Player housing

Wiki созданная сообществом Ashes of Creation
(перенаправлено с «Housing»)
Перейти к навигации Перейти к поиску
Pre-alpha Эмпирийцы freehold homestead.[1]

Players will have the ability to survey and develop land anywhere in the world. Be a pioneer deep in the wilderness, build the home of your dreams, and work the land to cultivate resources and supplies. Alternatively, stick with civilization and safety in numbers – purchase a home within the confines of a village and watch your investment grow as that village turns into a city. Homeowners in our game will have the ability to develop their plot of land as they see fit. Focus on farming, animal husbandry, or own your very own smithy. You’ll be able to specialize your land to maximize your profits or your comfort – be sure to choose wisely.[2]

Player housing comes in the form of Static housing, Апартаменты and Наделы.[4]

A player may own up to 1 of each type of housing simultaneously.[5] Static housing and Апартаменты are one per server; Наделы are one per account.

Player housing Type. Availability. Starting count. Ownership limit.
Апартаменты Instanced.[4] Деревня stage and higher.[6] 50.[7] One per character per server.[8]
Наделы Open world.[4] Деревня stage and higher.[4] Ample.[7] One per account.[8]
Static housing In-node.[4] Деревня stage and higher.[4] 8.[7] One per character per server.[8]
Q: Freeholds specifically are locked one per account?
A: Correct.[8]Steven Sharif
Q: If I put an alt on a different server I could have like in node housing or like at least an instanced house?
A: Correct, yes.[8]Steven Sharif

Benefits

Player housing offers a number of benefits:[9][10] Each different type of housing offers different benefits.[11]

  • Ability to claim citizenship to a node.[12]
    • Additional benefits are granted to home owners who are also citizens of that node.[11]
  • Ability to place furniture and other decor items.[13][14][15]
    • Houses will be empty when purchased. Players will need to place furnishings and decorations in them.[16]
    • Each size of player-owned housing determines how many decor items can be placed in it.[9]
  • Storage containers.[15][10]
    • Players must build and place these in their housing. There are restrictions on the grades of storage containers available in different types of houses.[15]
    • Different grades of storage containers have different inventory capacities.[15]
  • Crafting benches to craft furniture and other items.[14][10]
  • Prized items can be displayed within a house.[10]
  • Achievements and trophies may be displayed.[10]
  • Social activities.[10]
  • Housing may provide proximity based bonuses.[10]

Citizenship

Player housing grants the ability to claim citizenship of a Деревня (сцена 3) node or higher.[12][18]

  • Citizenship tickets may also grant citizenship to certain node stages. This mechanic will be decided based on testing.[19]
  • A player can only claim citizenship to one node at a time.[20]
You can declare citizenship to only one node and when you declare that citizenship. Let's say for example, one guild perhaps wanting to kind of take all their members and have them all declare the same citizenship to a location. The longer a node exists the higher the prize it is to take and some systems with regards to crafting progression and/or rewards and bonuses or the reliquary that we haven't really touched on a lot, those systems are going to be so enticing that from an incentive standpoint it will compel other groups to either potentially break alliances or siege the city in order to take the goods that are potentially in it. So, from an incentive standpoint we have that at play. Additionally, we don't have a cap per-se that we've announced yet on the citizenship aspect of being in a node, but we do have soft caps. It becomes costlier the higher number of citizens each time one new person wants to join to be part of a node. So, there is sort of a soft cap on how many citizens one node can have and it might be that not all in the guild can participate in that area. So, there's kind of a natural divide: A pseudo faction, so to speak between who is a part of that node and who is not.[21]Steven Sharif
Your account is bound to one declared citizenship per server, which means that if you have two alts and your main character on one server you may only be a citizen of one node between those three... If you have an alt on a different server, it could be a citizen of a node as well.[24]Steven Sharif

Household security

A permissions system will enable an owner to grant access to specific parts of their housing.[28][29][30]

A property has a single owner.[28]

It'll be a single owner based system for those types of properties- for properties in general, but it doesn't prevent players obviously from you know collaborating and pooling resources in order to achieve certain achievements in the game.[28]Steven Sharif

