Player housing

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Pre-alpha Empyrean freehold homestead.[1]

Players will have the ability to survey and develop land anywhere in the world. Be a pioneer deep in the wilderness, build the home of your dreams, and work the land to cultivate resources and supplies. Alternatively, stick with civilization and safety in numbers – purchase a home within the confines of a village and watch your investment grow as that village turns into a city. Homeowners in our game will have the ability to develop their plot of land as they see fit. Focus on farming, animal husbandry, or own your very own smithy. You’ll be able to specialize your land to maximize your profits or your comfort – be sure to choose wisely.[2]

Player housing is player-owned accommodation in the form of Static housing, Apartments and Freeholds.[4]

A player may own up to 1 of each type of housing simultaneously.[5] Static housing and Apartments are one per server; Freeholds are one per account.

Player housing Type. Availability. Starting count. Ownership limit.
Apartments Instanced.[4] Village stage and higher.[6] 50.[7] One per character per server.[8]
Freeholds Open world.[4] Village stage and higher.[4] Ample.[7] One per account.[8]
Static housing In-node.[4] Village stage and higher.[4] 8.[7] One per character per server.[8]
Q: Freeholds specifically are locked one per account?
A: Correct.[8]Steven Sharif
Q: If I put an alt on a different server I could have like in node housing or like at least an instanced house?
A: Correct, yes.[8]Steven Sharif


Player housing offers a number of benefits:[9][10] Each different type of housing offers different benefits.[11]


Player housing grants the ability to claim citizenship of a Village (stage 3) node or higher.[12][20]

  • Citizenship tickets may also grant citizenship to certain node stages. This mechanic will be decided based on testing.[21]
  • A player can only claim citizenship to one node at a time.[22]
You can declare citizenship to only one node and when you declare that citizenship. Let's say for example, one guild perhaps wanting to kind of take all their members and have them all declare the same citizenship to a location. The longer a node exists the higher the prize it is to take and some systems with regards to crafting progression and/or rewards and bonuses or the reliquary that we haven't really touched on a lot, those systems are going to be so enticing that from an incentive standpoint it will compel other groups to either potentially break alliances or siege the city in order to take the goods that are potentially in it. So, from an incentive standpoint we have that at play. Additionally, we don't have a cap per-se that we've announced yet on the citizenship aspect of being in a node, but we do have soft caps. It becomes costlier the higher number of citizens each time one new person wants to join to be part of a node. So, there is sort of a soft cap on how many citizens one node can have and it might be that not all in the guild can participate in that area. So, there's kind of a natural divide: A pseudo faction, so to speak between who is a part of that node and who is not.[23]Steven Sharif
Your account is bound to one declared citizenship per server, which means that if you have two alts and your main character on one server you may only be a citizen of one node between those three... If you have an alt on a different server, it could be a citizen of a node as well.[26]Steven Sharif

Household security

A permissions system will enable an owner to grant access to specific parts of their housing.[29][30][31]

A property has a single owner.[29]

It'll be a single owner based system for those types of properties- for properties in general, but it doesn't prevent players obviously from you know collaborating and pooling resources in order to achieve certain achievements in the game.[29]Steven Sharif

Server merges

The developers intend to carefully manage server populations via the use of character creation throttles to avoid the need to merge servers.[39][40]

  • Only servers that share the same timezone will be merged together.[41]
  • The server with the lower population (weaker server) will be merged into the server with the higher population (stronger server).[41]
  • Players from the weaker server will be provided the opportunity to change their character names during the merger.[41]
  • There are two options for player owned land and property depending on the difference in size of the two servers.[41]
    1. For equal sized servers, property ownership will be reset for both servers, requiring all players to reestablish property ownership when the merge is complete.[41]
    2. For merges into a stronger server, only the players coming from the weaker server will be required to establish property ownership following the merge.[41]
Part of the equation of essentially watching to make sure that we don't over populate the server selection, but at the same time making sure that there's not a queue system in place that's so long it's detrimental to the concurrency of the player's will to play so to speak. It's a tough balancing act.[42]Steven Sharif


Apartments are internal only (instanced) spaces within a node that offer some housing functionality.[4] There will be an initial 50 apartments available for purchase when a node advances to a Village (stage 3). Additional apartment buildings can be built at Town (stage 4) if the mayor chooses to construct them and if there is an available plot to do so.[7][6]

