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Node governments: различия между версиями
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− | {{Node | + | {{Node governments}} |
− | == | + | == Node elections == |
− | + | {{Node elections}} | |
− | == | + | === Node election types === |
− | + | {{Node election types}} | |
− | + | == City hall == | |
+ | |||
+ | {{City hall}} | ||
+ | |||
+ | == Mayors == | ||
+ | |||
+ | {{Mayors}} | ||
+ | |||
+ | === Mayoral caravans === | ||
+ | |||
+ | {{Mayoral caravans}} | ||
− | + | == Leadership powers == | |
− | + | {{Node leadership powers}} | |
− | + | === Node policies === | |
− | + | {{Node policies}} | |
− | == Node | + | == Node layout and style == |
{{Node development}} | {{Node development}} | ||
+ | |||
+ | == Cultural influences == | ||
+ | |||
+ | {{Racial influences}} | ||
+ | |||
+ | == Constructible node buildings == | ||
+ | |||
+ | {{Service buildings}} | ||
+ | |||
+ | === NPC racial interaction === | ||
+ | |||
+ | {{NPC racial interaction}} | ||
+ | |||
+ | == Node sieges == | ||
+ | |||
+ | {{Node sieges}} | ||
+ | |||
+ | == Node wars == | ||
+ | |||
+ | {{Node wars}} | ||
+ | |||
+ | == Node politics == | ||
+ | |||
+ | {{Node politics}} | ||
== Trade agreements == | == Trade agreements == | ||
− | + | {{Trade agreements}} | |
+ | |||
+ | === Trade routes === | ||
+ | |||
+ | {{Trade routes}} | ||
== Taxation == | == Taxation == | ||
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{{Housing taxes}} | {{Housing taxes}} | ||
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== See also == | == See also == | ||
+ | * [[Node policies]] | ||
* [[Nodes]] | * [[Nodes]] | ||
− | |||
* [[Economy]] | * [[Economy]] | ||
* [[Mayors]] | * [[Mayors]] | ||
− | + | == References == | |
+ | |||
+ | <references/> | ||
− | [[Category:Reactive | + | [[Category:Reactive world]] |
Текущая версия от 02:09, 8 апреля 2024
Positions within a node's government are attained through seasonal titles that grant special powers and benefits within the node.[3][2][4][5]
There are other node-based positions. Most of them relate to social organizational structures like the temple and the social organization building that the node might construct. Those are ladder systems of achievement that players can work through on a seasonal basis to achieve the highest level of that for the particular node; and by doing so they will then have titles bestowed upon them, which grants certain types of powers and benefits.[3] – Steven Sharif
- Mayors.[6]
- Priests, bishops, or acolytes of temples.[3][7][4]
- Social organization positions.[3]
- Patron guild leaders.[4]
- Chief bounty hunter.[4]
Node elections
Once a node has reached Деревня (стадия 3) there will be a one week cooldown period before node elections begin.[9]
- This cooldown period allows players to establish citizenship at the village; which may require them to relinquish previous citizenship at another node.[9]
- Following the initial cooldown, there will be a one week election process, then from that point on, elections will follow a monthly cadence.[9]
- Осады узлов may not be declared for 21 days following a node advancing to any stage.[10]
Node elections occur on a monthly basis.[9][12]
- Election notices will be mailed to the accounts of citizens.[13]
- Only citizens of a node may participate in its elections.[5]
- Only node citizens may be elected mayor.[14]
- A king or queen can also become a mayor.[14]
Node election types
Mayors are chosen through different methods according to the node's type.[18][19]
- Divine node mayors are elected based on the citizen who earns the most PvE favor with the node.[16][17][20][18]
- Most of the devotion-oriented tasks are going to be on an individual basis and won't utilize outside support.[21]
- Economic node mayors are elected via a blind-bid auction where the citizen bidding the most money wins.[16][17][20][18] This is a gold sink.[22]
- Мэры военных узлов избираются из числа граждан посредством битвы до последнего выжившего (в стиле гладиаторской арены).[20][24][25]
- В настоящий момент рассматривается идея о том, чтобы игроки создавали «чемпиона», которого они будут выставлять на арену, вместо того, чтобы выставлять туда своих обычных персонажей. Этих чемпионов можно снарядить предметами и навыками, полученными из заданий, а также материалами и золотом, чтобы сделать их ещё сильнее.[26]
- Причина, по которой рассматривается идея с чемпионами — игра не сбалансирована для PvP 1 на 1. Использование системы чемпионов привнесёт больше уравнивания.[26]
- Бои на арене будут проходить в отдельных инстансах, но за ходом боя можно будет наблюдать через специальный интерфейс.[27]
- Победитель не сможет передать права управления другому игроку.[28]
- Academic node mayors are elected via ranked choice popular vote.[16][17]