Апартаменты

Квартиры — это только внутренние (экземплярные) пространства внутри узла , которые предлагают некоторые функции жилья.[4] Первые 50 квартир будут доступны для покупки, когда узел перейдет в деревню (этап 3). Дополнительные многоквартирные дома могут быть построены в городе (этап 4), если мэр решит их построить и если для этого есть свободный участок.[7][6]

  • Количество доступных квартир увеличивается как нормальная часть продвижения узла.[6]
  • Ранее было заявлено, что квартиры будут доступны в городе (этап 4) или выше.[4]

Мэр может дополнительно строить многоквартирные дома, когда узел достигает стадии 4 на одном из строительных участков в узле, наряду с городами, получающими дополнительное статическое жилье и квартиры по умолчанию, как нормальная часть процесса выравнивания.[6]Steven Sharif

Apartment options

Варианты апартаментов..[4]

  • Аренда квартир предлагает узловое гражданство.[4]
  • В разных ценовых категориях предлагаются квартиры разной площади.[4]
  • Цены на квартиры будут колебаться в зависимости от количества уже проданных квартир в узле.[4]
  • Квартиры являются инстансами, и их количество ограничено только возрастающей ценой.[4]
  • Квартиры могут быть украшены по вашему желанию.[4]

Наделы

Наделы in Alpha-1.[38]

The whole goal of the freehold system is to give everything a purpose and not just have it be like "oh this is my pretty design", but it's a design towards something for your character- towards something for the world.[39]Джеффри Бард

Наделы are sizable player housing plots that can be situated within the Зона влияния (ZOI) of a Деревня (сцена 3) or higher.[4]

The freehold system interacts with multiple other systems in-game.[43]

Freehold placement

Наделы may be placed anywhere within the ZOI of a stage 3 node (or higher) so long as they are not in close proximity to any of the following:[45]

Freehold plots will require a certificate from the parent node in order to place the plot.[49]

  • The current design allows placement of freeholds anywhere in the ZOI of the node that the certificate was purchased from, including its vassal nodes. This may change as the result of testing.[50]
Depending on where you achieved- where you procured the certificate from, as long as it is either in the parent or the vassal area, it could be a part of either. You give that declaration when you lay down the freehold. But like I said, that may change because we are actively defining a different approach on some of the vassal systems.[50]Steven Sharif

The more advanced a node is, the more freeholds can be built within its ZOI.[4]

  • Ample space will be available to place freeholds in the ZOI of a village node.[7]

Collections of freeholds placed together are considered part of their parent node and do not become a separate node, other than via roleplay.[51]

Freehold buildings

Freehold buildings can be placed on a freehold plot.[4][53]

Buildings will require blueprints and materials.[49]

  • Basements in freehold buildings are to be decided.[54]

Freehold buildings will not change in terms of footprint (within a specific tier of that building) but may increase in height.[42]

  • Certain buildings will have multiple tiers, with different footprint sizes. For example: Small, medium, large, to mansion-sized homes.[42]
    • A mansion sized home may occupy up to 50% of a freehold plot.[42]

Freehold building architecture is based on the blueprint for the building.[55]

  • Cosmetics can also be applied to a blueprint based on the type of building.[55]
  • Players are not locked into any particular race for freehold blueprints.[56]

The way we look at it is the freehold is your space so we want you to be able to make it look the way you want it to.[55]Джеффри Бард

Freehold building placement

There may be a grid-based system that freehold owners can use to place items/props and buildings on their freehold plot.[57][41]

  • Players will need to manage how these are arranged to maximize adjacency bonuses.[41]

Depending on where your place you're freehold, you're gonna have different environmental tiles available to you and those will kind of enable or buff existing structures that you place in your Freehold... I don't know that we would put like fish farming just for a freehold that's on a river. What we would probably do is give you a buff to fishing in that area. That kind of a thing. So there'll be more buffs for existing things rather than necessarily a special buildings just for that area. But again we're not fully baked in on that system yet, so it's very possible though we end up going down that direction.[58]Джеффри Бард

Freehold benefits

Наделы offer the following additional benefits.

Freehold security

Players cannot steal from a freehold under normal circumstances.[60]

  • Items stored in a Freehold may become lootable after a successful siege against their parent Node.