  • The number of available apartments increases as a normal part of node advancement.[6]
  • It was previously stated that apartments would be available at Town (stage 4) or above.[4]

The mayor may additionally construct apartment buildings when the node hits stage 4 at one of the building plots in the node, along with cities gaining additional static housing and apartments by default as a normal part of the leveling process.[6]Steven Sharif

Apartment options

Apartment options.[4]

  • Apartment rentals offer node citizenship.[4]
  • Different price points offer different sized apartments.[4]
  • Prices for apartments will fluctuate depending on the number of units already sold in the node.[4]
  • Apartments can be decorated as required.[4]


Freeholds in Alpha-1.[44]

The whole goal of the freehold system is to give everything a purpose and not just have it be like "oh this is my pretty design", but it's a design towards something for your character- towards something for the world.[45]Jeffrey Bard

Freeholds are sizable player housing plots that can be situated within the Zone of influence (ZOI) of a Village (stage 3) or higher.[4]

  • Freeholds are limited to one per account.[8]
  • Freeholds are approximately half an acre in size.[47]
  • Expansions and upgrades become available as node progression allows.[47]
  • Freeholds may not be sold to other players.[9]
  • Blueprints are required for the construction of the freehold buildings that are used to process resources into processed goods.[49][50][51][52][53]
    • The best processing can only be carried out on freeholds, so obtaining a freehold will require a large amount of effort.[54]
    If a player wants to achieve a freehold they can achieve the freehold, however the amount of effort resources and time that's required in order to achieve that freehold is a large amount. It is something that is a monumental achievement for you to to get that freehold; and the reason why is because freeholds tie in very heavily to the processing artisanship aspect. Some processing can be done in nodes, but the best processing is done on freeholds; and we want to make sure that there's a little bit of a throttle or gate on the amount of effort that's necessary to achieve that influence over the processing market.[54]Steven Sharif
    Just because the freehold is very difficult to attain doesn't mean that you don't have a space for housing and furniture that you can achieve through our apartment system or an inn or the static in-node housing. Those are alternate methods as well but they do not have that aspect of the best processing is done on the freehold.[49]Steven Sharif

The freehold system interacts with multiple other systems in-game.[55]

Events do not target personal belongings such as freeholds.[56]

Freehold placement

Freeholds may be placed anywhere within the ZOI of a stage 3 node (or higher) so long as they are not in close proximity to any of the following:[58]

Freehold plots will require a certificate from the parent node in order to place the plot.[62]

  • The current design allows placement of freeholds anywhere in the ZOI of the node that the certificate was purchased from, including its vassal nodes. This may change as the result of testing.[63]
Depending on where you achieved- where you procured the certificate from, as long as it is either in the parent or the vassal area, it could be a part of either. You give that declaration when you lay down the freehold. But like I said, that may change because we are actively defining a different approach on some of the vassal systems.[63]Steven Sharif

The more advanced a node is, the more freeholds can be built within its ZOI.[4]

  • Ample space will be available to place freeholds in the ZOI of a village node.[7]

Collections of freeholds placed together are considered part of their parent node and do not become a separate node, other than via roleplay.[64]

Freehold buildings

Dünthol’s Forge pre-order pack cosmetic Dünir freehold skin.[65]

Freehold serves three main purposes. The first and foremost is as a location for your home. And so because of that, a portion of the Freehold is dedicated to a home building. And you cannot fill that space with workshops and or processing stations other than to place a home there. The home offers a lot of things and the reasons why it's a core element of the Freeholds is because of storage capability, furniture allotment, and placement. Furniture interacts very closely with processing as well as the crop rotations that exist around the particular housing building. The other portion of the Freehold is dedicated to workshops and these processing stations essentially. And processing stations are of course a necessary component of taking gatherables into usable crafted goods essentially to fulfill what recipes require in order to make items.[66]Steven Sharif

Freehold buildings that can be placed on a freehold plot serve three main purposes.[66][4][67]

Freehold buildings require blueprints and materials to construct.[62]

  • Some freehold buildings have multiple tiers, with different footprint sizes. For example: Small, medium, large, to mansion-sized homes.[48]
  • A mansion sized home may occupy up to 50% of a freehold plot.[48]
  • Upgrading a tier will not change the size of the building in terms of footprint, but may increase in height.[48]
  • Basements in freehold buildings are to be decided.[68]

