Glorious wiki readers. We appreciate your patience as we process the vast amount of new and updated information from the release of Alpha-2 phase 1.
Expedition
An expedition (also referred to as Crossroads[2]) is the first stage of node advancement.[3]
When a Node becomes an Expedition, a small group of NPCs and their compatriots will show up. The Development Area feels temporary at this level, reflective of what a group of people would carry with them - tents, campfires, etc.[4] – Margaret Krohn
Merchants
Merchant NPCs (also called Vendors) are present from the first stage of node development (Expedition).[6]
- Merchant NPCs are identified by a golden shimmer on their nameplates.[7]
- Merchant NPCs will in general be able to buy items from players.[8]
Node advancement
Experience gained by each node counts toward that node's advancement (progression) to a higher node stage.[4][10] Node advancement unlocks unique content, and locks out an increasing ring of neighboring nodes from progressing to the next stage.[11]
- Nodes advance to the first stage quickly. This enables NPC services such as vending or banking items.[12]
- The more advanced the node is, the larger its ZOI becomes.[3]
- Vassal nodes must remain capped at least one node stage below their regent/parent node.[6]
- Neighboring/Adjacent nodes from Expedition (stage 1) upward block the growth of their immediate neighbors. This was intended to be tested in Alpha-1.[13][14]
- If the regent node advances, the vassal is once again able to advance.[6]
- The vassal system begins when a node hits Village (stage 3), but neighboring nodes starting from Expedition (stage 1) also block the growth of their immediate neighbors.[13][14]
- Certain quests, such as story arcs, may not be able to be turned in after a node has advanced.[15]
- 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.[16]
- 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.[17]
- 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 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.[16] – 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 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 close together and spanning their territories in opposite directions: The Tale of Two Cities thing.[17] – Steven Sharif
- The exact percentage of advancement from obtaining items or killing monsters is not going to be explicitly known to avoid "gaming" the system.[19]
- 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.[19] – Steven Sharif
- Node advancement spawns a series of animations and visual effects (within the footprint of the node).[20][4]
- Players within the node are teleported to a safe location, likely a respawn area near the node.[20][21]
- Supplies will spawn around the node and system driven caravans are spawned to bring these supplies into the node. These caravans are not able to be attacked.[20]
- NPCs will begin construction activities.[20]
- Players outside the node will see the new facade of the node pop into existence as the node advances in stage.[20]
- 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.[4] – Margaret Krohn
Vassal nodes
Village (stage 3) or higher nodes enslave nearby nodes, converting them into vassal nodes.[6][14]
- A Metropolis (stage 6) can control up to two City (stage 5) nodes. A City (stage 5) can control one Town (stage 4) and one Village (stage 3) node. A Village (stage 3) can control an Encampment (stage 2) or an Expedition (stage 1). If the Village (stage 3) gets destroyed through a siege, its dependant Encampment (stage 2) and Expedition (stage 1) nodes are also destroyed.[22]
- There is a layer of intricacy between how the neighboring nodes advance and what potential parent structure they have in the vassalship tree.[23] – Steven Sharif
- Vassal nodes gain benefits from their regent node (also referred to as sovereign node or parent node) even if the node type of the parent is different to the vassal.[24][25]
- Metropolis (stage 6) node superpowers apply to the vassal nodes of that metropolis.[26]
- It is not a bad thing to be vasseled, it is a good thing to be vasseled. It brings many benefits from the Sovereign, which is the ultimate parent of that vassal network down to the vassal node itself; and it allows that vassal node to even live outside of its normal mechanics. You get to adopt some of the benefits that the node type of your sovereign is, even if your node type as a vassal node isn't the same.[25] – Steven Sharif
- Vassal nodes must remain capped at least one node stage below their regent node.[6]
- Neighboring/Adjacent nodes from Expedition (stage 1) upward block the growth of their immediate neighbors. This was intended to be tested in Alpha-1.[13][14]
- If the regent node advances, the vassal is once again able to advance.[6]
- Vassal nodes may have their own vassals; so long as the vassals fall within the parent node's zone of influence.[27][6]
- Nodes do not receive experience from their vassals until the vassals have reached their cap.[4][28]
- Vassal nodes first apply any experience (from themselves or their own vassals) to their own atrophy deficit. Any excess experience beyond the cap is then applied to their parent node.[4][27][6]
- Regent nodes collect taxes from their vassal nodes. These taxes cannot be taken by the mayor or other players.[27]
- Vassals are subject to the government, alliances, wars, taxes, and trade of their parent node, and are able to receive federal aid from them.[6]
- Vassal nodes cannot declare war on their parent node or any of their vassals.[30][6]
- Q: During phase two testing you are hoping to test vassals. Would you be open to test the game implications of vassal sieging their parent node?
