Node atrophy

Ashes of Creation community empowered Wiki
Jump to navigation Jump to search
info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.

Nodes can delevel based on node atrophy.[1]

  • This is a preliminary design and may change based on testing. This may be changed to an atrophy points system, where accumulated points will progressively disable services within a node. The node may be destroyed (instead of deleveling) if a significant points threshold is reached.[2]

There are intrinsic problems with reducing a nodes level as opposed to removing the node and it may be possible I'm just gonna say now that we don't actually atrophy nodes to delevel but rather accrue atrophy points that must be replenished over time; and if not it begins to disable services and further compound the atrophy problem; at which point when it reaches a certain atrophy point then the node would just disappear.[2]Steven Sharif

  • Nodes accumulate an experience deficit each day based on the node's level. The deficit is subtracted from any experience earned that day. If any deficit remains, then this is subtracted from the node’s experience pool.[1]
  • 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.[3]
  • Certain flags will appear to notify node citizens if their node has dropped below the required experience for its current stage. After a short period, if the atrophy is not addressed, the Node will then delevel.[1]
  • A node cannot delevel more than a single level at a time.[1]
    • When a Node delevels it enters a safe period, during which the deficit is temporarily reduced to 0.[1]
  • It may be possible through node atrophy for two nodes of the same stage to be adjacent to each other.[2]

Deleveled nodes return to their previous stage.[1]

If a Node delevels, it returns to the previous Stage, but keeps the racial style it had before deleveling. A Node cannot delevel more than a single level at a time. For example, a Level 2 Node would become a Level 1, or a Level 1 Node would become a Level 0. If deleveling would cause a Node to lose its Vassals, it does so. When a Node delevels it enters a “safe period,” during which the deficit is temporarily reduced to 0. Once the safe period expires, the Node can once again begin losing experience based on its deficit.[1]Margaret Krohn

Node building destruction

Destructible castle.[4]

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 you know 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.[5]Steven Sharif

Node buildings (including player housing) have hit points and can be damaged or destroyed by different systems.[6][7]

If buildings suffer more than approximately 25% damage, any NPCs or services offered by that building will not be available until the building is repaired.[7]

  • Players must repair damaged buildings (or rebuild destroyed ones) in order to reactivate the services from those particular buildings.[6][7][9]
    • Citizens will need to obtain the resources needed to repair and rebuild any damaged infrastructure.[7][9]
    • Larger more advanced buildings will require more resources to repair them. In-node housing will likely require the least resources to repair.[10]

Buildings that take significant damage are destroyed and appear as rubble on the plot they occupied.[6]

  • Node governments must clear any rubble on plots before any buildings can be reconstructed. Any prerequisites for the building reconstruction must be satisfied beforehand.[6]
    Buildings also live within a prerequisite system. So in order to build down the tech tree of what these buildings provide, as the node grows larger to access stronger building types, you may get a kink in that chain if it's destroyed and you'll have to stand that back up in order to support the service again.[6]Steven Sharif
  • If the node is destroyed by a node siege, the debris field will contain spoils that are lootable to the victors of the siege.[11][7][12][13]

Impact on player housing

Player housing designs and decorations are retained and can be placed again later if the housing is destroyed during a node siege.[15][16]

  • Blueprints are mailed to the player to utilize for future placement.[1]
  • Destroyed freeholds are subject to material loss.[1]
  • Certificates will track major milestones (such as Furnaces and Homesteads, for example).[15][16]
  • A possible design idea is for items such as furnishings to be boxed in crates that are accessible inside the new home.[17]

Impact on in-node housing

info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.

Following a node siege, static housing will be scaled back or destroyed based on the advancement of the node.[15]

  • If the housing was purchased at a higher advancement than the node currently is then it will be destroyed, otherwise the housing will be scaled back.

Impact on apartments

Apartments may be destroyed in the following circumstances:[15]

  • If their building was destroyed during a node siege, even if the siege was not successful.[15]
  • If a mayor built extra apartment buildings at Town (stage 4) or higher and the Node deleveled below that stage.[15]
  • If the mayor decides to destroy apartment buildings all items and layouts will be mailed to the owner.[18]

Impact on freeholds

Freeholds may be attacked by any player[19] for a period of two hours[1] following a successful siege against its parent node.[20]

  • Players and their allies may defend their freehold for this period of time.[20]
  • Structures and guards may be obtained to defend freeholds during this period.[20]

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.[19][1]

  • The freehold owner will be required to undertake a quest process to have their freehold adopted by a new node if one exists.[19]
  • 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.[21]
  • Players who are registered as a defenders of their node cannot loot their own destroyed freeholds.[22]

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.[1]Margaret Krohn

See also

References