Node governments
Node governments are chosen from a node's citizenry when a node reaches stage 3 (Vilarejo).[2]
Positions within a node's government are attained through titles that grant special access to NPCs in the node.[3]
- Mayor.[4]
- Priests, bishops or acolytes in certain temples.[5][3]
- Patron guild leader.[3]
- Chief bounty hunter.[3]
There are a lot of things that you can strive for within [a node] that grant you that special treatment.[3] – Steven Sharif
Índice
Node elections
Once a node has reached Vilarejo stage there will be a one week cooldown period before node elections begin.[7]
- This cooldown period allows players to establish citizenship at the village; which may require them to relinquish previous citizenship at another node.[7]
- Following the initial cooldown, there will be a one week election process, then from that point on, elections will follow a monthly cadence.[7]
- Cercos de base may not be declared for 21 days following a node advancing to Vilarejo (estágio 3). This does not apply to nodes at higher stages.[8]
The village stage is a unique stage because that's when the government system comes online and all other stages past village there will have already been a cadence for the election system and it will follow that cadence, but after the initial village stage is completed there will be a one week period where players have an opportunity to establish citizenship at the village that also provides for the cooldown time that is- that would be present on players leaving another node to kind of participate in in this particular node leveling up. But that after that one week period then there will be a one-week election process and then from that point moving forward will be the one month cadence that the node experiences elections on.[7] – Steven Sharif
Node elections occur on a monthly basis.[7][9]
- Election notices will be mailed to the accounts of citizens.[10]
- Only citizens of a node may participate in its elections.[2]
- Only node citizens may be elected mayor.[11]
- A king or queen can also become a mayor.[11]
Node governments and mayors are chosen through different methods according to the node's type.[13][14]
- Divine node governments are chosen from citizens via service oriented quests that prove faith and dedication to the node.[15][13]
- Governos de Bases Mercantis podem ser comprados e vendidos por cidadãos com a maior fortuna.[15][13]
- Mayors of military nodes are chosen from citizens through last man standing (gladiatorial arena style) combat.[15][16][17]
- An idea currently under consideration is to have players build out a champion that they can then fight in the arena, rather then using their regular characters. These champions can be equipped with gear and skills via quests, along with materials and gold to make the champion stronger.[18]
- The reason for the champion idea is because the game isn't balanced for 1v1 Pvp. Utilizing champions makes arena combat more of a level playing ground.[18]
- Arena style combat is instanced but spectators may be possible through an interface.[19]
- Scientific node governments are elected democratically.[15][13] Records of who voted for who are not published.[10]
City hall
City hall is a government building within a node.[21]
We want the City Hall to be the place where big decisions are made for each Node. It should be where the “ruling class” comes together and decides what to do (these decisions can quickly make them the “old ruling class” too).
Mayors and node governments use City hall to visualize and control activities within their node. These capabilities will also be available via mobile/web inteface.[4]
- Status of the node's economy.
- Status of upcoming elections.
- Status of trade agreements.
- Status of caravans.