Freehold building architecture is based on the blueprint for the building.[69]

  • Freehold skins are applied to a blueprint based on the type of building.[69]
  • Players are not locked into any particular race for freehold blueprints.[70]
The way we look at it is the freehold is your space so we want you to be able to make it look the way you want it to.[69]Jeffrey Bard

Freehold building placement

Freehold buildings and other items/props can be placed on freehold plots (by the land owner).[66][71][47][4][67]

  • There may be a grid-based system that freehold owners can use to place items/props and buildings on their freehold plot.[71] Players will need to manage how these are arranged to maximize adjacency bonuses.[47]
  • A portion of a freehold plot is dedicated to the homestead. This requirement may be scrapped based on testing.[66]
  • The number and type of buildings that can be placed on the freehold and the way these buildings get placed are subject to change based on testing and iteration during Alpha-2.[66]
There is going to be a limited allotment of how many workstations you can have stood up at any given time. There's a limited allotment of licenses that can be applied to a freehold in order to make some of those stations reach level two- tier two and tier three. What those particularly are, we have some designs for them now, but that most likely will not survive testing and will need to be changed and adapted and iterated upon based off what the testing results provide.[66]Steven Sharif

Freehold benefits

Freeholds offer the following additional benefits.

Freehold security

Players cannot steal from a freehold under normal circumstances.[73]

  • Items stored in a Freehold may become lootable after a successful siege against their parent Node.

Players cannot PvP while inside (the footprint of)[74] a freehold (except following a successful node siege).[75][76]

The freehold is intended to be a protected area unless there is a siege and the town gets destroyed. If the town gets destroyed, the freehold's up for grabs and it becomes a PvP area.[75]Steven Sharif
  • NPC guards may be available for hire to defend freeholds after a successful node siege.[78] NPC guards that permanently exist on a freehold are not a planned feature.[76]
Q: We were discussing in chat earlier about freeholds and whether or not a person would be safe in their home or within the entirety of their freehold from getting player killed?
A: I think our initial testing is going to revolve around the footprint of their freehold and then we'll take into consideration the metrics gleaned from that testing.[74]Steven Sharif

Permission to decorate a freehold is restricted to the owner of the freehold.[32]

  • Previously it was stated that permission to decorate but not take anything from the house would be able to be assigned to other players.[30]

Shared access

Players may grant shared access to certain freehold services to a limited number of other players, such as access to their processing centers.[79]

Static housing

Static housing provides non-instanced player accommodation within a node, also known as in-node housing.[4]

Static housing benefits

Static housing offers the following additional benefits.[14]

Static housing development

Static housing furnishings and home decorations in an Alpha-1 village node.[82]

If the node advances players can essentially select an option on their house as they own it that they want it to upgrade to the next stage if the node advances or they can select an option not to upgrade it. So you as the node levels and larger homes become available, the town stage introduces additional medium types housing, the city stage introduces large sized homes, and in the metropolis stage introduces my mansion size houses each of which contain specific... allowances and allotments for different types of furnishings that have gameplay implications.[82]Steven Sharif

In-node housing can scale in size with the advancement of its parent node. This may be toggled on or off by the player.[82][4]

  • The Village stage offers small housing types.[82]
  • The Town stage introduces medium housing types.[82]
  • The City stage introduces large sized homes.[82]
  • The Metropolis stage introduces mansion size houses.[82]

If you choose to keep the same size then the next stage will have an occupied small home. So for instance if at stage three there are 8 small home and you own 1, then at stage 4 there are 10 new small homes of which x are owned by previous owners, and 10 new medium homes of which x are owned by upgraded small home owners.[83]Steven Sharif

New property becomes available at each stage of advancement, but it will be more akin to what was available at the previous stage.[4]

  • Only the houses that existed at the Village stage will become main street mansions at the Metropolis stage.[4]

Housing destructibility

Destructible castle.[84]

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.[85]Steven Sharif

Node buildings (including player housing) have hit points and can be damaged or destroyed by different systems.[86][87]

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.[87]

  • Players must repair damaged buildings (or rebuild destroyed ones) in order to reactivate the services from those particular buildings.[86][87][89]
    • Citizens will need to obtain the resources needed to repair and rebuild any damaged infrastructure.[87][89]
    • Larger more advanced buildings will require more resources to repair them. In-node housing will likely require the least resources to repair.[90]

Buildings that take significant damage are destroyed and appear as rubble on the plot they occupied.[86]

  • Node governments must clear any rubble on plots before any buildings can be reconstructed. Any prerequisites for the building reconstruction must be satisfied beforehand.[86]
    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.[86]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.[91][87][92][93]

Static housing destructibility

info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.

