Service buildings

Fonte: Ashes of Creation Wiki
(Redirecionado de Node buildings)
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Governos de base decidem a localização e os tipos de edificações de base construíveis a serem colocadas nos setores de uma base.[3][4][5]


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.[6]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).[3]

O governo decide como especializar sua base. Ao fazerem certas escolhas, não poderão fazer outras.[3]

Governos diferentes poderão mudar as edificações em uma base.[3]

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.[3]

Parâmetros predefinidos limitam o número de edificações dentro de bases.[4]

Default service buildings

Default service buildings are service buildings that come pre-built with a node. Some of these buildings are unique based on the type of node. Others may be present based on the acquisition of relics.[8]

List of default service buildings

Constructible service buildings

Alpha-2 service building construction animation.[9]

Once materials are contributed to it and it's ready to finish, there's gonna be any variable from like 15 to 20 minutes to even a couple of days for it to finish constructing, depending on the power that the building offers to the players.[10]Chris Justo

Constructible service buildings are service buildings that are available to every type of node in every location, and can be placed in any available building plot in a node.[11][8][12]

  • Prefeitos decide which buildings are placed in which plot (via a node map UI, or physically walking the node).[13] They may select any empty plot in the node but their choices may limit them from placing other buildings in the future.[11][14][4][3]
The plots in a node are predefined but the plots are universal. So you can put any constructed service building in any plot.[12]Chris Justo
  • Service buildings become objectives during events, node sieges and node wars. It is therefore important for mayors to select defensible locations for the most important service buildings.[15]
When it comes to either events, or sieges against the node, and even wars, those building locations also serve as objective locations as well; and there is a varying degree of footprint and level design that's associated with access to those plot locations. So if your smithy that has your workstation to build the T5 stuff is next to the door, there's a difference there in strategy.[12]Steven Sharif
  • When the constructible service building types are determined by the mayor, they can initiate buy orders to bring resources into the node in order to construct the buildings.[16][17][18][3] In addition to buy orders, citizens will be required to come to the node to directly contribute resources to a construction foreman NPC to aid in building construction.[19]
This is our way of ensuring that citizens want the thing that the mayor is asking them to do, or is spending resources on. So if you're a mayor and you're just like 'I'm going to build a bunch of this building that no one wants' then players aren't going to contribute to it and they're not going to get built.[19]Chris Justo
  • Once all resources have been contributed to a building, it will take between 15 minutes to a couple of days for construction to complete depending on the type and tier of building.[20][10] Construction times may be reduced through node policies.[20]
  • Different mayors may destroy and construct different service buildings within their node. Destroying buildings has a node mandate cost and will require player buy-in via a vote.[16][21][3]
  • Materials contributed toward building a node building are lost if the mayor decides to scrap the project.[22]

List of constructible service buildings

Service building expansions

Alpha-2 service building tech tree work-in-progress UI.[24]

Default buildings they specialize as they expand. So this isn't like a traditional skill tree, it's exclusionary, more like a tech tree. So selecting the next upgrade for it will lock out the other two paths. So as you get better with the building it will continue to narrow, which allows lots of nodes to carve out lots of niches in the world.[24]Chris Justo

Service buildings are upgraded by expansions, which are unlocked through the placement of passive service buildings.[16][25]

To upgrade your building, you choose expansions, you build passive buildings to allow you to unlock those expansion slots and just a little- basically specialize your service building down a path; and the building specialization will narrow down a specific path. So you might start as a generalized Blacksmith building and then you'll specialize towards maybe armorsmithing, and then towards specifically, like plate armor through the expansion tree.[25]John Collins
  • Building expansions unlock higher tier workstations at the cost of dedicating service building plots. Lower stage nodes can achieve higher tier service buildings by dedicating a majority of their service plots to that path. Prefeitos decide how to specialize their node. Once they choose certain things they won't be able to choose other things.[14][4][3]
The pathway of upgrades is exclusionary. So when I choose a path down a particular building type in order to reach a tier five benefit: when I eventually reach a higher stage, or even if I'm lower stage and want to dedicate a majority of my service plots toward one particular crafting building; like I may get a very top tier workstation as a result, even if I'm still a Village node. It's like I'm the village node that makes the T5 swords because I've dedicated all of my plots to that.[14]Steven Sharif
You might have a parent node, or a Regent node, that has a vassalship over your node and you're getting benefits conferred to you through either the prerequisite of the building types that you can construct as well to make a bit more headway there.[14]Steven Sharif

Service building tech trees

Service building upkeep

Service buildings incur a regular maintenance cost of node commodities and gold from the node treasury in order to continue operations.[16][21]

  • Building maintenance is auto-paid from the treasury in order of the most valuable buildings first.[16][21]
  • If maintenance is not paid, or a building is damaged as the result of an event or siege, the building will enter a state of disarray.[16][21] Any NPCs or services offered by that building will not be available until the building is repaired.[28][29]
  • Players must contribute materials to repair disarrayed buildings and restore them to an operational state.[16][21][26][29][30]
    • Larger more advanced buildings will require more resources to repair them. In-node housing will likely require the least resources to repair.[31]
    • Previously building repair was restricted to node-citizens.[29][30]

Service building destruction

Destructible castle.[32]

You could be more precision oriented in the decision to attack a city. Let's say it's a rival node that's trying to reach a node stage five or something and you want to disable their ability for the religious system to progress so you target the temple during the attack, or you want to disable their scholars academy from reaching a higher level so that your nodes can; or you want to disable multiple buildings that allow for experience and quests to be undertaken by its citizenship, which prevents them from keeping up in pace of experience gained with your node. These can be more precision oriented and don't have to effectualize an actual takeover of the node.[33]Steven Sharif

Edificações de Base (including player housing) have hit points and can be damaged or destroyed by different systems.[26][29]

Mayors will also have the ability, if they want, to demolish constructed buildings. So if they if they so choose they can destroy a building if they don't think it's needed anymore. But this will have mandate cost and a player buy-in votes. So we want to make sure that [the] mayor can't just go and blow up the whole node if they're trying to grief or something. So this is very important and impactful decision.[16][21]John Collins

If building maintenance is not paid, or a building is damaged as the result of an event or siege, the building will enter a state of disarray.[16][21] Any NPCs or services offered by that building will not be available until the building is repaired.[28][29]

If a node siege is successful, or if buildings otherwise take significant damage, they are destroyed and appear as rubble on the plot they occupied.[16][21][26]

Node layout and style

Layout de Base de um Vilarejo no Alpha-1.[43]

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.[43]Steven Sharif

Estilos de arquitetura Racial em uma vila no Alpha-0. Influência de Elfos Empíreos (acima). Influência de Humanos Kaelar (abaixo).[44]

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.[45]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.[46]Margaret Krohn

O layout e o estilo de uma Base são determinados por diversos fatores:[47]

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.[47]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.[50]Steven Sharif

Existe uma mecânica de atrito que afeta a experiência e influência para impedir que uma única raça domine o mundo inteiro.[51]

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.[51]Steven Sharif

Visuais

Ver também

Referências

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  39. siege spoils.png
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