Players cannot PvP while inside (the footprint of)[61] a freehold (except following a successful node siege).[62][63]

The freehold is intended to be a protected area unless there is a siege and the town gets destroyed. If the town gets destroyed, the freehold's up for grabs and it becomes a PvP area.[62]Steven Sharif
  • NPC guards that permanently exist on a freehold are not a planned feature.[63]
  • Guards may be available for hire to defend freeholds after a successful node siege.[65]
Q: We were discussing in chat earlier about freeholds and whether or not a person would be safe in their home or within the entirety of their freehold from getting player killed?
A: I think our initial testing is going to revolve around the footprint of their freehold and then we'll take into consideration the metrics gleaned from that testing.[61]Steven Sharif

Permission to decorate a freehold is restricted to the owner of the freehold.[31]

  • Previously it was stated that permission to decorate but not take anything from the house would be able to be assigned to other players.[29]

Shared access

Players may grant shared access to certain freehold services to a limited number of other players, such as access to their processing centers.[66]

Static housing

Static housing provides non-instanced player accommodation within a node, also known as in-node housing.[4]

Static housing benefits

Static housing offers the following additional benefits.[14]

Static housing development

Static housing furnishings and home decorations in an Alpha-1 village node.[15]

If the node advances players can essentially select an option on their house as they own it that they want it to upgrade to the next stage if the node advances or they can select an option not to upgrade it. So you as the node levels and larger homes become available, the town stage introduces additional medium types housing, the city stage introduces large sized homes, and in the metropolis stage introduces my mansion size houses each of which contain specific... allowances and allotments for different types of furnishings that have gameplay implications.[15]Steven Sharif

In-node housing can scale in size with the advancement of its parent node. This may be toggled on or off by the player.[15][4]

If you choose to keep the same size then the next stage will have an occupied small home. So for instance if at stage three there are 8 small home and you own 1, then at stage 4 there are 10 new small homes of which x are owned by previous owners, and 10 new medium homes of which x are owned by upgraded small home owners.[69]Steven Sharif

New property becomes available at each stage of advancement, but it will be more akin to what was available at the previous stage.[4]

Housing destructibility

Destructible castle.[70]

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.[71]Steven Sharif

Node buildings (including player housing) have hit points and can be damaged or destroyed by different systems.[72][73]

If buildings suffer more than approximately 25% damage, any Неигровые персонажи or services offered by that building will not be available until the building is repaired.[73]

  • Players must repair damaged buildings (or rebuild destroyed ones) in order to reactivate the services from those particular buildings.[72][73][74]
    • Citizens will need to obtain the resources needed to repair and rebuild any damaged infrastructure.[73][74]
    • Larger more advanced buildings will require more resources to repair them. In-node housing will likely require the least resources to repair.[75]

Buildings that take significant damage are destroyed and appear as rubble on the plot they occupied.[72]

  • Node governments must clear any rubble on plots before any buildings can be reconstructed. Any prerequisites for the building reconstruction must be satisfied beforehand.[72]
    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.[72]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.[76][73][77][78]

Static housing destructibility

info-orange.pngНекоторая из приведенной ниже информации не была подтверждена разработчиками и может не входить в текущую дорожную карту разработки.

Following a node siege, static housing will be scaled back or destroyed based on the advancement of the node.[80]

  • 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.

Apartment destructibility

Квартиры могут быть разрушены в следующих случаях:[80]

  • Если их здание было разрушено во время осада узла, даже если осада не была успешной.[80]
  • Если мэр построил дополнительные многоквартирные дома в городе (этап 4) или выше, а уровень узла упал ниже этой стадии.[80]
  • Если мэр решит снести многоквартирные дома, все предметы и планировки будут отправлены владельцу по почте.[82]

Freehold destructibility

Наделы may be attacked by any player[83] for a period of two hours[84] following a successful siege against its parent node.[65]

  • Players and their allies may defend their freehold for this period of time.[65]
  • Structures and guards may be obtained to defend freeholds during this period.[65]

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.[83][84]

  • The freehold owner will be required to undertake a quest process to have their freehold adopted by a new node if one exists.[83]
  • At the end of the grace period, if the freehold does not reside within the ZOI of a stage three (Деревня) node or above, it will be destroyed.[85]
  • Players who are registered as a defenders of their node cannot loot their own destroyed freeholds.[86]

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.[84]Margaret Krohn

Player housing designs and decorations are retained and can be placed again later if the housing is destroyed during a node siege.[80][81]

