Vassal nodes

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Nodes greater than stage 3 (Village) enslave nearby nodes, converting them into vassal nodes.[1][2]

  • Vassal nodes must remain one node stage below their parent node.[1]
    • Neighboring nodes lower than stage 3 also block the growth of their immediate neighbors. This is intended to be tested in Alpha-1.[2]
    • Vassal nodes first apply any experience earned to their own deficit (see Node atrophy). It then applies excess experience earned to its parent node.[3]
    • If the parent node advances, the vassal is once again able to advance.[1]
  • Vassal nodes give excess experience to their parent node and may have their own vassals; so long as they fall within the parent node’s zone of influence.[1]
    • If a node is capped and is both a vassal and has its own vassals, any experience earned from itself or its Vassals is first applied to its own deficit. Experience beyond that is then sent to its parent node.[3]
  • Vassals are subject to the government, alliances, wars, taxes, and trade of their parent node, and are able to receive federal aid from them.[1]
  • Vassal nodes cannot declare war on their parent node or any of their vassals.[1]
  • Citizens of vassals are bound by the diplomatic states of the parent node.[1]

If a Node is a Vassal Node and is capped from advancing further, it first applies any experience earned to its own deficit (see Node Atrophy section), and then applies excess experience earned to its Parent Node. If the Parent Node advances and the Vassal is able to grow, it becomes uncapped. If a Node is capped and is both a Vassal and has its own Vassals, any experience earned from itself or its Vassals is first applied to their own deficit. Any experience beyond that is then sent to its Parent Node.[3]Margaret Krohn

Node advancement

Illustration of node advancement from Wilderness (stage 0) to Metropolis (stage 6).

Nodes advance by collecting experience from the actions of players nearby. As players complete content inside of a Node’s Zone of Influence (the area around the node), they contribute that experience toward the Node’s development. The experience given to the Node may then be modified based on certain Events and Accomplishments. When a Node reaches the experience required, it undergoes the process of advancing to the next stage. There are a few exceptions where a Node cannot advance even though it has the required experience - most commonly, a Node can not advance if a Node is a Vassal of another Node and would advance to the same stage as its Parent Node.[3]Margaret Krohn

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.[1]

Node stage.[4] Alternate name.[5] Timeframe to advance.[4] Player housing.[6]
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

The Development Area of a Node is where civilization will appear as the Node advances. As the Node Stage increases, different buildings, NPCs, and services will become available in the Development Area. The higher the Node Stage, the more complex and populated the Development Area becomes. Development Areas will also vary depending on the Node Type - Economic, Military, Scientific, or Divine; we’ll go into further details on each of those Node Types in future posts in this series.[3]Margaret Krohn

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.[1]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.[6]
  • 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]
    • The vassal system begins when a node hits stage 3 (village), but neighboring nodes lower than stage 3 also block the growth of their immediate neighbors.[2]
  • 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

Taxation

Mayors/Node governments allocate resources, taxes, and quests to help develop node defenses.[14]

  • Tax money only goes toward funding node development.[15]
  • Taxation rates scale based on when a player joined a node as a citizen. The goal is to exert financial pressure on node populations by making taxes increasingly expensive as nodes advance, rather than putting in place hard population caps.[16]

Parent nodes take a cut of all taxes from the housing and any services that occur within their ZOI.[17]

  • 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.[17]

Node atrophy

Nodes can delevel based on node atrophy.[3]

  • Nodes accumulate an experience deficit each day based on the node's level. The deficit is subtracted from any experience earned that day. If any deficit remains, then this is subtracted from the node’s experience pool.[3]
  • Certain flags will appear to notify node citizens if their node has dropped below the required experience for its current stage. After a short period, if the atrophy is not addressed, the Node will then delevel.[3]
  • A node cannot delevel more than a single level at a time.[3]
    • When a Node delevels it enters a safe period, during which the deficit is temporarily reduced to 0.[3]

Deleveled nodes return to their previous stage.[3]

If a Node delevels, it returns to the previous Stage, but keeps the racial style it had before deleveling. A Node cannot delevel more than a single level at a time. For example, a Level 2 Node would become a Level 1, or a Level 1 Node would become a Level 0. If deleveling would cause a Node to lose its Vassals, it does so. When a Node delevels it enters a “safe period,” during which the deficit is temporarily reduced to 0. Once the safe period expires, the Node can once again begin losing experience based on its deficit.[3]Margaret Krohn

Auction houses

Auction houses accompany unique node buildings in Economic nodes.[20]

If a Node is the Vassal Node of an Economic Node, an Auctioneer NPC appears in that Vassal Node. The Auctioneer allows players to list non-resource/processed materials in the Parent Node’s Auction House, but players cannot bid on items from this Auctioneer. These resources and processed materials must be stored within an Economic Node in order to be listed in that Node’s Auction House. In order to bid, they must still travel to the Auction House in the Parent Node.[20]

Auction houses enable players to list items at the Economic node in which the auction house is located.[22]

  • A listing fee will be charged to list items in the auction house.[22]
  • Vassal nodes of the auction house node will be able to view items that are listed on that auction house, regardless of node type of the vassal node.[22]
    • This will be possible through an auctioneer emissary in that node.
    • Items cannot be listed in non-economic vassal nodes.
  • There may be a taxation difference between auction houses versus other player businesses.[22]
  • Players will need to travel to the auction house that contains the raw resources or processed materials to retrieve them.[22]
    • Players wishing to move these items elsewhere will need to utilize the caravan system or other type of transportation.

See also

References