Guild castles

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Guild castle Alpha-1 early preview.[1]

With five Castles in the world, and each having been owned by different civilizations from the far-flung past of Verra, you can expect that each Castle has its own character. Different terrains and different layouts will result in each Castle having its own advantages and disadvantages. Just because you have managed to take one Castle will not mean that your strategies will pan out in the next. Commanders will have to take into consideration the lay of the land, time of day, weather, and even seasons into account when forming their battle plans.[2]

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Five guild castles exist in Ashes of Creation.[3][2][4]

While the hard structural environment is static and not able to be- you're not building a castle if you own a castle, you're inheriting a historic ruined castle that is representative of the past because it has some tie-in to specific types of powers that we haven't gotten into from a lore perspective yet but we haven't expressed to the community. That's something that we're going to leave for the community to find out when they play. But when you place mercenaries and you place those blockades and you place those traps, that affects the level design of the castle according to the strategy you might use to defend it.[3]Steven Sharif
These Castles are occupied when players arrive on Verra, and their current inhabitants will have to be removed before any player can claim them. Castles will be dangerous and high-level raid zones until they can be cleared, and the first group of players to do so will gain the Castle as their reward.[2]

Castle regions

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Guild castles influence a castle region around them.[18]

Economic regions

We want our players to have a reason to explore the wilderness, to travel with purpose, and much of that will be driven by our resource system. Transporting these goods might just be more difficult than gathering them. Our regional market system allows players to participate in creating pocket economies that will reinforce the stability of goods in particular regions. Players will be able to move resources and set up shop in other areas to take advantage of the varied markets. With resources spawning dynamically, certain regions will naturally become important trading hubs for the transportation of goods throughout the world.[25]

Economic regions are static areas defined by geographic points of interest.[26][27][28]

  • Castle regions are larger and encompass multiple economic regions.[26]
  • Nodes are the glue that hold castle and economic regions together in potential synergy or chaos.[29]
    • Node ZOIs are fluid and change their area based on the progression of the node and its neighbors.[26]
  • Castle regions, Economic regions, and Node ZOI (Zones of Influence) can overlap.[21]

The whole map would be under the influence of 1 of 5 castle regions. However, castle regions aren't the only TYPE of region - there are also economic regions, among other things.[27]Sarah Flanagan

Benefits of guild castles

Guild castle concept art.[2]

It's a reciprocal relationship between the castle and its nodes essentially. There are benefits granted to citizens of the castle; and the longer that the castle remains in the hands of its incumbent guild, the stronger the benefits become overall. But at the same time that represents a greater incentive to attack the castle because the rewards will get greater over time also.[1]Steven Sharif

Guild castles provide benefits and trophies for guilds that capture and control them.[1][30]

  • These benefits increase the longer a guild holds its castle.[1]

There are levers and dials that are present to both the owners of Castles as well as the elected officials of Nodes that during their administration they have the ability to impact and influence the region around them.[31]Steven Sharif

Guild castles exert a King or Queen's presence over nodes within their region.[1][31][32]

Castle nodes

One of the 5 guild castles is located on an island, depicted with its 3 adjacent castle nodes.[12][13]

Should you be deft enough to take a Castle, you’ll now be responsible for managing it. Castles will have their own Nodes associated with them, and developing and defending those Nodes will determine the state of your Castle during the next siege. If you’ve done a good job managing your kingdom, then you’ll have more and better options available for deployment during the next siege. If you let your populace fall to ruin, you may have to rely solely on your own devices.[2]

Guild castles have three adjacent castle nodes in close proximity.[4][33] The guild must develop those nodes to enhance the defenses of the castle.[4] It will be possible, but very difficult for a single guild to fully develop these nodes. They will likely need assistance from the broader community.[34]

Once the castle is owned by a guild that's when the supporting castle nodes start to come online and spawn each week prior to the fourth week castle siege. They'll have to form alliances, they'll have to get support, they'll have to get resources, they'll be able to allocate funds that have been collected through taxation in order to strengthen the defenses as well as hiring additional NPC mercenaries.[36]Steven Sharif

Castle nodes are leveled through questing by the owning guild or alliance guilds.[33]