  • Blueprints are mailed to the player to utilize for future placement.[84]
  • Destroyed freeholds are subject to material loss.[84]
  • Certificates will track major milestones (such as Furnaces and Homesteads, for example).[80][81]
  • A possible design idea is for items such as furnishings to be boxed in crates that are accessible inside the new home.[87]

Real estate

Players buy the deeds for housing from the node itself.[18] Players can also buy and sell properties from other players.[4]

  • Housing will have a base price that scales with the number of citizens in the node.[88]
  • The developers are considering an auction-based method for listing new properties that become available for purchase when a node advances.[89]
    • A grace period will occur before the housing becomes available for auction.[89]
    • Bids will then be accepted starting at a minimum reserve value that is based on the number of citizens in that node.[89]
    • At the end of the auction, the highest bidder will win the house.[89]
  • Static housing and apartments can be listed and sold to other players.[9][90]

There's no cap essentially in player originated sales. Those are determined essentially by supply and demand as it is within the game and there's no artificial barrier to how high that demand can go.[11]Steven Sharif

  • Housing ownership can default back to the node if the owner fails to pay their property taxes. A balance and penalties will be charged to the new purchaser of the home in the manner of a "foreclosure process".[88]
  • Players will not be able to exceed their allotment of housing in the game.[92]

This will allow players to transfer real property goods. This includes ... static housing, this includes apartments that they may own; and they can sell those because those will have a limited and finite quantity.[92]Steven Sharif

Rental and leasing concepts are currently under consideration.[92]

Some concepts that we have is going to be rental or leases that could be had allowing players to kind of lease a property for a period of time where they will have control rights over utilizing storage based on the area, controlling the furniture or access point; all that kind of stuff.[92]Steven Sharif

Taxes

When a node reaches stage 3 (Деревня) and a player run government has formed, all player housing will pay taxes.[93]

  • A player's tax charge will be determined by the number of structures built on their plot.[94]

Housing decoration

Players may decorate their player housing and other types of buildings.[97]

  • Houses will be empty when purchased.[16]
    • Players may be able to upgrade to pre-furnished sets when they purchase their home.[13]
    • Pre-furnished sets will be almost entirely visual and aesthetic. Only items crafted by the Carpentry profession will have in-game functionality.[13]
  • Players may place Furniture, artwork/paintings and other decor items in their player housing.[14][15][98][99]
    When it comes to if you put a cosmetic house on top of your normal house, those cosmetics should be similar in size. The shape will change, so maybe the room layout will be different, but it'll still be like a one-story building.[100]Margaret Krohn
  • Prized items such as achievements and trophies may be displayed.[10]
  • Characters will be able to interact with furniture items such as sit in chairs and lay in beds.[101]
  • Players will not be able to alter structural aspects such as windows and walls.[13]
  • There may be decor items that are representative of unique weapons that are available in the game.[102]

Quality furniture can be crafted in-game based on the skill of the craftsperson.[103]

  • Furnishing items with in-game functionality will be restricted entirely to those created by the Carpentry profession.[13]

Your ability to craft more luxurious furniture comes with how much of a master craftsman you've become in the furnishing profession... This isn't like you know, I want my house to look good, I got to fork over 50 bucks in cosmetics... Players can craft in-game based on their dedication and focus in that aspect the artisan tree.[103]Steven Sharif

Housing designs/blueprints

Player housing designs and decorations are retained and can be placed again later if the housing is destroyed during a node siege.[80][81]

  • Blueprints are mailed to the player to utilize for future placement.[84]
  • Destroyed freeholds are subject to material loss.[84]
  • Certificates will track major milestones (such as Furnaces and Homesteads, for example).[80][81]
  • A possible design idea is for items such as furnishings to be boxed in crates that are accessible inside the new home.[87]

Housing decoration cosmetics

План и стиль узла

Расовая архитектура одного и того же узла Деревня (этап 3) на разных серверах. Влияние гномов Дюнир (вверху). Кейлар Влияние человека (внизу). Alpha-1 Не-NDA снимок экрана.