Following a node siege, static housing will be scaled back or destroyed based on the advancement of the node.[95]

  • If the housing was purchased at a higher advancement than the node currently is then it will be destroyed, otherwise the housing will be scaled back.

Apartment destructibility

Apartments may be destroyed in the following circumstances:[95]

  • If their building was destroyed during a node siege, even if the siege was not successful.[89][95]
  • If the mayor decides to destroy apartment buildings all items and layouts will be mailed to the owner.[97]
info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.

Freehold destructibility

Freeholds may be attacked by any player[98] for a period of two hours[99] following a successful siege against its parent node.[78]

  • Players and their allies may defend their freehold for this period of time.[78]
  • Structures and guards may be obtained to defend freeholds during this period.[78]

After the two hour period of open combat following a successful node siege, any remaining freeholds will exist under a grace period for roughly 1 week where another node may take over the zone of influence of the freehold.[98][99]

  • The freehold owner will be required to undertake a quest process to have their freehold adopted by a new node if one exists.[98]
  • At the end of the grace period, if the freehold does not reside within the ZOI of a Village (stage 3) node or above, it will be destroyed.[100]
  • Players who are registered as a defenders of their node cannot loot their own destroyed freeholds.[101]

If a siege is successful, then the Node is brought down to Level 0, and anyone who was a citizen of that Node is no longer a citizen. Freeholds within the Zone of Influence are subject to a period of vulnerability. These Freeholds can be destroyed by other players during a period of roughly 2 hours after a successful siege. Destroyed Freeholds are subject to material loss, and blueprints for them are mailed to the player to utilize for future placement in order to allow the player to keep their Freehold’s layout and structure. Once the vulnerability period is complete, any remaining Freeholds will exist under a grace period for roughly 1 week where another Node may take over the Zone of Influence of the Freehold.[99]Margaret Krohn

Player housing designs and decorations are retained and can be placed again later if the housing is destroyed during a node siege.[95][96]

  • Blueprints are mailed to the player to utilize for future placement.[99]
  • Destroyed freeholds are subject to material loss.[99]
  • Certificates will track major milestones (such as Furnaces and Homesteads, for example).[95][96]
  • A possible design idea is for items such as furnishings to be boxed in crates that are accessible inside the new home.[102]

Real estate

Players buy the deeds for housing from the node itself.[20] Players can also buy and sell properties from other players.[4]

  • Housing will have a base price that scales with the number of citizens in the node.[103]
  • The developers are considering an auction-based method for listing new properties that become available for purchase when a node advances.[104]
    • A grace period will occur before the housing becomes available for auction.[104]
    • Bids will then be accepted starting at a minimum reserve value that is based on the number of citizens in that node.[104]
    • At the end of the auction, the highest bidder will win the house.[104]
  • Static housing and apartments can be listed and sold to other players.[9][105]

There's no cap essentially in player originated sales. Those are determined essentially by supply and demand as it is within the game and there's no artificial barrier to how high that demand can go.[11]Steven Sharif

  • Housing ownership can default back to the node if the owner fails to pay their property taxes. A balance and penalties will be charged to the new purchaser of the home in the manner of a "foreclosure process".[103]
  • Players will not be able to exceed their allotment of housing in the game.[107]

This will allow players to transfer real property goods. This includes ... static housing, this includes apartments that they may own; and they can sell those because those will have a limited and finite quantity.[107]Steven Sharif

Rental and leasing concepts are currently under consideration.[107]

Some concepts that we have is going to be rental or leases that could be had allowing players to kind of lease a property for a period of time where they will have control rights over utilizing storage based on the area, controlling the furniture or access point; all that kind of stuff.[107]Steven Sharif


When a node reaches stage 3 (Village) and a player run government has formed, all player housing will pay taxes.[108]

  • A player's tax charge will be determined by the number of structures built on their plot.[109]

Housing decoration

Players may decorate their player housing and other types of buildings.[112]