  • Levelling castle nodes is a hastened process compared to regular nodes.[15]
  • At the end of each week leading up to a castle siege there is a period of time in the weekend where NPC generated caravans start moving toward one of the castle nodes carrying castle taxes from the nodes that fall under the castle's purview.[1][37]
    • During this time it is incumbent upon the owning guild, its allies, and citizens of the nodes to escort these caravans to the castle node.[1]
    • The enemies of the guild have incentive to attack these caravans to reap the rewards from the caravan and to sabotage the tax collection, which will reduce the defensive capability of the castle nodes and hence the castle itself.[1][33]
    • Citizens of nodes that fall under the purview of the castle are automatically registered as defenders of these caravans and may not participate in attacks against them.[1]
  • Completing these quests unlocks services and functions that are useful to the occupying guild and its allies as well as boosting the defenses the castle.[33]

If they fail to to level up those nodes or complete those quests within the three prior weeks before the declaration week, then the castle will be at a disadvantage.[33]Steven Sharif

Being a member of the occupying guild automatically makes you a garrison of the castle nodes and castle itself.[4]

  • Only members of the occupying guild are citizens of these nodes.[38]
  • This citizenship is different to normal node citizenship. Castle nodes don't operate like normal nodes.[38][35]

Undermounts

The guild leader of a castle can grant the use of flying undermounts (such as wyrmlings) to guild officers during a castle siege.[40][41][42][43]

  • These may only be granted if the castle nodes are successfully established prior to the siege.[43]
    • Node A grants 1 undermount, Node B grants 2 undermounts, and Node C grants 2 undermounts.[44]
  • This system is subject to change during testing.[44]

Little wyrmlings that you can grant to officers if you're a castle owner, and they can fly around too.[41]Steven Sharif

Node development

Racial architecture of the same Village (stage 3) node on different servers. Dünir Dwarven influence (top). Kaelar Human influence (bottom). Alpha-1 Non-NDA screenshot.

The layout and architecture within a Node’s development area are determined by influential race. For example, a stage 3 Node with the majority of player contribution being Py'rai would have a Py'rai village with Py'rai architecture. Most NPCs would be Py'rai elves, and offer questlines within the Py'rai narrative.[45]Margaret Krohn

Each player’s contributed experience is flagged with their character race and other identifiers. When a Node advances, the race with the highest experience contribution determines the Node’s style and culture. This style and culture change can happen at every Node Stage. For example, if a Node advances to Level 2 - Encampment Stage and 51% of all experience was earned by Ren’Kai players, the Node will be a Level 2 Ren’Kai Node. If that same Node advances to a Level 3 - Village Stage Node, but the Py'Rai contributed 62% of all the experience earned, then the Node will be a Level 3 Py'Rai Node.[46]Margaret Krohn

Node layout and style is determined by several factors:[47][48]

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.[49]Steven Sharif
Currently the way that the platform system is set up, is it's capable of adjusting the topography of the node's footprint, regardless of the surrounding terrain. So the reason for that is we want to have flexibility in the presentation of the node's layout and how it is essentially both from an aesthetic standpoint as well as a mechanical standpoint with node sieges- how it's constructed and that construction should have the ability to take on a variance of different types of topography. So it shouldn't be dependent on the surrounding area. Now that's not to say that the surrounding area isn't going to have some influence over. So for example... we're experimenting a little bit with the platform tech and putting up a node up against the side of a mountain or on the edge of a cliff or something that has a beautiful vista. Those are things that we're going to test out obviously as we continue to work on the node tool and how that platform system works, but the idea is to have the node independent of the surrounding terrain.[50]Steven Sharif
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.[48]Jeffrey Bard
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.[31]Steven Sharif
  • The rest is determined by the node's mayor.[48]
    • It should be possible for a node to complete several building projects within a mayor's one month term in office.[56]
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.[56]Steven Sharif

Castle sieges

Alpha-1 castle siege gameplay.[57]

Throughout Ashes of Creation, the player has an opportunity to participate in massively multiplayer siege warfare. Since castles are likely the world’s most limited resource, it will be a task to secure and hold them. Involving hundreds of players on a single battlefield, our sieges will employ many moving parts and intricate design features. Because of the difficult nature of taking and keeping a castle there are great rewards available to the players for their efforts. Castles will allow players to exert control over nearby lands and allow for the development of unique buildings in the nearby towns.[25]

