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Freeholds may be attacked by any player[1] for a period of two hours[2] following a successful siege against its parent node.[3]

  • Players and their allies may defend their freehold for this period of time.[3]
  • Structures and guards may be obtained to defend freeholds during this period.[3]

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.[1][2]

  • The freehold owner will be required to undertake a quest process to have their freehold adopted by a new node if one exists.[1]
  • At the end of the grace period, if the freehold does not reside within the ZOI of a stage three (Village) node or above, it will be destroyed.[4]

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.[2]Margaret Krohn

Player housing designs and decorations are retained and can be placed again later if the housing is destroyed during a node siege.[5][6]

  • Blueprints are mailed to the player to utilize for future placement.[2]
  • Destroyed freeholds are subject to material loss.[2]
  • Certificates will track major milestones (such as Furnaces and Homesteads, for example).[5][6]
  • A possible design idea is for items such as furnishings to be boxed in crates that are accessible inside the new home.[7]

Node's zone of influence

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.[2]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).[8] 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.[9]

Node stage.[8] Alternate name.[10] Timeframe to advance.[8] Player housing.[11]
0. Wilderness -
1. Expedition Crossroads Few hours -
2. Encampment Camp Many hours -
3. Village - Few days Small houses
4. Town - Many days Medium houses
5. City - Few weeks Large houses
6. Metropolis Metro Many weeks Mansions

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.[2]Margaret Krohn

 
Conceptual illustration. Nodes that are in the ZOI of more advanced nodes have their progression capped by the more advanced node.[12] ZOIs will likely be irregular shapes in the game, the circles depicted here are just for the purposes of illustration.

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.[9]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.[13]

  • Nodes advance to the first stage quickly. This enables NPC services such as vending or banking items.[14]
  • The more advanced the node is, the larger its ZOI becomes.[15]
  • 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.[12]
    • 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.[16]
  • The territory expansion algorithm takes into account the nearest coast, neighboring nodes, and the heatmap of players in surrounding areas over the last weeks or month.[17]
    • Due to the way the progression algorithm calculates territorial (ZOI) expansion during node advancement, there is a small possibility that two nodes of the same stage end up being close to each other.[18]

The way that the algorithm expands the territories takes into account a few things: One it takes into account the coast like where's the closest coast. Two it takes into account the neighboring nodes so it can take over and essentially vassal state those nodes, but what's more important is essentially the initial population based on like how players choose their races. Because we have nine different races and four different starting points that branch out, each server's population density is going to dictate essentially the first few nodes that are that are highly populated and then that initial seed is what's going to determine the node structure as it moves inland into the into the world essentially; and based on the performance and successes of different sieges will determine which nodes that got locked out from the previous the initial advancements what nodes can now be available to advance further. So I really think that with so many variables that are present in the equation of how nodes advance and stay existing with the more variables you have, the higher likelihood there is for there to be a significant diversion in world progression.[17]Steven Sharif

Normally the algorithm that's applied to the node territorial expansion will prevent significant nodes from being in close proximity to each other... There could be a perfect storm where all of the the algorithmic progression of territory leads to having these nodes very close to each other because there's certain requirements that should that need to be available to satisfy node vassal takeovers; and it's possible that two nodes would never take each other over as vassals and end up kind of close together and spanning their territories in kind of opposite directions: The Tale of Two Cities kind of thing.[18]Steven Sharif

  • A node does not receive XP from the nodes within its ZOI until these nodes have reached their cap.[12]
  • Players are moved to safety if they intersect with newly spawned assets during node advancement.[19]
  • Citizens of one node can contribute to the advancement of other nodes.[20]
  • The exact percentage of advancement from obtaining items or killing monsters is not going to be explicitly known to avoid "gaming" the system.[21]

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.[21]Steven Sharif

See also

References