  • Houses will be empty when purchased.[16]
    • Players may be able to upgrade to pre-furnished sets when they purchase their home.[13]
    • Pre-furnished sets will be almost entirely visual and aesthetic. Only items crafted by the Carpentry profession will have in-game functionality.[13]
  • Each size, grade, and type of player-owned housing determines the number and type of items that can be placed in it.[113][116][9] For example: You can place only the best furniture in mansion grade in-node housing.[113]
    When it comes to if you put a cosmetic house on top of your normal house, those cosmetics should be similar in size. The shape will change, so maybe the room layout will be different, but it'll still be like a one-story building.[116]Margaret Krohn
  • Characters will be able to interact with furniture items such as sit in chairs and lay in beds.[117]
  • Players will not be able to alter structural aspects such as windows and walls.[13]
  • There may be decor items that are representative of unique weapons that are available in the game.[118]

Quality furniture can be crafted in-game based on the skill of the craftsperson and availability of recipes, components and workbenches suitable to craft them.[113][119]

  • Furnishing items with in-game functionality will be restricted entirely to those created by the Carpentry profession.[13]
Your ability to craft more luxurious furniture comes with how much of a master craftsman you've become in the furnishing profession... This isn't like you know, I want my house to look good, I got to fork over 50 bucks in cosmetics... Players can craft in-game based on their dedication and focus in that aspect the artisan tree.[119]Steven Sharif
info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.

Housing designs/blueprints

Player housing designs and decorations are retained and can be placed again later if the housing is destroyed during a node siege.[95][96]

  • Blueprints are mailed to the player to utilize for future placement.[99]
  • Destroyed freeholds are subject to material loss.[99]
  • Certificates will track major milestones (such as Furnaces and Homesteads, for example).[95][96]
  • A possible design idea is for items such as furnishings to be boxed in crates that are accessible inside the new home.[102]

Housing decoration cosmetics

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.[120]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.[99]Margaret Krohn

Node layout and style is determined by several factors:[121][122]

  • Environment (biome) and location of the node.[123][121][122]
    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.[123]Steven Sharif
    • Nodes will adjust the local topography to fit the aesthetic and mechanical requirements of the node.[124]

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.[124]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.[122]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.[130]Steven Sharif

  • The rest is determined by the node's mayor.[122]
    • It should be possible for a node to complete several building projects within a mayor's one month term in office.[131]
Q: How long would you say it will take players on average to fill slash build up a node completely from wilderness to metropolis?
A: It's one thing to get a node to a certain level: it's another thing to develop the node; and I can't really give you an on-average expectation, because there's a lot of variables at play. There's how many citizens does the node have attracted to it; what's the type of traffic that the node is attracting to it based on things like its tax rates, or the specialization that it chose to spec into, based on the building types it's chosen to build. All of those things are variables that can affect the quote-unquote "average build-out time" of a particular node. So it's kind of difficult to give you an average when there's so many variables along those lines. But the idea is that if there is a particular project that players are interested in in developing based on the node stage, that they would have the ability to complete several of those projects as within a single term of a mayor; and a term of a mayor is one month.[131]Steven Sharif

Tavern rooms

Owners of taverns are able to rent out rooms. The quantity and quality of rooms scales with the level of the tavern.[132]

Player housing grace period

If a player's subscription runs out, there will be a grace period before player housing is lost.[133]