План и архитектура в пределах каждой зоны развития узла определяются расой, оказавшей большее влияние. К примеру, для узла, находящегося на 3 этапе развития, на которое больше всего повлияла раса Пи'Рай, станет Пи'Райской деревней с Пи'Райской архитектурой. Большая часть неигровых персонажей будут эльфами Пи'Рай, предлагающими задания с Пи'Райской сюжетной линией.[104]Margaret Krohn

Очки опыта узла, привнесённые каждым персонажем, помечаются идентификатором расы и не только. При развитии узла, раса, привнёсшая большее количество очков опыта узла, определяет его стиль и культуру. Изменения стиля и культуры могут происходить на каждом этапе развития узла. К примеру, если узел достигает 2 этапа - привал - и 51% очков опыта было привнесено персонажами расы Рен'Кай, это он станет Рен'Кайским узлом 2 этапа. Если тот же узел достигнет 3 этапа - деревня - но 62% очков опыта привнесли Пи'Рай, то он станет Пи'Райским узлом 3 этапа. Культурное влияние не будет ограничиваться только внешним видом и изменениями сюжетной линии - доминирующая культура в пределах зоны влияния узла будет иметь определённые бонусы..[84]Margaret Krohn

Расположение и стиль узлов определяются несколькими факторами:[105][106]

  • Окружающая среда (биом) и расположение узла.[107][105][106]
    Способ построения системы узлов заключается в том, что они могут существовать в 18 биомах, но в то же время должны отражать культурное влияние этих культур, которые по своей сути являются частью определенного биома.[107]Steven Sharif
    • Узлы адаптируют локальную топографию в соответствии с эстетическими и механическими требованиями узла.[108]

В настоящее время система платформы настроена таким образом, что она способна регулировать топографию зоны обслуживания узла независимо от окружающей местности. Таким образом, причина этого в том, что мы хотим иметь гибкость в представлении макета узла и того, как он по существу, как с эстетической точки зрения, так и с механической точки зрения с осадами узла - как он построен, и эта конструкция должна иметь возможность принимать на различии разных типов рельефа. Так что это не должно зависеть от окружающего пространства. Это не значит, что окружающая территория не будет иметь никакого влияния. Так, например... мы немного экспериментируем с технологией платформы и размещаем узел на склоне горы, или на краю обрыва, или на чем-то, откуда открывается прекрасный вид. Это то, что мы собираемся протестировать, очевидно, по мере того, как мы продолжаем работать над инструментом узла и над тем, как работает эта система платформы, но идея состоит в том, чтобы узел не зависел от окружающего ландшафта.[108]Steven Sharif

Некоторые части определяются областью, в которой они находятся. Некоторые части определяются типом, в котором они находятся. Некоторые части определяются расой, которой она является; а потом все остальное определяет мэр.[106]Джеффри Бард

Все узлы, независимо от того, связаны ли они с замком или связаны с обычной структурой узла, имеют культурное влияние, которое распространяется на создаваемые здания и NPC.[114]Steven Sharif

Tavern rooms

Owners of taverns are able to rent out rooms. The quantity and quality of rooms scales with the level of the tavern.[115]

Player housing grace period

If a player's subscription runs out, there will be a grace period before player housing is lost.[116]

Mobile/web interface

A companion app (mobile app/web interface) allows players who are not logged into the game to have authority over certain services and mechanics.[117][118] Some functionality may come post-launch.[119]

Specific dates that you can have running as reminders in your guild UI, this will also be something that I would like to be available on the mobile companion app as well. So essentially you can receive notifications via a calendar update on guild events that the leaders or the officers have the ability to pin within the game will also give you notifications on the mobile app as well. That's my intention at least.[123]Steven Sharif
Some of it may come post-launch... but we do want people to interact with the game on their phones when they're away from the computer; and we're going to do as much as we can to make that cool.[119]Джеффри Бард