- This was previously a single popular vote system.[20][18] Records of who voted for who are not published.[13]
City hall
Town hall (also called City hall) is a default service building that comes pre-built with nodes.[31][16][32][30]
- Players can interact with the node board to get a list of its citizens.[13] Clicking on a citizen will reveal information about their guild, society, religion, and property ownership.[13]
- Mayors and node governments use city hall to visualize and control activities within their node. These capabilities will also be available via mobile/web interface.[6]
- Status of the node's economy.[6]
- Status of upcoming elections.[6]
- Status of trade agreements.[6]
- Status of caravans.[6]
Mayors
Mayors are chosen through different election methods according to the node's type.[18][19]
- Only node citizens may be elected mayor.[14]
- Previous mayors won't have any special system driven bonuses to help them get reelected.[35]
- Kings and Queens can also become a mayors.[14]
- Mayoral leadership powers are granted via the use of mandates.[34][6]
- Players will be able to view a historical listing of mayors of a node.[36]
Mayoral caravans
Mayoral caravans (also referred to as Trade caravans) are launched by Mayors to obtain needed resources from other nodes.[38][39][37]
- Nodes answering these resource requests must have a trade agreement or alliance with the requesting node.[39][37][30]
- Once the requesting mayor accepts a fill order from another node, a system driven caravan is spawned to transit the goods.[39][37]
- Players can participate in helping to defend the caravan if they wish.[39]
- Trade caravans can initiate world events.[38]
- Mayors who need certain resources that either they don't have enough of, or that they're prospectively investing in: they will initiate a mayor request, and any node that sees that request on the mayoral caravan drop-down menu will have an opportunity to attempt to fulfill the trade request. In order to fulfill a trade request, a node must have a certain level of relationship with that requesting node. At a minimum it has to be a trade agreement relationship; and then there's a limited number of those trade relationships that you can have; and that scales up to eventually alliance perspective. And then, once the node requesting mayor accepts a potential fill order, then a system spawned caravan is generated and the transit is completed. Players can participate in helping to defend that or not.[39] – Steven Sharif
Leadership powers
Mayoral leadership powers are granted to mayors via the use of mandates.[34][6]
- Initiate buy orders using gold from the node treasury.[16][41][42][43]
- Initiate mayoral commissions to aid node development.[16][44][42][34][45][5]
- Adjust node taxes.[16][34][46] This includes setting tax rates that apply to tavern games.[47][48]
- Tax money may only be used to fund node development.[49]
- Initiate service building construction and expansions.[16][34]
- Improving node defensive structures, such as stronger walls and gates, traps, and siege equipment.[45][50][51][52][5]
- Hiring mercenary NPCs to defend the node during sieges.[53][5]
- Set a message-of-the-day for the node.[54]
- Proposing node policies that are voted on by citizens.[55][56][45]
- Mayors won't have formal systems to carry out surveys/polls of node citizens, but they will be able to utilize node citizen chat or message-of-the-day services.[54]
- Mayors may have special color names in node chat channels.[54]
- Entering into trade agreements with other nodes.[16][55][30]
- Mayors cannot denote players as enemies of the state.[58] Previously this was a potential option.[30][59]
- Mayors are notified when their node is named on a siege declaration scroll.[60]
- Mayors and lords of castles have spells they can use on the battlefield with high effect and long cooldowns for their teams.[61]
- Mayors gain new powers and responsibilities as their node advances.[19]
- Some leadership powers are specific to node type, biome, or dominant race, others are universal.[63]
- There definitely are differences... Some of the things that mayors can do are more universal, but then some systems have very specific if your node has a certain dominant race, or your node is a certain type, or it's in a certain biome. So there's even differences between where it is too.[63] – Chris Justo
- If a mayor does not make certain decisions within a set period of time then the system will make a decision for them.[65][66]
- Q: The idea behind all these nodes are awesome, but I wonder how it will actually play out in the live version. The problem is having player run or the problem with having player run towns is that people come and go in video games. So, will towns die out etc?