Community guides

See also


  1. Video, May 25, 2017 (1:07).
  2. About Ashes of Creation.
  3. Livestream, May 4, 2018 (32:46).
  4. 4.00 4.01 4.02 4.03 4.04 4.05 4.06 4.07 4.08 4.09 4.10 4.11 4.12 4.13 4.14 4.15 4.16 4.17 4.18 4.19 4.20 4.21 4.22 4.23 4.24 Node series part II – the Metropolis.
  5. player housing limits.png
  6. 6.0 6.1 6.2 6.3 6.4 Steven Sharif - Clarification points from today’s stream.
  7. 7.0 7.1 7.2 7.3 7.4 7.5 7.6 steven-housing-numbers.png
  8. 8.0 8.1 8.2 8.3 8.4 8.5 Interview, May 11, 2018 (50:47).
  9. 9.0 9.1 9.2 9.3 9.4 9.5 Livestream, June 26, 2020 (47:32).
  10. 10.0 10.1 10.2 10.3 10.4 10.5 10.6 10.7 Livestream, May 10, 2017 (30:53).
  11. 11.0 11.1 11.2 11.3 11.4 Interview, July 8, 2020 (33:34).
  12. 12.0 12.1 Citizenship.png
  13. 13.0 13.1 13.2 13.3 13.4 13.5 Interview, July 8, 2020 (40:20).
  14. 14.0 14.1 14.2 14.3 14.4 Livestream, June 26, 2020 (45:32).
  15. 15.0 15.1 15.2 15.3 15.4 Video, May 31, 2020 (47:32).
  16. 16.0 16.1 Livestream, June 26, 2020 (53:20).
  17. Livestream, October 30, 2020 (44:22).
  18. Livestream, May 5, 2017 (32:11).
  19. Livestream, March 28, 2020 (1:02:56).
  20. 20.0 20.1 MMOGames interview, January 2017
  21. Livestream, July 9, 2018 (27:12).
  22. Livestream, May 19, 2017 (53:24).
  23. Video, April 5, 2018 (41:48).
  24. 24.0 24.1 24.2 Interview, July 29, 2020 (17:26).
  25. steven-kings-and-mayors.png
  26. 26.0 26.1 Interview, May 11, 2018 (50:05).
  27. Livestream, October 30, 2020 (1:01:00).
  28. Livestream, May 26, 2017 (44:52).
  29. 29.0 29.1 29.2 Livestream, June 26, 2020 (58:32).
  30. 30.0 30.1 30.2 30.3 30.4 Livestream, June 26, 2020 (51:58).
  31. 31.0 31.1 31.2 Livestream, May 19, 2017 (26:40).
  32. 32.0 32.1 32.2 32.3 Livestream, April 30, 2021 (1:12:33).
  33. Livestream, July 30, 2021 (1:14:33).
  34. Livestream, June 28, 2019 (1:23:31).
  35. steven-personal-storage-access.png
  36. Livestream, January 29, 2021 (1:13:04).
  37. Livestream, February 9, 2018 (51:57).
  38. Livestream, June 26, 2020 (59:11).
  39. steven-server-accounts.png
  40. Interview, July 18, 2020 (10:04).
  41. 41.0 41.1 41.2 41.3 41.4 41.5 Livestream, October 14, 2022 (2:53).
  42. Interview, July 18, 2020 (12:56).
  43. 43.0 43.1 Livestream, May 12, 2017 (52:01).
  44. Livestream, May 29, 2020 (36:29).
  45. Livestream, May 29, 2020 (42:01).
  46. Livestream, May 29, 2020 (35:36).
  47. 47.0 47.1 47.2 47.3 Livestream, October 16, 2017 (56:42).
  48. 48.0 48.1 48.2 48.3 Interview, July 8, 2020 (45:23).
  49. 49.0 49.1 49.2 Livestream, June 30, 2022 (1:09:29).
  50. Livestream, February 25, 2022 (1:12:27).
  51. Podcast, April 11, 2021 (40:20).
  52. Interview, March 27, 2020 (9:00).
  53. Livestream, May 5, 2017 (34:15).
  54. 54.0 54.1 54.2 Livestream, June 30, 2022 (1:08:02).
  55. 55.0 55.1 55.2 55.3 55.4 55.5 Livestream, October 16, 2017 (56:38).
  56. Livestream, April 7, 2023 (37:56).
  57. Video, May 25, 2017 (0:02).
  58. 58.0 58.1 58.2 58.3 58.4 Livestream, May 19, 2017 (32:23).
  59. Livestream, June 26, 2020 (1:52:33).
  60. Livestream, May 9, 2018 (40:24).
  61. Freeholds.png
  62. 62.0 62.1 stevenclarification.png
  63. 63.0 63.1 Livestream, April 29, 2022 (1:03:44).
  64. Livestream, May 26, 2017 (34:21).
  65. Ashes of Creation Store: Dünthol’s Forge.
  66. 66.0 66.1 66.2 66.3 66.4 66.5 66.6 66.7 66.8 Livestream, April 7, 2023 (31:49).