Иллюстрации

Справочники сообщества

Смотрите также

Примечания

  1. Видео, 25 May 2017 (1:07).
  2. About Ashes of Creation.
  3. Стрим, 4 May 2018 (32:46).
  4. 4.00 4.01 4.02 4.03 4.04 4.05 4.06 4.07 4.08 4.09 4.10 4.11 4.12 4.13 4.14 4.15 4.16 4.17 4.18 4.19 4.20 4.21 4.22 4.23 Node series part II – the Metropolis.
  5. player housing limits.png
  6. 6.0 6.1 6.2 6.3 6.4 Steven Sharif - Clarification points from today’s stream.
  7. 7.0 7.1 7.2 7.3 7.4 7.5 7.6 steven-housing-numbers.png
  8. 8.0 8.1 8.2 8.3 8.4 8.5 Интервью, 11 May 2018 (50:47).
  9. 9.0 9.1 9.2 9.3 9.4 9.5 Стрим, 26 June 2020 (47:32).
  10. 10.0 10.1 10.2 10.3 10.4 10.5 10.6 10.7 Стрим, 5 May 2017 (30:53).
  11. 11.0 11.1 11.2 11.3 11.4 Интервью, 8 July 2020 (33:34).
  12. 12.0 12.1 Citizenship.png
  13. 13.0 13.1 13.2 13.3 13.4 13.5 Интервью, 8 July 2020 (40:20).
  14. 14.0 14.1 14.2 14.3 14.4 Стрим, 26 June 2020 (45:32).
  15. 15.00 15.01 15.02 15.03 15.04 15.05 15.06 15.07 15.08 15.09 15.10 15.11 15.12 15.13 Видео, 31 May 2020 (47:32).
  16. 16.0 16.1 Стрим, 26 June 2020 (53:20).
  17. Стрим, 28 March 2020 (1:02:56).
  18. 18.0 18.1 MMOGames interview, January 2017
  19. Стрим, 9 July 2018 (27:12).
  20. Стрим, 19 May 2017 (53:24).
  21. Видео, 5 April 2018 (41:48).
  22. 22.0 22.1 22.2 Интервью, 29 July 2020 (17:26).
  23. steven-kings-and-mayors.png
  24. 24.0 24.1 Интервью, 11 May 2018 (50:05).
  25. Интервью, 20 October 2018 (2:36).
  26. Стрим, 30 October 2020 (1:01:00).
  27. Стрим, 26 May 2017 (44:52).
  28. 28.0 28.1 28.2 Стрим, 26 June 2020 (58:32).
  29. 29.0 29.1 29.2 29.3 29.4 Стрим, 26 June 2020 (51:58).
  30. 30.0 30.1 30.2 Стрим, 19 May 2017 (26:40).
  31. 31.0 31.1 31.2 31.3 Стрим, 30 April 2021 (1:12:33).
  32. Стрим, 28 June 2019 (1:23:31).
  33. steven-personal-storage-access.png
  34. Стрим, 29 January 2021 (1:13:04).
  35. Стрим, 9 February 2018 (51:57).
  36. Стрим, 26 June 2020 (59:11).
  37. 37.0 37.1 Стрим, 12 May 2017 (52:01).
  38. Стрим, 29 May 2020 (36:29).
  39. Стрим, 29 May 2020 (42:01).
  40. Стрим, 29 May 2020 (35:36).
  41. 41.0 41.1 41.2 41.3 Стрим, 16 October 2017 (56:42).
  42. 42.0 42.1 42.2 42.3 Интервью, 8 July 2020 (45:23).
  43. 43.0 43.1 43.2 43.3 43.4 43.5 Стрим, 16 October 2017 (56:38).
  44. Видео, 25 May 2017 (0:02).
  45. 45.0 45.1 45.2 45.3 45.4 Стрим, 19 May 2017 (32:23).
  46. Стрим, 26 June 2020 (1:52:33).
  47. Стрим, 9 May 2018 (40:24).
  48. Freeholds.png
  49. 49.0 49.1 stevenclarification.png
  50. 50.0 50.1 Стрим, 29 April 2022 (1:03:44).
  51. Стрим, 26 May 2017 (34:21).
  52. Ashes of Creation Store: Velkor's Eye.
  53. Стрим, 24 May 2017 (9:58).
  54. Стрим, 28 June 2019 (1:09:22).
  55. 55.0 55.1 55.2 Стрим, 28 August 2020 (2:14:06).
  56. Стрим, 26 May 2017 (44:11).
  57. Стрим, 29 May 2020 (41:27).
  58. Стрим, 6 December 2018 (44:14).
  59. Freehold buildings.png
  60. Стрим, 17 May 2017 (1:03:23).