- A: We incorporate as part of those designs certain fail-safes, certain protections, certain automated progression that takes over when some of those decisions are lacking or are not made; and those decisions can be defaulted. Now, of course, that would have a deleterious effect on the direction that a particular node might want to go, because they're going to be doing default behaviors, or default actions, as opposed to something that might be in line with the strategic objective of that particular node, or the specialization that the node has previously been attempting to do. But that is why we have a regularly recurring election period where players can take the reins of power and can elect someone else to come in and participate and and re-right the ship, so to speak. So it is absolutely a component of having player-driven mechanics that there is an opportunity for things to be less than ideal, or less than strategic when certain bad-faith actors or people leave, but there are safeguards in place.[65] – Steven Sharif
Node policies
Node policies affect a variety of node functions, such as taxes and fees, building and zone buffs, and node-to-node reputation activities, such as trade agreements, and node wars.[16][55]
- Mayors propose node policies that are voted on by citizens within a 24-hour or shorter time period.[16][55][56][45]
- Policies are voted in if the majority of voters approve of them.[71]
- Mayors can utilize their available mandates to bypass policy votes.[16][55][34]
- Mayors may also be able to take emergency actions depending on certain predicates that get met. This might allow them to reduce the voting threshold or voting time for policies.[71][56]
- There are a limited number of policy slots available to be proposed.[16][55] Some policies occupy multiple slots.[56]
- Node policies that are deployed will provide benefits to various aspects of the node, its citizens, its ZOI, its vassals (in some cases), specific buildings, and to its mayor.[71][56]
- Certain policies may affect the visual appearance of the node.[72]
- Some of the benefits you can receive by being a vassal of a certain parent is access to a policy that your node not might not normally have access to; and in fact you can also unlock an additional policy slot based on certain conditions that the parent or Sovereign node may have access to in their reliquary, or in their achievement systems, or in policies that they've elected. Some policies occupy multiple slots and it's almost like a card structure. You have each of these policies that live on a card and you get to select that card- throw it into the slot it goes out to the citizens to vote on within the 24-hour or sometimes shorter period. The mayor has emergency actions they can take right depending on certain predicates that get met and if an emergency action occurs they may be able to spend their influence as mayor within their term to set up a policy for a vote within an hour's period of time; and citizens in that way they can sneak it through a bit.[56] – Steven Sharif
Policies are unlocked by various conditions within a node.[16][55][56][45]
- Node level.[16][55]
- Node type.[16][55]
- Dominant node race.[16][55][56]
- Building choices.[16][55][56]
- Location of the node.[16][55]
- Events, such as node wars and node sieges.[71][16][55]
- Node happiness.[16][55][73][74]
- High levels of happiness will unlock more policies. Low levels of happiness might even disable certain Неигровые персонажи or services within a node.[73][74]
- Achievements based on the completion of story arcs.[56]
- World bosses that are defeated.[56]
- Node citizens gained (or lost).[56]
- Node housing foreclosed upon.[56]
- There's a lot of different things that policies can influence; and policies exist within certain denominations. You have some policies that might be reflective of the culture that the node is representing; and you get access to those cultural policies. You have some policies that might become available because you've constructed a certain building type and now you've attracted a guild of NPCs that are weapons smiths. You might have some policies that are social organizations representative- you only get to build one social organization or Temple: which religion does the node follow. All of these are customization points that the city gets to choose and now you as a citizen get to identify the city that best aligns with your progression within the game and your game style and gameplay.[56] – Steven Sharif
План и стиль узла
Расположение и стиль узлов определяются несколькими факторами:[76][77]
- Окружающая среда (биом) и расположение узла.[78][76][77]
- 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.[78] – Steven Sharif
- Узлы адаптируют локальную топографию в соответствии с эстетическими и механическими требованиями узла.[79]
В настоящее время система платформы настроена таким образом, что она способна регулировать топографию профиля узла независимо от окружающей местности. Таким образом, причина этого в том, что мы хотим иметь гибкость в представлении схемы 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 разные типы 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. Естественно, мы будем это тестировать по мере того, как идёт работа над инструментарием узлов и над тем, как работает эта система платформы, но идея состоит в том, чтобы узел не зависел от окружающего ландшафта.[79] – Steven Sharif
Что-то определяется областью, в которой они находятся. Что-то определяется типом узла. Что-то определяется расой, развивавшей узел; а всё остальное определяет мэр.[77] – Jeffrey Bard
- Раса, которая внесла наибольший вклад в развитие узла, изменит расовый вид его зданий и НИПов.[80][81][76][75][77][82][83]
Все узлы, независимо от того, связаны ли они с замком или связаны с обычной структурой узла, имеют культурное влияние, которое распространяется на строящиеся здания и NPC.[85] – Steven Sharif
- Остальное определяется мэром узла.[77]
- В узле сможет завершиться несколько строительных проектов в рамках месячного срока правления мэра.[86]
- В: Сколько, вы бы сказали, в среднем игрокам потребуется времени, чтобы заполнить или застроить узел с первого до финального этапа — «метрополис»?