Players can interact with the node board to get a list of its citizens.[10]
- Clicking on a citizen will reveal information about their guild, society, religion, and property ownership.[10]
Mayors
Mayors are leaders of a node's government who control the development of that node.[4]
- Other leadership powers.[4]
Only node citizens may be elected mayor.[11]
- Only one citizenship may be declared per account, per server.[11][12]
- This may have changed to one citizenship per account.[25]
- A king or queen can also become a mayor.[11]
You may only ever be a citizen of a single node at a time.[11] – Steven Sharif
Mayors gain new powers and responsibilities as their node advances.[14]
Mayoral caravans
Mayoral caravans are launched by Mayors.[26]
Leadership powers
Government officials have wide-ranging leadership powers.[27]
- Enter into trade agreements.[21]
- Directing assets.[2]
- Mayors are able to allocate treasury funding to hire mercenary NPCs to defend their node during sieges.[29][2]
- Mayors are able to initiate quest-driven systems that non-citizens can participate in. The mayor can use a portion of the node's treasury or goods as rewards for quest completion. Players will be able to interface with the node to view the quests that are available to them.[30]
- These quests can be used to bring in material components to help combat node atrophy.[30]
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.[2]
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.[33] – Steven Sharif
Guildas do not control nodes.[34][35] Guild leaders (kings and queens) can become mayors of nodes.[11]
- Guilds hold separate roles in the direction of the node than the roles held by private citizens.[2]
- Only a certain number of guilds may participate in these roles.[2]
- Separate guild roles are reserved for small, medium and large guilds.[2]
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.[2]
Node layout and style

Já no terceiro estágio de evolução, como uma vila, é um layout razoavelmente grande; e parte desses layouts inclui domicílos essencialmente estáticos, dentro da base, que os jogadores podem comprar.[36] – Steven Sharif

O layout e a arquitetura dentro da área de desenvolvimento de uma Base são determinados pela raça com mais influência. Por exemplo, uma Base em estágio 3 onde a maioria dos jogadores contribuíntes é Py'Rai terá uma vila Py'Rai com arquitetura Py'Rai. A maioria dos PNJs seriam elfos Py'Rai, e ofereceriam missões com narrativa Py'Rai.[14] – Margaret Krohn
A experiência contribuída por cada jogador é marcada com sua raça e outros identificadores. Quando uma Base evolui, a raça com a maior contribuição de experiência determina o estilo e cultura da Base. Essa mudança de estilo e cultura pode ocorrer em todo Estágio de Base. Por exemplo, se uma Base avança para o Estágio 2 - Acampamento e 51% de toda a experiência veio de jogadores Ren'Kai, a Base será uma Base Ren'Kai Estágio 2. Se essa mesma Base avançar para o Estágio 3 - Vilarejo, mas dessa vez os Py'rai tiverem contribuído 62% de tpda a experiência obtida, a Base se tornará uma Base Py'Rai Estágio 3. Influências culturais trazem mudanças além da estética e das missões - benefícios são dados àqueles da cultura dominante dentro da Zona de Influência daquela Base.[38] – Margaret Krohn
O layout e o estilo de uma Base são determinados por diversos fatores:[39]
- Localização da base.[39]
- Tipo de Base.[39]
- Raça que mais contribuiu para a evolução da Base.[39][40]
- Aparências raciais dos prédios e dos PNJs de uma Base.[41][40]
- Isso se aplica a todas as bases, incluindo bases de castelo.[33]
- O resto é determinado pelo prefeito da base.[39]
Algumas partes são determinadas pela área onde a base está. Outras, pelo tipo da base; certas partes são determinadas pela raça, e o resto é determinado pelo prefeito.[39] – Jeffrey Bard
Todas as bases, sejam elas relacionadas aos castelos ou não, têm influências culturais que são replicadas nas aparências dos prédios e dos PNJs presentes na Base.[33] – Steven Sharif
Existe uma mecânica de atrito que afeta a experiência e influência para impedir que uma única raça domine o mundo inteiro.[42]
Existe um atrito e esse atrito na experiência e influência aumenta de acordo com a performance da raça no mundo. Então se todas as bases forem de Orc, o nível de atrito deles será muito alto para competir com outras raças na hora de estabelecer a cultura de novas bases. Isso acontece pois já são muito influentes e existe uma opinião popular contra eles nas regiões que não influenciam.[42] – Steven Sharif
Edificações de base construíveis