  61. 61.0 61.1 Интервью, 8 August 2018 (6:44).
  62. 62.0 62.1 Стрим, 19 November 2021 (54:26).
  63. 63.0 63.1 Стрим, 18 January 2018 (31:05).
  64. Стрим, 23 December 2021 (1:29:27).
  65. 65.0 65.1 65.2 65.3 Стрим, 19 May 2017 (28:04).
  66. Интервью, 11 May 2018 (28:21).
  67. Видео, 31 May 2020 (38:50).
  68. Стрим, 19 May 2017 (33:57).
  69. steven-static-housing-same-size.png
  70. Стрим, 31 October 2019 (36:20).
  71. 71.0 71.1 Стрим, November 22 2019 (16:56).
  72. 72.0 72.1 72.2 72.3 72.4 72.5 72.6 72.7 Стрим, 31 March 2022 (1:13:00).
  73. 73.0 73.1 73.2 73.3 73.4 Интервью, 8 July 2020 (57:46).
  74. 74.0 74.1 Стрим, November 22 2019 (17:59).
  75. Интервью, 8 July 2020 (59:38).
  76. Подкаст, 29 September 2021 (14:21).
  77. Стрим, 30 April 2020 (1:14:44).
  78. siege spoils.png
  79. 79.0 79.1 79.2 Стрим, 26 June 2020 (1:02:12).
  80. 80.0 80.1 80.2 80.3 80.4 80.5 80.6 80.7 80.8 Стрим, 18 July 2017 (40:14).
  81. 81.0 81.1 81.2 81.3 81.4 Стрим, 17 November 2017 (47:10).
  82. Стрим, 26 March 2021 (59:21).
  83. 83.0 83.1 83.2 Стрим, 28 August 2020 (2:04:00).
  84. 84.0 84.1 84.2 84.3 84.4 84.5 84.6 84.7 84.8 84.9 Blog - Know Your Nodes - Advance and Destroy.
  85. Стрим, 19 May 2017 (29:34).
  86. Стрим, 26 February 2021 (1:11:13).
  87. 87.0 87.1 Стрим, 26 June 2020 (1:00:57).
  88. 88.0 88.1 Стрим, 26 June 2020 (53:41).
  89. 89.0 89.1 89.2 89.3 Стрим, 12 May 2017 (55:01).
  90. Стрим, 26 June 2020 (54:03).
  91. Стрим, 26 June 2020 (56:08).
  92. 92.0 92.1 92.2 92.3 Стрим, 30 May 2019 (1:23:41).
  93. House Tax.png
  94. Tax spending.png
  95. Стрим, 29 May 2020 (36:18).
  96. screenshot 261.png
  97. Стрим, 17 November 2017 (26:22).
  98. Стрим, 24 May 2017 (29:54).
  99. Стрим, 29 May 2020 (38:04).
  100. 100.0 100.1 100.2 Стрим, 28 January 2022 (1:13:55).
  101. Стрим, 22 May 2017 (56:31).
  102. Стрим, 25 June 2021 (1:31:04).
  103. 103.0 103.1 Стрим, 17 August 2018 (10:54).
  104. Blog - Know Your Nodes - The Basics.
  105. 105.0 105.1 105.2 Стрим, 30 October 2020 (39:17).
  106. 106.0 106.1 106.2 106.3 106.4 106.5 Стрим, 27 September 2018 (53:06).
  107. 107.0 107.1 Стрим, 25 February 2022 (41:00s).
  108. 108.0 108.1 Стрим, 26 February 2021 (1:12:18).
  109. Стрим, 31 March 2022 (4:57).
  110. Подкаст, 11 April 2021 (29:47).
  111. Интервью, 11 May 2018 (54:34).
  112. Стрим, 26 May 2017 (21:23).
  113. Подкаст, 11 April 2021 (23:36).
  114. 114.0 114.1 Интервью, 11 May 2018 (47:27).
  115. The mighty beard!
  116. Стрим, 24 May 2017 (42:22).
  117. Стрим, 18 January 2018 (30:18).
  118. 118.0 118.1 Стрим, 17 November 2017 (11:00).
  119. 119.00 119.01 119.02 119.03 119.04 119.05 119.06 119.07 119.08 119.09 119.10 Стрим, 4 May 2018 (54:09).
  120. Стрим, 9 May 2017 (28:57).
  121. Стрим, 17 November 2017 (9:49).
  122. Стрим, 17 November 2017 (11:53).
  123. 123.0 123.1 Подкаст, 15 November 2020 (52:50).