  67. 67.0 67.1 Livestream, May 24, 2017 (9:58).
  68. Livestream, June 28, 2019 (1:09:22).
  69. 69.0 69.1 69.2 Livestream, August 28, 2020 (2:14:06).
  70. Livestream, May 26, 2017 (44:11).
  71. 71.0 71.1 Livestream, May 29, 2020 (41:27).
  72. Freehold buildings.png
  73. Livestream, May 17, 2017 (1:03:23).
  74. 74.0 74.1 Interview, August 8, 2018 (6:44).
  75. 75.0 75.1 Livestream, November 19, 2021 (54:26).
  76. 76.0 76.1 Livestream, January 18, 2018 (31:05).
  77. Livestream, December 23, 2021 (1:29:27).
  78. 78.0 78.1 78.2 78.3 Livestream, May 19, 2017 (28:04).
  79. Interview, May 11, 2018 (28:21).
  80. Video, May 31, 2020 (38:50).
  81. Livestream, May 19, 2017 (33:57).
  82. 82.0 82.1 82.2 82.3 82.4 82.5 82.6 82.7 82.8 Video, May 31, 2020 (47:32).
  83. steven-static-housing-same-size.png
  84. Livestream, October 31, 2019 (36:20).
  85. 85.0 85.1 Livestream, November 22, 2019 (16:56).
  86. 86.0 86.1 86.2 86.3 86.4 86.5 86.6 86.7 Livestream, March 31, 2022 (1:13:00).
  87. 87.0 87.1 87.2 87.3 87.4 Interview, July 8, 2020 (57:46).
  88. Forums - Livestream Q&A 2022-08-26.
  89. 89.0 89.1 89.2 Livestream, November 22, 2019 (17:59).
  90. Interview, July 8, 2020 (59:38).
  91. Podcast, September 29, 2021 (14:21).
  92. Livestream, April 30, 2020 (1:14:44).
  93. siege spoils.png
  94. 94.0 94.1 94.2 Livestream, June 26, 2020 (1:02:12).
  95. 95.0 95.1 95.2 95.3 95.4 95.5 95.6 95.7 95.8 Livestream, July 18, 2017 (40:14).
  96. 96.0 96.1 96.2 96.3 96.4 Livestream, November 17, 2017 (47:10).
  97. Livestream, March 26, 2021 (59:21).
  98. 98.0 98.1 98.2 Livestream, August 28, 2020 (2:04:00).
  99. 99.0 99.1 99.2 99.3 99.4 99.5 99.6 99.7 99.8 99.9 Blog - Know Your Nodes - Advance and Destroy.
  100. Livestream, May 19, 2017 (29:34).
  101. Livestream, February 26, 2021 (1:11:13).
  102. 102.0 102.1 Livestream, June 26, 2020 (1:00:57).
  103. 103.0 103.1 Livestream, June 26, 2020 (53:41).
  104. 104.0 104.1 104.2 104.3 Livestream, May 12, 2017 (55:01).
  105. Livestream, June 26, 2020 (54:03).
  106. Livestream, June 26, 2020 (56:08).
  107. 107.0 107.1 107.2 107.3 Livestream, May 30, 2019 (1:23:41).
  108. House Tax.png
  109. Tax spending.png
  110. Livestream, May 29, 2020 (36:18).
  111. screenshot 261.png
  112. Livestream, November 17, 2017 (26:22).
  113. 113.0 113.1 113.2 113.3 Livestream, January 27, 2023 (1:35:45).
  114. Livestream, May 24, 2017 (29:54).
  115. Livestream, May 29, 2020 (38:04).
  116. 116.0 116.1 116.2 Livestream, January 28, 2022 (1:13:55).
  117. Livestream, May 22, 2017 (56:31).
  118. Livestream, June 25, 2021 (1:31:04).
  119. 119.0 119.1 Livestream, August 17, 2018 (10:54).
  120. Blog - Know Your Nodes - The Basics.
  121. 121.0 121.1 121.2 Livestream, October 30, 2020 (39:17).
  122. 122.0 122.1 122.2 122.3 122.4 122.5 Livestream, September 27, 2018 (53:06).
  123. 123.0 123.1 Livestream, February 25, 2022 (41:00).
  124. 124.0 124.1 Livestream, February 26, 2021 (1:12:18).
  125. Livestream, March 31, 2022 (4:57).
  126. Podcast, April 11, 2021 (29:47).
  127. Interview, May 11, 2018 (54:34).
  128. Livestream, May 26, 2017 (21:23).
  129. Podcast, April 11, 2021 (23:36).
  130. 130.0 130.1 Interview, May 11, 2018 (47:27).
  131. 131.0 131.1 Livestream, July 29, 2022 (1:13:09).
  132. The mighty beard!
  133. Livestream, May 24, 2017 (42:22).