Governos de base decidem a localização e os tipos de edificações de base construíveis a serem colocadas nos setores de uma base.[45][46][47]
Essas são edificações que o prefeito pode controlar se serão construídas ou não. Edificações construíveis podem ser escolhidas em um dos espaços de terra que uma base recebe quando evolui. Se escolherem começar a construção de um desses tipos de edificações - uma das quais é o mercado -, receberão certos benefícios de comércio assim como quiosques que os cidadãos podem alugar.[48] – Steven Sharif
Quando os tipos de edificação são determinados, a comunidade precisará angariar recursos para a base (usando caravanas) e se unir para construir as edificações (através de missões e etc).[45]
O governo decide como especializar sua base. Ao fazerem certas escolhas, não poderão fazer outras.[45]
Governos diferentes poderão mudar as edificações em uma base.[45]
E pode ocorrer uma mudança de regime... Se alguém não gostar de terem construído um mercado e quiserem eleger um novo governo no próximo cíclo, eles podem...e aquele mercado poderia ser destruído e algo novo construído em seu lugar.[45]
Parâmetros predefinidos limitam o número de edificações dentro de bases.[46]
Cercos de base
À medida que certas áreas do mundo crescem, outras cairão. Essa é a fundação do mundo vívido e ativo que é Ashes of Creation, onde os jogadores tem a habilidade de tomar decisões cruciais que importam para a longevidade de uma área se tornar uma cidade, ou a decisão de cercear uma cidade rival. Erga-se das cinzas, crie o mundo ao seu redor, e seja parte da história que é escrita através das suas ações e decisões.[38] – Margaret Krohn
Cercos de base permitem que os jogadores destruam bases.[38] Isso abre o caminho para novos desenvolvimentos e o acesso a conteúdos bloqueados nas bases próximas. Devido a essa dinâmica, o conflito político e a intriga fazem um papel importante na estrutura do mundo.[50]
Cercear uma base não será uma tarefa fácil para os atacantes. Cidades e metrópoles terão uma vantagem defensiva considerável.[50]
Se você possui um lar em uma base e não quer que ele seja destruído, terá que defender a cidade![51] – Steven Sharif
Bases podem cair de nível de acordo com a Atrofia de Base.[38]
Node wars
Node governments may declare war on another node and rally citizens to the cause.[21]
- This mutually flags the citizens of the warring nodes, including their allies, as combatants.[52]
- Organizações sociais quests will either be cooperative or adversarial based on the war status of their parent nodes.[52]
- Bases Vassalas cannot declare a node war on their parent node or any of their vassals.[14]
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.[53] – Steven Sharif
Node politics
There won't be a civil war mechanic within nodes but there will be scope for internal political conflicts; such as undermining the current leadership and disrupting trade.[54]
- The only way to remove an elected mayor prior to the end of their term is by destroying the node.[55]
We want consequences to matter and if that person got elected then you need to work within the means of the mechanics to get them unelected.[55] – Steven Sharif
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.[21]
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.[56] – Steven Sharif
Trade routes
Trade routes in Ashes of Creation refer to.
- Economic relationships between nodes established by Mayors through the caravan system.[26]
- An aspect of naval content.[57][58]
Impostos
Mayors/Node governments allocate resources, taxes, and quests to help develop node defenses.[23]
- Tax money only goes toward funding node development.[60]
- 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.[61]
Parent nodes take a cut of all taxes from the housing and any services that occur within their ZOI.[62]
- 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.[62]
When a node reaches stage 3 (Vilarejo) and a player run government has formed, all player housing will pay taxes.[63]
- A player's tax charge will be determined by the number of structures built on their plot.[60]
Ver também
Referências
- ↑ Transmissão ao vivo, 2020-03-28 (1:02:46).
- ↑ 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 MMOGames interview, January 2017
- ↑ 3.0 3.1 3.2 3.3 3.4 Transmissão ao vivo, 2019-07-26 (1:20:48).
- ↑ 4.0 4.1 4.2 4.3 Transmissão ao vivo, 2017-11-17 (9:49).
- ↑ 5.0 5.1 Transmissão ao vivo, 2020-07-25 (1:52:45).
- ↑ Transmissão ao vivo, 2020-03-28 (1:01:34).
- ↑ 7.0 7.1 7.2 7.3 7.4 Entrevista, 2020-03-27 (6:03).
- ↑
- ↑
- ↑ 10.0 10.1 10.2 10.3 Transmissão ao vivo, 2020-10-30 (1:01:00).