- О: Прокачать узел до определённого уровня — один момент. А вот развить узел — совсем другой; поэтому предугадать среднюю продолжительность сложно, потому что в игру вступает сразу много переменных. Играет роль количество граждан, привлечённых узлом; какую деятельность осуществляют на его территории игроки на основе таких вещей как коэффициент налогообложения или выбранная специализация узла, а также выбранных для строительства зданий. Всё это оказывает влияние на «среднее время застройки» конкретного узла. Поэтому сложно сказать, какое время в среднем потребуется, когда на это влияет столько переменных. Но идея состоит в том, что если имеется определённый проект, который игроки хотят развить на основании того, на каком уровне находится узел, они могут завершить несколько таких проектов в рамках одного срока правления мэра, а его срок правления — один месяц.[86] – Steven Sharif
Cultural influences
Культурное влияние проявляется во многом, от внешнего вида узлов и снаряжения до языков НИПов и истории.[80][88][75]
- Внешний вид экипировки некоторых комплектов брони зависит от расы игрока.[80]
- Здания и стиль зданий узлов зависят от расы, которая внесла наибольший вклад в развитие этого узла.[80]
- Гражданам доминирующей культуры могут быть предоставлены определённые выгоды, но также может оказываться влияние на механику узла, что может быть выгодно и членам других рас.[88]
- Присутствует механика «истощения», воздействующая на опыт и влияние, чтобы предотвратить доминирование одной расы во всём мире.[89]
- НИПы по-разному реагируют на разные расы персонажей.[90]
- Разные расы НИПов обладают явственно различающимися языками, и это будет отражаться и в истории.[80]
Будет присутствовать истощение в плане опыта и влияния, и чем сильнее какая-то раса развивается в мире, тем больший эффект оно будет оказывать. Так что, если появится очень много орочьих узлов, их коэффициент истощения будет очень высоким, что осложнит борьбу за установление их культуры в новых узлах, потому что их влияние в мире выше, а в отдалённых регионах, в которых у них нет влияния, публичное мнение настроено против них.[89] – Steven Sharif
Constructible node buildings
Service buildings within a node are either default buildings that come with the node, or they are constructed buildings, which are initiated by the mayor and built by players.[16][32][91][92][93][94][95] Service buildings are further broken down into two main types:[16][32]
- Active service buildings are service buildings that players directly interact with. These are further broken down into Artisanship, Business, Content, and Political categories.[16][32]
- Passive service buildings provide passive benefits to the node or its zone of influence. These buildings are broken down into Civic, Cultural, Fabrication, Scholarly, and Vocational.[16][32]
- Constructed service buildings are available to every type of node in every location. Where the uniqueness comes in is in some of the default buildings like your node-type building.[96] – Chris Justo
Service buildings are upgraded by expansions, which are unlocked through the placement of passive service buildings.[16][32]
- Building expansions unlock higher tier workstations at the cost of dedicating service building plots.[97][93]
- Node service building expansions specialize the building through a tech tree based on the stage of the node.[98][99]
Service buildings incur a regular maintenance cost of node commodities and gold from the node treasury in order to continue operations.[16][100]
Взаимодействие с расами неигровых персонажей
Неигровые персонажи будут по-разному реагировать на разные метки персонажа.[90]
Осады узлов
Осады узлов позволяют игрокам уничтожать узлы,[75] прокладывая путь для развития и доступа к заблокированному контенту в окружающих узлах. Благодаря этой динамике политические раздоры и интриги играют важную роль в устройстве мира.[102]
Осада узлов не будет лёгкой задачей для нападающих. У городов и метрополисов будет значительное оборонительное преимущество.[102]
Если у вас в узле есть дом, и вы не хотите, чтобы он был разрушен, вам необходимо будет защищать этот город![103] – Steven Sharif
Большая часть (~80%) контента в Ashes of Creation представляет собой открытый мир, но в рамках осад замков и узлов могут происходить битвы в инстансах, где определённые группы могут участвовать в небольших, коротких битвах за объекты, за захват определённых точек.[104]
К событиям, основанным на захвате объектов (таким как караваны, войны гильдий и осады узлов) не применяются штрафы за смерть.[105]
Node wars
Node governments may declare war on another node and rally citizens to the cause.[45][30]
- This mutually flags the citizens of the warring nodes, including their allies, as combatants.[106]
- Social organizations quests will either be cooperative or adversarial based on the war status of their parent nodes.[106]
- Vassal nodes cannot declare a node war on their parent node or any of their vassals.[19]