Guilds participate in Castle sieges in an effort to capture and occupy one of the five guild castles in Ashes of Creation.[4]

  • The minimum goal is for 250x250 players to be on a single battlefield. It is hoped that this can be increased to 500x500 over time.[61][62][63][64]
  • There will be systems that mimic some of the mechanics of sieges, but there won't be practice sieges.[65]
  • There may be instanced locations within otherwise open-world castle and node sieges, where specific groups can participate in small, short duration objective-based battles that will affect the overall outcome of the siege.[66]
    • It was previously stated that castle sieges may or may not be (entirely) instanced in the final game.[8]
    • Alpha-1 castle sieges occurred in an open-world zone that was accessible via a NPC teleporter.[9][10][8][11]
I love castle-based gameplay. I love trophies. I like rewarding risk a lot; and for me it's very difficult to imagine a MMO that I would want to play where there is not competition of strategic prowess that determines the outcome of these types of events and there is not a meaningful reward both mechanically and from just a bragging rights perspective that players can aim for and try to achieve. I think that it brings a lot to the game when it comes to motivations, to excel, to level, to gain power, to engage those different progression loops when there is an ultimate goal or trophy that is not static and doesn't exist forever once you achieve it, but that you must constantly perform in order to maintain; and that's really the purpose of these castles.[67]Steven Sharif

A guild that captures a castle will own that castle for a month before it is sieged again.[68][15]

Each week leading up to the siege week... is a week that's dedicated to one of the three castle dedicated nodes. So around the castle there are three nodes. They represent week, one, two, and three; and then the fourth week is the siege against the castle. Those can only be elevated up to stage three. We've discussed this in the past and there's definitely information out there on the community ran wiki.[68]Steven Sharif
  • In the first three weeks that a guild occupies a castle they will need to level up each of their castle nodes to Village stage through questing.[68][15]
    • Each of the three castle nodes have a siege against it at the end of each of these three weeks.[15][38]
  • The fourth week is declaration week, where other guilds have the opportunity to lay down their declaration flag or to sign up as a defender of the castle.[68][15]
  • Depending on how well the guild defends their castle nodes results in better defenses for the castle.[15][38]
  • Different siege weaponry will grant the attackers the ability to destroy walls, doors and sections of the castle in order to gain access to the inner keep area.[33]
  • When castles change hands (following a siege), some taxes stay with the castle and some stay with the guild.[69]
There will be benefits to attracting people... even if they're not in your guild or alliance – a feudal like system, where you can attract other players who are just independent of this whole politic. They will have things to do there - benefits to receive - and there will be a reciprocal relationship between who you can attract, what they do for you; and how that benefits you and them.[15]Steven Sharif

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Kings and Queens

Leaders of guilds that occupy guild castles are referred to as Kings and Queens.[71]

Ashes of Creation Apocalypse castles

Ashes of Creation Apocalypse castle sieges take place on a 1km2 (one square kilometer) map.[74]

Five castles are intended for the Ashes of Creation MMORPG. It's likely that eventually there will also be five castle maps on Ashes of Creation Apocalypse castle sieges.[75]

On January 11, 2019, we showcased our sneak peek of two siege map designs coming to Ashes of Creation Apocalypse soon - Castle Korgan previously owned by the Aelan humans and Castle Milnar constructed by the great Dünzenkell dwarves. These great castles of Verra were the cornerstone of defense for the Empires that owned them. Once home to legendary battles that turned the tides of power and influence on Verra. Now abandoned by the great powers that have fled Verra through the Divine Gateways, these great pillars of civilization are battlefields in the Apocalypse.[74]Margaret Krohn

Ashes of Creation Apocalypse castle sieges

Ashes of Creation Apocalypse castle sieges are a planned Ashes of Creation Apocalypse testing mode that aims to test castle siege mechanics.[80]