- ↑ 11.0 11.1 11.2 11.3 11.4 11.5 11.6 11.7
- ↑ 12.0 12.1 Entrevista, 2018-05-11 (50:05).
- ↑ 13.0 13.1 13.2 13.3 Node series part II – the Metropolis.
- ↑ 14.0 14.1 14.2 14.3 Blog - Know Your Nodes - The Basics.
- ↑ 15.0 15.1 15.2 15.3 Entrevista, 2020-07-19 (26:54).
- ↑
- ↑ Podcast, 2018-05-11 (52:20).
- ↑ 18.0 18.1 Entrevista, 2020-03-27 (09:05).
- ↑ Entrevista, 2020-03-27 (11:04).
- ↑ Blog: Creative Director's Letter
- ↑ 21.0 21.1 21.2 21.3 21.4 21.5 City hall.
- ↑ Transmissão ao vivo, 2018-12-12 (14:48).
- ↑ 23.0 23.1
- ↑ 24.0 24.1 Transmissão ao vivo, 2017-06-30 (53:57).
- ↑ Entrevista, 2018-10-20 (2:36).
- ↑ 26.0 26.1 26.2 26.3 26.4 26.5 Vídeo, 2019-07-15 (2:12).
- ↑
- ↑
- ↑ Transmissão ao vivo, 2020-06-26 (59:11).
- ↑ 30.0 30.1 Entrevista, 2020-07-08 (1:04:05).
- ↑
- ↑ Transmissão ao vivo, 2017-05-19 (36:05).
- ↑ 33.0 33.1 33.2 Entrevista, 2018-05-11 (47:27).
- ↑ Transmissão ao vivo, 2017-05-19 (36:09).
- ↑
- ↑ 36.0 36.1 Transmissão ao vivo, 2020-06-26 (45:32).
- ↑ Transmissão ao vivo, 2018-02-09 (33:50).
- ↑ 38.0 38.1 38.2 38.3 Blog - Know Your Nodes - Advance and Destroy.
- ↑ 39.0 39.1 39.2 39.3 39.4 39.5 Transmissão ao vivo, 2018-09-27 (53:06).
- ↑ 40.0 40.1 Entrevista, 2018-05-11 (54:34).
- ↑ Transmissão ao vivo, 2017-05-26 (21:23).
- ↑ 42.0 42.1 Entrevista, 2018-05-11 (1:00:19).
- ↑ Transmissão ao vivo, 2020-03-28 (1:16:03).
- ↑ Vídeo, 2020-03-23 (0:24).
- ↑ 45.0 45.1 45.2 45.3 45.4 Transmissão ao vivo, 2017-05-19 (33:57).
- ↑ 46.0 46.1 Transmissão ao vivo, 2018-01-20 (38:17).
- ↑ Transmissão ao vivo, 8 April 2018 (PM) (51:49).
- ↑ Entrevista, 2020-07-08 (55:05).
- ↑ Vídeo, 2016-12-04 (0:02).
- ↑ 50.0 50.1 A reactive world - Nodes.
- ↑ Vídeo, 2017-04-30 (5:31).
- ↑ 52.0 52.1 Entrevista, 2020-07-19 (24:34).
- ↑ Vídeo, 2018-04-05 (41:48).
- ↑ Transmissão ao vivo, 2017-05-24 (40:50).
- ↑ 55.0 55.1 Transmissão ao vivo, 2019-06-28 (1:26:14).
- ↑ Transmissão ao vivo, 8 April 2018 (AM) (18:59).
- ↑ Transmissão ao vivo, 2017-05-17 (30:53).
- ↑ Kickstarter - We Just Broke $1,500,000!
- ↑ Transmissão ao vivo, 2020-03-28 (1:03:38).
- ↑ 60.0 60.1
- ↑ Entrevista, 2020-03-27 (0:30).
- ↑ 62.0 62.1 Entrevista, 2018-05-11 (57:02).
- ↑