- A: I don't think that that's something we necessarily need to test at this stage. I think what we what in testing the vassaling system- what we are getting feedback on is: what is the relationship between the parent node and the vassal node, and the benefits that they provide the citizens of each, and how is that looked upon by the player base through this testing. Is it being looked at as a negative relationship, and if so then probably we need to talk about the intent: what is the intent? The intent is that it should be reflected upon positively, so then how do we start tuning the knobs and levers in order to make that relationship feel better for the players. So that's where we would start, is if we get negative feedback from that relationship of the parent to vassal node then we would start by tuning the levers and the knobs around how to increase the benefit for that reciprocal relationship between those two, before we thought about, 'oh okay well players don't seem to like being vassals of a parent node, let's just let them kill the parent node', because that has much wider architectural design concerns; and we wouldn't go to that step unless we just come to some determination that like, no matter what knob and lever we turn, players just don't like being a vassal. Okay then, let's talk about how players can stop being a citizen of one node and go become the citizen of another node if it's just not their cup of tea to be a vassal citizen, regardless of the benefits that we offer.[30] – Steven Sharif
- 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.[4] – Margaret Krohn
Node layout and style
Node layout and style is determined by several factors:[31][32]
- The way that the node system is built is that they can exist across a spread of 18 biomes, but at the same time have to represent the cultural influence of these cultures that are intrinsically a part of a specific biome.[33] – Steven Sharif
- Environment (biome) and location of the node.[33][31][32]
- A node's footprint is a 1 km2 development area where a node's buildings are located.[34] Nodes can adjust the local topography of their footprint to fit the aesthetic and mechanical requirements of the node.[35]
- Some parts are determined by the area it's in. Some parts are determined by the type it is. Some parts are determined by the race it is; and then the rest of it is determined by the mayor.[32] – Jeffrey Bard
- Race that contributed the highest percentage to the node's advancement will alter the racial appearance of its buildings, NPCs, props, and narrative systems.[36][37][38][31][4][32][39][40]
- All nodes, whether they're associated with a castle or associated with normal node structure, has cultural influences that replicate over to the buildings that are produced and the NPCs that are present.[42] – Steven Sharif
- The rest is determined by the node's mayor.[32]
- It should be possible for a node to complete several building projects within a mayor's one month term in office.[43]
- Q: How long would you say it will take players on average to fill/build up a node completely from wilderness to metropolis?
- A: It's one thing to get a node to a certain level: it's another thing to develop the node; and I can't really give you an on-average expectation, because there's a lot of variables at play. There's how many citizens does the node have attracted to it; what's the type of traffic that the node is attracting to it based on things like its tax rates, or the specialization that it chose to spec into, based on the building types it's chosen to build. All of those things are variables that can affect the quote-unquote "average build-out time" of a particular node. So it's difficult to give you an average when there's so many variables along those lines. But the idea is that if there is a particular project that players are interested in in developing based on the node stage, that they would have the ability to complete several of those projects as within a single term of a mayor; and a term of a mayor is one month.[43] – Steven Sharif
Racial influences
Cultural influences manifest in many ways, from node and gear aesthetics to NPC languages and lore.[36][37][45][4]
- The cultural influence over a node serves as one of our types of predicates. So when we talk about dynamic content, when we talk about world spawners changing based off of these things, like narrative structures changing based off of that story arcs changing based off of that: Those all get informed by this predicate of cultural influence. Cultural influence is determined by racial contribution toward node development... Racial progression still serves as a very important piece of the predicate system, which influences our narrative structures.[36] – Steven Sharif
- Gear appearance of certain armor sets is influenced by the player's race.[37]
- Node layout and style is influenced by the race that contributes the most to that node.[36][37]
- There is an attrition and that attrition on experience and influence is heightened based on the performance of the race in the world. So if all these nodes are Orc nodes then their attrition rate is very high to compete with the cultural establishment of new nodes because they have more influence in the world and a popular opinion is against them in their outlying regions that they do not have influence in.[46] – Steven Sharif
NPC racial interaction
- NPCs will react differently to different character races.[47]
- Languages will be distinct between NPC races and in the lore.[37]
- Certain quest givers and NPCs may only be present at nodes with certain cultural influences.[48]
- Depending on the cultural influence of the node activates certain types of quest lines and/or sponsors. Some of those are shared, some of those are general. Some of those relate to a progression path that is a first time user experience. Those will be constant across all culture types. Some of them, however, are predicates that spawn when certain story arcs and/or events, or commissions or buy orders become present within the node; and those might change based on the cultural influence of the node. So there is a separation between those populations.[48] – Steven Sharif
Monster coin events
Legion monster coin events are common events that occur for Nodes up to the Village stage. This might include a horde of zombies rolling across the countryside finding something or someone to feast on. Players who wish to keep their advancements will need to be vigilant.[49]
Visuals
See also
References
- ↑ Livestream, March 28, 2020 (50:57).