- Node wars can be declared at any time, but the objectives will only spawn during server prime-time.[107]
- Players can kill each other at any time during the war (not only during server prime-time).[107]
- Node wars affect reputation between the nodes.[16][55]
- We have conditions that you can set between nodes with regards to either nodes being friendly with each other and acting trade alliances, or they can declare war on nodes similar to how guild wars may function in different games, where those citizens become hostile to each other based on the player government that's elected in the particular node. So those systems all cater to allowing a conflict that's meaningful and that also provides a non-imbalanced relationship between stronger guilds and not as strong guilds.[108] – Steven Sharif
Node politics
There won't be a civil war mechanic within nodes but there will be scope for internal political conflicts; such as undermining the current leadership and disrupting trade.[109]
- The only way to remove an elected mayor prior to the end of their term is by destroying the node.[110]
We want consequences to matter and if that person got elected then you need to work within the means of the mechanics to get them unelected.[110] – Steven Sharif
Trade agreements
Mayors can enter into trade agreements with other nodes to facilitate trade between the nodes.[39][37][30]
- There are a limited number of trade agreements that a node can have.[39]
- Mayoral caravans may only be initiated between nodes with trade agreements or alliances.[39][37]
- Trade agreements affect reputation between the nodes.[16][55]
- Mercenary guilds will be a viable way forward for different organizations. I think there will be a lot of business to be had with that; and one of the systems in our trade agreements is creating an escrow for those particular type of arrangements that we're looking into.[111] – Steven Sharif
Trade routes
Trade routes in Ashes of Creation refer to.
- Дороги for the transit goods via the caravan system.[113]
- You might have a mountain pass and during winter that mountain pass is always closed and so the trade routes on land change with caravans and that's something that can not only exist on a cyclical level but also dynamically based on player activity.[113]
- Economic relationships between nodes established by Mayors or node citizens.[112][37]
- Agreements are established to trade commodities that are unique to particular nodes or node types via NPC-driven caravans.[112][37]
- From a diplomatic standpoint the ability for the mayor or citizens to set up NPC routed trade routes between nodes as a trade agreement or as a diplomatic process.[112] – Steven Sharif
Taxation
Mayors are able to set a generalized node tax rate as well as overrides for different activities within their node. Mayors gain additional taxation controls as their node advances.[116][46]
- Amenities tax override.[116]
- Artisanship tax override.[116]
- Commerce tax override.[116]
- This may include taxes that apply to tavern games.[47][48]
- Property tax override.[116]
- Freehold property taxes scale according to the number of freehold building permits issued for that freehold.[117][118][49]
- Citizenship dues and property taxes scale based on the stage of the node when a player became a citizen.[16][119][120][121][108]
- The goal is to exert financial pressure on node populations by making taxes increasingly expensive as nodes advance, rather than putting in place hard population caps.[120][121]
- Node tax rates will be visible on the world map by hovering over a node location.[122]
- Tax revenue only goes toward funding node development. This cannot be withdrawn by the mayor or any other player.[123][49]
Regent nodes take a cut of taxes from various activities that occur within their vassal node structure.[123][124]
- This tax doesn't necessarily impact the individual citizen, because citizen's tax levels are determined by their node, but the node's finances are affected by the taxation levied by its parent nodes.[124]
When a node reaches stage 3 (Деревня) and a player run government has formed, all player housing will pay taxes.[125]
- A player's tax charge will be determined by the number of structures built on their plot.[118][49]
- Freehold taxes are calculated based on the number of permits issued for buildings on a freehold.[126][127][117][118][49]
- Buildings that require permits will have additional upkeep costs.[126]
- Maintaining businesses requires licensing and payments to the node your Freehold is associated with. This permitting system allows for a certain number of buildings to be constructed on a Freehold. Permits can be obtained from the same node the Freehold was certified from, and buildings that require permits will have an additional upkeep cost.[126]
- Housing foreclosures result from failing to pay property taxes or other fees.[126]
Визуальные эффекты
Смотрите также
Ссылки
- ↑ Прямая трансляция, 2020-03-28 (1:02:46).
