Trade agreements

Fonte: Ashes of Creation Wiki
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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.[1]

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.[2]Steven Sharif

Trade routes

Mayoral caravan launched by a mayor to establish a trade route with another node.[3]

Trade routes in Ashes of Creation refer to.

Node governments

Alpha-1 winner of Mayoral election.[6]

Node governments are chosen from a node's citizenry when a node reaches stage 3 (Vilarejo).[7]

Positions within a node's government are attained through titles that grant special access to NPCs in the node.[8]

There are a lot of things that you can strive for within [a node] that grant you that special treatment.[8]Steven Sharif

Mayoral caravans

Mayoral caravans are launched by Mayors.[3]

Quest driven caravans

Quest driven caravans are used for trade routes between nodes. These caravans are system driven.[11]

  • These are initiated by players with a diverse choice of routes and launch windows, making them difficult to zerg.[12]
  • 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.[13]
  • 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).[14]

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.[12]Steven Sharif

Naval caravans

Alpha-1 Niküa naval caravan 3D render.[15]

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.[16]Steven Sharif

Naval caravans (Trade ships) are part of Ashes of Creation naval content.[17] Naval caravans allow the transportation of trading goods.[18]

 

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.[20]

Sistema de garantia

Um sistem de garantia está sendo planejado para impedir abusos no sistema de Fabricação.[21]

Teremos uma interface...você coloca os recursos, ou eles colocam. Vai ser como um sistema de garantia e quando (o trabalho) estiver pronto você recebe o item e eles recebem o dinheiro.[21]

Ver também

Referências