- ↑ Livestream, December 12, 2018 (14:48).
- ↑ 3.0 3.1 Node series part II – the Metropolis.
- ↑ 4.00 4.01 4.02 4.03 4.04 4.05 4.06 4.07 4.08 4.09 4.10 Blog - Know Your Nodes - Advance and Destroy.
- ↑ Video, August 31, 2023 (25:00).
- ↑ 6.00 6.01 6.02 6.03 6.04 6.05 6.06 6.07 6.08 6.09 6.10 6.11 Blog - Know Your Nodes - The Basics.
- ↑ Video, May 31, 2020 (5:25).
- ↑ Livestream, January 29, 2021 (1:11:29).
- ↑ Video, February 29, 2024 (33:57).
- ↑ A reactive world - Nodes.
- ↑ Video, April 20, 2017 (0:02).
- ↑
- ↑ 13.0 13.1 13.2
- ↑ 14.0 14.1 14.2 14.3
- ↑ Livestream, February 29, 2024 (53:58).
- ↑ 16.0 16.1 Interview, July 18, 2020 (10:04).
- ↑ 17.0 17.1 Interview, July 8, 2020 (1:00:15).
- ↑
- ↑ 19.0 19.1 Livestream, May 26, 2017 (28:16).
- ↑ 20.0 20.1 20.2 20.3 20.4 Livestream, October 14, 2022 (55:13).
- ↑ Livestream, November 17, 2017 (55:27).
- ↑ 22.0 22.1 22.2 Livestream, August 26, 2022 (1:07:34).
- ↑
- ↑ Livestream, August 31, 2023 (52:56).
- ↑ 25.0 25.1 Livestream, August 26, 2022 (1:04:35).
- ↑ Podcast, October 12, 2024 (19:59).
- ↑ 27.0 27.1 27.2 Livestream, August 26, 2022 (1:10:16).
- ↑ Livestream, October 16, 2017 (50:20).
- ↑
- ↑ 30.0 30.1 Livestream, August 30, 2024 (1:24:21).
- ↑ 31.0 31.1 31.2 Livestream, October 30, 2020 (39:17).
- ↑ 32.0 32.1 32.2 32.3 32.4 32.5 Livestream, September 27, 2018 (53:06).
- ↑ 33.0 33.1 Livestream, February 25, 2022 (41:00).
- ↑ Livestream, October 14, 2022 (52:31).
- ↑ Livestream, February 26, 2021 (1:12:18).
- ↑ 36.0 36.1 36.2 36.3 Interview, October 20, 2024 (1:10:00).
- ↑ 37.0 37.1 37.2 37.3 37.4 37.5 Livestream, March 31, 2022 (4:57).
- ↑ Podcast, April 11, 2021 (29:47).
- ↑ Interview, May 11, 2018 (54:34).
- ↑ Livestream, May 26, 2017 (21:23).
- ↑ Podcast, April 11, 2021 (23:36).
- ↑ 42.0 42.1 Interview, May 11, 2018 (47:27).
- ↑ 43.0 43.1 Livestream, July 29, 2022 (1:13:09).
- ↑ Livestream, June 26, 2020 (45:32).
- ↑ 45.0 45.1 Interview, February 7, 2021 (33:00).
- ↑ 46.0 46.1 Interview, May 11, 2018 (1:00:19).
- ↑ 47.0 47.1 Podcast, April 23, 2018 (29:56).
- ↑ 48.0 48.1 Interview, July 9, 2023 (1:35:28).
- ↑ Livestream, May 3, 2017 (36:25).