between nodes with regards to either nodes being friendly with each other and acting trade alliances, or they can declare war on nodes similar to how guild wars may function in different games, where those citizens become hostile to each other based on the player government that's elected in the particular node. So those systems all kind of cater to allowing a conflict that's meaningful and that also provides a non-imbalanced relationship between stronger guilds and not as strong guilds. – Steven Sharif
The government has a lot of say in the direction of the nodes development. Directing assets, building projects, tax allocation, defensive ability etc. Players have the ability to not only create these cities, but they have the right of self-governance.
There are levers and dials that are present to both the owners of Castles as well as the elected officials of Nodes that during their administration they have the ability to impact and influence the region around them. – Steven Sharif
- Guilds hold separate roles in the direction of the node than the roles held by private citizens.
- Only a certain number of guilds may participate in these roles.
- Separate guild roles are reserved for small, medium and large guilds.
Guild’s also hold separate roles in the direction of the node, than the roles held by private citizens, and only a certain number of guilds may participate in these roles. Separate guild roles are reserved for Small size guilds, medium size guilds and large size guilds.
- This tax doesn't necessarily impact the individual citizen, because citizen's tax levels are determined by their node, but the node's finances are affected by the taxation levied by its parent nodes.
- Progression pathways within alliances.
- Guilds sharing common services with alliance members.
- Alliances can toggle relationships with nodes.
Content that revolves around alliances specifically and progression within the development of that alliance; and the ability to share some common services between guilds that are part of that alliance. I think that additionally allowing alliances to toggle certain relationships with nodes as an interaction is beneficial. That's going to provide an interesting dynamic for players who are either members of the particular node that has the relationship established or members of the Alliance. So I think that obviously building systems is is about creating the channels by which these players can form bonds and the more layers you have around those you know channels of bonding between the different guilds or players, the more sustainable that relationship. – Steven Sharif
- The value of stocks is influenced by world events and the performance of nodes, Social organizations or guilds.
- There is no regulatory commission to restrict the purchase and sale of stocks.
- A reactive world - Nodes.
- Livestream, 16 October 2017 (50:20).
- Video, 20 April 2017 (0:02).
- Node series part II – the Metropolis.
- Livestream, 17 November 2017 (55:27).
- Livestream, 26 May 2017 (28:16).
- Interview, 20 October 2018 (2:36:25).
- Livestream, 5 May 2017 (28:09).
- Livestream, 12 May 2017 (49:50).
- Livestream, 9 February 2018 (29:26).
- Livestream, 9 February 2018 (33:50).
- 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).
- 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).
- Podcast, 23 April 2018 (29:56).
- Podcast, 4 August 2018 (1:35:58).
- MMOGames interview, January 2017
- Podcast, 11 May 2018 (52:20).
- City hall.
- Livestream, 19 May 2017 (36:05).
- Video, 5 April 2018 (41:48).
- Livestream, 19 May 2017 (36:09).
- Interview, 11 May 2018 (57:02).
- Podcast, 11 May 2018 (21:07).
- Livestream, 17 May 2017 (11:27).
- Interview, 20 October 2018 (5:51).