- ↑ 2.0 2.1
- ↑ 3.0 3.1 3.2 3.3 Прямая трансляция, 2023-09-29 (1:07:01).
- ↑ 4.0 4.1 4.2 4.3 Прямая трансляция, 2019-07-26 (1:20:48).
- ↑ 5.0 5.1 5.2 5.3 5.4 5.5 5.6 5.7 5.8 MMOGames interview, January 2017
- ↑ 6.0 6.1 6.2 6.3 6.4 6.5 6.6 6.7 Прямая трансляция, 2017-11-17 (9:49).
- ↑ 7.0 7.1 Прямая трансляция, 2020-07-25 (1:52:45).
- ↑ Прямая трансляция, 2020-03-28 (1:01:34).
- ↑ 9.0 9.1 9.2 9.3 9.4 Интервью, 2020-03-27 (6:03).
- ↑
- ↑
- ↑
- ↑ 13.0 13.1 13.2 13.3 Прямая трансляция, 2020-10-30 (1:01:00).
- ↑ 14.0 14.1 14.2 14.3 14.4 14.5
- ↑ 15.0 15.1 Интервью, 2018-05-11 (50:05).
- ↑ 16.00 16.01 16.02 16.03 16.04 16.05 16.06 16.07 16.08 16.09 16.10 16.11 16.12 16.13 16.14 16.15 16.16 16.17 16.18 16.19 16.20 16.21 16.22 16.23 16.24 16.25 16.26 16.27 16.28 16.29 16.30 16.31 16.32 Blog: Development Update with Village Node.
- ↑ 17.0 17.1 17.2 17.3 Прямая трансляция, 2023-08-31 (24:54).
- ↑ 18.0 18.1 18.2 18.3 18.4 Node series part II – the Metropolis.
- ↑ 19.0 19.1 19.2 19.3 19.4 Blog - Know Your Nodes - The Basics.
- ↑ 20.0 20.1 20.2 20.3 Интервью, 2020-07-19 (26:54).
- ↑ Прямая трансляция, 2021-03-26 (1:18:26).
- ↑ Прямая трансляция, 2023-10-31 (1:35:22).
- ↑ Прямая трансляция, 2021-11-19 (51:56).
- ↑
- ↑ Подкаст, 2018-05-11 (52:20).
- ↑ 26.0 26.1 Интервью, 2020-03-27 (09:05).
- ↑ Интервью, 2020-03-27 (11:04).
- ↑ Прямая трансляция, 2021-03-26 (1:17:20).
- ↑ Видео, 2023-08-31 (49:05).
- ↑ 30.0 30.1 30.2 30.3 30.4 30.5 30.6 30.7 City hall.
- ↑ Видео, 2023-08-31 (33:07).
- ↑ 32.0 32.1 32.2 32.3 32.4 32.5 32.6 32.7 Прямая трансляция, 2023-08-31 (50:25).
- ↑
- ↑ 34.0 34.1 34.2 34.3 34.4 34.5 34.6 Прямая трансляция, 2023-08-31 (31:44).
- ↑ Прямая трансляция, 2023-08-31 (37:35).
- ↑ Прямая трансляция, 2023-09-29 (1:05:44).
- ↑ 37.0 37.1 37.2 37.3 37.4 37.5 37.6 37.7 37.8 Видео, 2019-07-15 (2:12).
- ↑ 38.0 38.1 Видео, 2023-09-29 (2:59).
- ↑ 39.0 39.1 39.2 39.3 39.4 39.5 39.6 39.7 Прямая трансляция, 2023-08-31 (2:10:23).
- ↑ Прямая трансляция, 2018-12-12 (14:48).
- ↑ Прямая трансляция, 2023-08-31 (59:43).
- ↑ 42.0 42.1 Интервью, 2020-07-08 (1:04:05).
- ↑ 43.0 43.1 Прямая трансляция, 2017-06-30 (53:57).