The Castle Siege mode is another example of a playable slice of the MMORPG that Apocalypse is providing early testing for. While it’s a somewhat smaller scale experience than the one you’ll have in the MMO, the overall flow of taking and defending a castle will remain similar. There’s some additional systems you’ll see in the final product, like the influence of Nodes over the available defensive emplacements, the crafting and deploying of custom siege weapons, and the summoning of siege monsters. These are all things that we’ll be adding on top of this mode upon our release of Ashes of Creation.[74]Margaret Krohn

A potential Alpha-1 implementation of Castle sieges in the MMORPG is based on Ashes of Creation Apocalypse castle sieges.[11]

Ashes of Creation Apocalypse castle siege mechanics

Dünzenkell Dwarven and Aelan Human objective torches.[85]
Ashes of Creation Apocalypse castle siege objective torch. The bowl fills with flames colored to match the team that captures the objective.[85]
Reliquary concept art.[86]

The Attacking Team’s victory condition is to take the Defending Team’s Relic which is the final Control Point in the castle.They will also have several Control Points located in their camp to encourage Defenders to skirmish outside the castle walls. These will also act as spawn locations for the Attacking Team.[74]Margaret Krohn

Ashes of Creation Apocalypse castle sieges will be objective-based.[80]

A player elects to be either an attacker or defender.[75][74]

  • The matchmaker will attempt to assign a player their selected side (referred to as role in the article) but it may allocate another side so as to shorten queue times.[74]
  • Once in the match, a player's side will not change.[74]

Players select one of the six classes prior to battle.[75]

  • Players can see the numbers of players in their raid who have selected each class.[87]
  • Players will have a limited amount of time to lock in their class choice. If they miss the window, the least selected class choice will be automatically chosen for them.[74]
  • There is no limit to the number of a specific class that may be on a team, however the developers note that composition will be important from a strategic perspective.[74]
  • Classes cannot be swapped during a match, but this may change based on testing.[74]

There will be a timeframe for preparation where attackers and defenders take positions and prepare weaponry.[75]

  • Siege weaponry will include ballistas, trebuchets, battering rams and potentially traps and "powder keg" type weapons.[75]

When you join into the castle siege in Apocalypse you're going to be able to select one of six classes. Right and upon selecting those classes then you're going to be placed on your starting side, whether it be the attacker or defenders; and then you're going to be able to start preparations. It's gonna be a little bit of a loading time where you have selected those classes. You're going to take positions perhaps and whatnot; and there are siege weaponry that's going to be present there as you see here some ballistas, some trebuchets, a battering ram and maybe some traps and some powder keg stuff available to destroy some things.[75]Steven Sharif

Attacking team

In the first phase of battle the attackers attempt to penetrate the walls and gates to gain access to the inside of the castle.[75][88]

  • Siege weapons available to the attacking side include Trebuchets and Battering Rams.[74]

There will be a variety of siege weapons available to the Attacking side including Trebuchets and Battering Rams. Trebuchets’ range will be long enough to reach the enemy ballistas from their initial placement points. These placement points will be out of player character’s weapon range from the castle walls, but within ballista range, and scattered on the battlefield.[74]Margaret Krohn

Once inside the castle, the attackers need to hold objectives.[75]

  • There are objectives within the castle, such as killing guard captains.[80]
  • Attackers must destroy key strategic objectives to swing the battle in their favor.[81]
  • Defenders must protect key strategic objectives to maintain advantage.[81]
  • Holding capture points increase or decrease the duration of the map, change the opposing side's respawn times and give buffs to the side that holds them.[75][80]
    • Players can also respawn on capture points that they hold.[75]

The ultimate objective of the attackers is to reach the center keep of the castle to channel on the final relic that's present in order to achieve victory.[88]

Defending team

The defenders are attempting to hold out as long as possible, but they can also rush the field to the enemy encampment or headquarters to attempt to damage their ability to siege.[88]

  • Attempt to take out attacker's siege weapons.[88]
  • Attempt to capture attacker's control points to increase their spawn time and decrease the total match time.[88]

If a Defender captures an Attacker’s Control Point, the total match time decreases, the Attacker Teams’ respawn time increases, and it also provides a temporary morale buff to the entire Defender’s side. Defenders will also be able to teleport to any Control Points that have been taken.[74]Margaret Krohn

Siege weapons available to the defending side include Ballistas and Traps.[74]

