Nodes Part Two 2017-04-21

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[0:46] Metropolis requires a large amount of resources to develop and maintain.

[0:50] There can only be 5 Metropolis in existence at a time.

[1:08] Services really begin to pickup at stage 3, the village stage.

  1. Housing
  2. With Housing, you gain Citizenship, which is a big deal.

[1:20] 3 primary ways to obtain housing:

  1. In-Node Housing

[1:40] As the node levels up, so does your house.

  1. Property size increases.
  2. House located near town center.
  3. Larger house.
  4. New small houses become available.

[2:12] Village housing eventually level up to become the only mansions in a metropolis.

[2:51] You can still become a citizen if no in-node housing is available.

  1. Politicians can open up instanced apartments for rent.

[3:28] Freeholds are property plots that can be built anywhere within a node's zone of influence (ZOI).

  1. [3:38] Large plots of land offer enough room to build different structures on it. For example:
    1. Inns
    2. Taverns
    3. Forges
    4. Smelters
    5. Lumberyards
    6. Mills
    7. Stables
  2. [4:00] Freeholds grant node citizenship.
  3. [4:02] Larger the node, larger the node's ZOI, which means more freeholds.

[4:10] 4 different node types:

  1. Scientific
  2. Economic
  3. Militaristic
  4. Divine

[4:45] Different node types have specific bonuses.

  1. [4:50] Scientific metropolis will offer fast travel to nodes within it's ZOI.
  2. [5:05] Economic metropolis will offer a marketplace that integrates within it's ZOI.

[5:45] Node type determines the type of government.

  1. [5:50] Scientific nodes allow citizens to elect leaders.
  2. [5:55] Divine nodes allocates leaders through service oriented quests, proving their faith and dedication to the node.
  3. [6:05] Economic node leadership positions are bought/sold.
  4. [6:15] Military nodes are ruled by combat.

[6:35] Leader responsibilities:

  1. Select service buildings to construct that may provide:
    1. Zone wide bonuses to citizens
    2. Expanded markets
    3. Increased defenses against sieges
  2. [6:55] Limited space for service buildings
  3. [7:05] Tax the population to provide the services
    1. If too much, population will abandon the node.
    2. Too little, the node will decay and delevel.
  4. [7:20] Leaders can supplement income with trade routes and trade agreements with other nodes.

[7:30] Leaders can be replaced in the next election cycle.

[7:36] Only citizens reap the rewards of their metropolis.

  1. Benefits that their taxes pay for.
  2. Titles according to their position within society.
  3. Participate in election processes.
  4. Setup shops in the marketplaces
    1. Purchase Time
    2. Pay taxes on goods sold

[8:20] Higher level nodes are more difficult to initiate a siege.

  1. [8:39] Successful sieges will either delevel or destroy the metropolis.
    1. If destroyed, a new node type can replace it.