Trade routes
Trade routes in Ashes of Creation refer to.
- Economic relationships between nodes established by Mayors through the caravan system.[1]
- An aspect of naval content.[2][3]
Contents
Roads

Our road system in-game is essentially driven by pre-placed routes that that lead to this main artery of what was once the ancient highway system of Verra; and from there there are roads that become exposed when nodes advance; and we call those veins. They come off the main artery and then as nodes advance there are points of interest as Jeff was discussing earlier. These POIs that exist around the world and some of them share coverage with multiple nodes, but depending on which node advances to the stage that activates the point of interest it'll create these capillary roads so to speak that then stem off of the node itself. So you go from the main artery ancient road that's large- that kind of runs through different zones and whatnot- and that breaks down into the veins that lead to the specific encampments and villages and towns that then spawn off separate capillaries that lead to the points of interest in these areas that are hunting grounds. Those are not exposed initially and they come online as players advance the world.[5] – Steven Sharif
Roads in Verra are both pre-generated and player influenced.[5]
- The largest roads are referred to as arteries. These are remnants of what was once the ancient highway system of Verra.[5]
- As nodes advance smaller roads, referred to as veins, connect the arteries to the nodes.[5]
- Depending on the stages of node advancement, capillary roads will stem off the node to connect to points of interest.[5]
- Roads or pathways are not worn into the landscape by repeated traffic over the same area.[5]
Different seasons and events may affect access to various roads.[7][8][9]
- Pathways that are open during summer may be closed during winter.[9]
- Seasonal affects may cause obstacles or blockages to the transit of goods via caravan.[7][8][10]
- Water turning to ice in winter, enabling players to walk over the water but blocking access to what is underneath.[9]
- Ice will make roads bumpy and slippery.[11]
Underrealm routes will open or close dynamically (based on node states).[12]
Freeholds may not be placed in close proximity to roads.[13]
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.[14]
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.[15] – Steven Sharif
Mayoral caravans
Mayoral caravans are launched by Mayors.[1]
Quest driven caravans
Quest driven caravans are used for trade routes between nodes. These caravans are system driven.[16]
- These are initiated by players with a diverse choice of routes and launch windows, making them difficult to zerg.[17]
- Initiating a caravan from one node to another will create a PvP objective that players will need to defend while it moves along its chosen route to the selected destination.[18]
- Node-based caravan stats and capabilities scale with their node's advancement.
- Roads will upgrade as nodes advance. Different roads will dictate the speed and type of caravan required (off road vs on road).[6]
The caravan system is designed to be initiated by the player. Which means, information of the caravans launch time and route, should be a closely guarded secret. Routes will also be diverse, and the world is large, so it might behoove you to scout the route ahead before a launch. Fast travel in our game is also limited, which means unless the guild had knowledge of your plans before hand, it is likely that they will be unable to organize and travel to a location. As far as mass guilds securing trade routes, there is always a bigger fish in the pond. Also caravans will have limitations on carrying capacity and launch windows that will segment mulitiple caravans by several minutes, which would space out the caravans, making it difficult to "zerg" a defense.[17] – Steven Sharif

Caravans are capable of transitioning from land to naval caravans. So if you start out as a land-based Caravan and you move to the coast and you want to move into the water there's gonna be a little transition period there; it's gonna be a little construction kind of site: You're not gonna have to do anything it's just gonna be a timer right so that you can't quickly move between land and water. It's gonna be probably in the matter of you know a minute to two minutes. There's a little bit of vulnerability in that regard.[20] – Steven Sharif
Naval caravans (Trade ships) are part of Ashes of Creation naval content.[21] Naval caravans allow the transportation of trading goods.[22]
- Naval caravans are capable of transitioning to and from land caravans at the point of intersection of land and ocean.[23][20][22]
- These caravans will come in varying sizes and capacities.[20]
- By default naval caravans have a racial appearance. Players will be able to apply caravan skins to change this appearance.[20]
Hijacking ships
Certain ships can be hijacked. Naval caravans can not be hijacked. The cargo on a trade ship will be similar to caravans in that the ship must be destroyed in order to capture the loot from its wreckage.[24]
Naval content refers to content above and below the sea.[27][2]
- Aquatic mounts.[2]
- Coastal nodes.[27][28]
- Fortresses.[27]
- Harbors.[29][30][27]
- Island chains.[2]
- Naval caravans.[21]
- Naval NPCs.[27]
- PvP objectives.[21]
- Quests.[27]
- Raids.[27][21]
- Ships.[27][2]
- Trade routes.[2]
- Treasure hunting.[27][2]
- Underwater dungeons.[21]
Naval content was unlocked as part of the $1,500,000 Kickstarter stretch goal.[3]
Ships for "island hopping" may be included in Alpha-1.[31][32]
- Temporary teleportation points will be present in early tests until ships are introduced later in the alpha testing.[31]
See also
References
- ↑ 1.0 1.1 1.2 1.3 1.4 1.5 Video, 15 July 2019 (2:12).
- ↑ 2.0 2.1 2.2 2.3 2.4 2.5 2.6 Livestream, 17 May 2017 (30:53).
- ↑ 3.0 3.1 Kickstarter - We Just Broke $1,500,000!
- ↑ Livestream, 29 January 2021 (55:44).
- ↑ 5.0 5.1 5.2 5.3 5.4 5.5 Livestream, 29 January 2021 (1:13:04).
- ↑ 6.0 6.1 Livestream, 9 February 2018 (45:48).
- ↑ 7.0 7.1 7.2 Podcast, 11 April 2021 (23:36).
- ↑ 8.0 8.1 Livestream, 26 June 2020 (1:29:06).
- ↑ 9.0 9.1 9.2 9.3 Livestream, 8 May 2017 (20:27).
- ↑ Our immersive world - Environments.
- ↑
- ↑ Livestream, 30 October 2020 (1:19:13).
- ↑ Livestream, 19 May 2017 (32:23).
- ↑ City hall.
- ↑ Livestream, 8 April 2018 (AM) (18:59).
- ↑ Livestream, 28 July 2017 (19:43).
- ↑ 17.0 17.1
- ↑ About Ashes of Creation.
- ↑ Livestream, 30 April 2020 (56:58).
- ↑ 20.0 20.1 20.2 20.3 Livestream, 30 April 2020 (58:05).
- ↑ 21.0 21.1 21.2 21.3 21.4 Livestream, 23 August 2017 (28:22).
- ↑ 22.0 22.1 Livestream, 8 April 2018 (AM) (15:46).
- ↑ Livestream, 29 May 2020 (1:28:38).
- ↑ Livestream, 8 April 2018 (PM) (1:20:03).
- ↑ Livestream, 30 September 2020 (40:52).
- ↑ Video, 9 November 2017 (0:01).
- ↑ 27.0 27.1 27.2 27.3 27.4 27.5 27.6 27.7 27.8 Podcast, 11 April 2021 (36:43).
- ↑ Livestream, 8 April 2018 (PM) (1:01:28).
- ↑ Livestream, 25 July 2020 (1:59:09).
- ↑ Livestream, 9 July 2018 (30:35).
- ↑ 31.0 31.1 Livestream, 30 November 2020 (24:51).