Ballistas will have fixed positions on castle towers. Traps will be placeable items that the Defending Team can use to damage and crowd control their enemies. Note that these items are destructible by the Attacking Team.[74]Margaret Krohn

Respawning

Players have infinite lives in castle siege mode.[74]

  • Upon death, players join a respawn queue shared with their teammates.[74]

Royal stables

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

Royal stables are a type of building in Ashes of Creation.[89]

  • Castles come with a royal stables.[89]
  • Mayors can choose to build royal stables within their node. Once chosen, the community will need to build the stables through quests.[89]
  • Royal mounts must be mounted in a royal stables in order to fly.[89]

The royal mounts will be the only class of mounts that can fully fly in the world; and they are will be needed to be mounted while in a royal stables. Royal stables are a building that can be built in a node if elected to be built by the mayor and supported by the community building it up through the quests to do so; and castles come with a royal stable as well. So once you have a royal stable and you become that Mayor or King or Queen, you may then mount the creature there and then take it wherever you wish.[89]Steven Sharif

Guild housing

The term "guild housing" refers to guild buildings and not guild owned player housing.[90]

Guild halls

Summer guildhall appearance cosmetic concept art.[91]

Guildhalls are the ultimate expression of a guild's power! In Ashes these structures will serve as focal points for a guild, offering any guilds who construct them a whole host of benefits as well as customization options.[92]

Guild halls serve as a focal point for a guild, offering a host of benefits and customization options.[92]

  • When a guild reaches a certain level, its guild master is granted a certificate to enable placement of a guild hall.[93]
  • Guild halls may be placed within Baronies within the ZOI of a node.[94]
    • A barony can only have a single guild hall.[94]
    • The number of baronies that can have an active guild hall is determined by the node's stage.[95][96]
Only a limited subset of the guild halls available around the node are available concurrently... So you might only have two that might be available at fifth level and then three at sixth level of a node; and the guilds have an opportunity to select from the six available which three are going to be active.[95]Steven Sharif
  • Patron guilds may also place their guild hall within (the footprint of) their patron node. These guild halls have different perks and benefits to halls placed within Baronies.[97][93][98][97]
    • Patron guild halls placed within Baronies may have the ability to confer benefits to surrounding estates within that node by speccing into passives in their guild skill tree and carrying out a lengthy quest line.[99]
  • The design of guild-halls is currently subject to active iteration by the developers.[100]
info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.

Benefits

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

Guild halls unlock actions a guild can perform within a node.[104]

Guild fortresses

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

Guild fortresses are siegable guild halls within Ashes of Creation. These are different from nodes and castles.[102]

  • Guild fortresses are objectives in guild wars.[101] These are contested on a regular basis.[93]
  • The developers will decide if guild fortresses will be implemented in the game or shelved.[93]
The fortress design is also something that might be on the shelf. We haven't decided yet. We're going to look into it, but the idea behind the fortress is that this is a competitive guild hall so to speak where you have to contend for it on a regular basis so to speak; or can be taken from you necessarily. Whereas the guild hall is a structure similar to freehold structure can only be taken through successful sieges against a node per-se are not taken but destroyed.[93]Steven Sharif

Artwork

Community guides

See also

References

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  91. Summer Leader of Men.png
  92. 92.0 92.1 kickstarter guild halls.png
  93. 93.0 93.1 93.2 93.3 93.4 93.5 Interview, April 21, 2019 (45:45).
  94. 94.0 94.1 Blog: Exploring the Boundless Opportunities of Freeholds.
  95. 95.0 95.1 Podcast, July 15, 2023 (6:25).
  96. steven-guild-hall-purchases.png
  97. 97.0 97.1 Livestream, February 28, 2020 (1:06:51).
  98. Podcast, August 18, 2018 (1:12:34).
  99. steven-guild-hall-barony.png
  100. Livestream, June 30, 2023 (1:48:17).
  101. 101.0 101.1 101.2 Podcast, August 4, 2018 (1:54:15).
  102. 102.0 102.1 kickstarter fortress.png
  103. Livestream, May 22, 2017 (56:48).
  104. 104.0 104.1 Livestream, May 19, 2017 (51:20).