- ↑ Прямая трансляция, 2023-08-31 (39:17).
- ↑ 45.0 45.1 45.2 45.3 45.4 45.5 45.6 Прямая трансляция, 2022-04-29 (27:42).
- ↑ 46.0 46.1 Прямая трансляция, 2020-03-28 (1:03:38).
- ↑ 47.0 47.1
- ↑ 48.0 48.1
- ↑ 49.0 49.1 49.2 49.3 49.4
- ↑ Прямая трансляция, 2020-07-25 (1:22:40).
- ↑ Прямая трансляция, 2018-01-18 (37:05).
- ↑
- ↑ Прямая трансляция, 2020-06-26 (59:11).
- ↑ 54.0 54.1 54.2 Прямая трансляция, 2023-08-31 (35:23).
- ↑ 55.00 55.01 55.02 55.03 55.04 55.05 55.06 55.07 55.08 55.09 55.10 55.11 55.12 55.13 55.14 55.15 55.16 Прямая трансляция, 2023-08-31 (44:21).
- ↑ 56.00 56.01 56.02 56.03 56.04 56.05 56.06 56.07 56.08 56.09 56.10 56.11 56.12 56.13 56.14 56.15 Прямая трансляция, 2022-08-26 (1:12:40).
- ↑ Прямая трансляция, 2023-08-31 (29:04).
- ↑ Прямая трансляция, 2023-08-31 (30:41).
- ↑
- ↑ Прямая трансляция, 2021-12-23 (1:30:34).
- ↑ 61.0 61.1
- ↑ Прямая трансляция, 2023-08-31 (41:15).
- ↑ 63.0 63.1 Прямая трансляция, 2023-08-31 (28:30).
- ↑
- ↑ 65.0 65.1 Видео, 2023-09-29 (1:52).
- ↑ Прямая трансляция, 2023-08-31 (29:33).
- ↑
- ↑ Прямая трансляция, 2017-05-19 (36:05).
- ↑ Прямая трансляция, 2017-05-19 (36:09).
- ↑
- ↑ 71.0 71.1 71.2 71.3 Прямая трансляция, 2023-08-31 (47:43).
- ↑ Прямая трансляция, 2023-08-31 (49:13).
- ↑ 73.0 73.1 Прямая трансляция, 2023-04-07 (1:19:41).
- ↑ 74.0 74.1 Прямая трансляция, 2022-08-26 (1:17:04).
- ↑ 75.0 75.1 75.2 75.3 75.4 75.5 Blog - Know Your Nodes - Advance and Destroy.
- ↑ 76.0 76.1 76.2 Прямая трансляция, 2020-10-30 (39:17).
- ↑ 77.0 77.1 77.2 77.3 77.4 77.5 Прямая трансляция, 2018-09-27 (53:06).
- ↑ 78.0 78.1 Прямая трансляция, 2022-02-25 (41:00).
- ↑ 79.0 79.1 Прямая трансляция, 2021-02-26 (1:12:18).
- ↑ 80.0 80.1 80.2 80.3 80.4 80.5 Прямая трансляция, 2022-03-31 (4:57).
- ↑ Подкаст, 2021-04-11 (29:47).
- ↑ Интервью, 2018-05-11 (54:34).
- ↑ Прямая трансляция, 2017-05-26 (21:23).
- ↑ Подкаст, 2021-04-11 (23:36).
- ↑ 85.0 85.1 Интервью, 2018-05-11 (47:27).
- ↑ 86.0 86.1 Прямая трансляция, 2022-07-29 (1:13:09).
- ↑ Прямая трансляция, 2020-06-26 (45:32).
- ↑ 88.0 88.1 Интервью, 2021-02-07 (33:00).
- ↑ 89.0 89.1 Интервью, 2018-05-11 (1:00:19).
- ↑ 90.0 90.1 90.2 Подкаст, 2018-04-23 (29:56).
- ↑ Видео, 2023-08-31 (2:59).
- ↑ Интервью, 2023-07-09 (1:32:45).
- ↑ 93.0 93.1 Прямая трансляция, 2017-05-19 (33:57).
- ↑ Прямая трансляция, 2018-01-20 (38:17).
- ↑ Прямая трансляция, 2018-04-8 (PM) (51:49).
- ↑ Прямая трансляция, 2023-08-31 (56:18).
- ↑ Прямая трансляция, 2023-08-31 (52:56).
- ↑ Видео, 2023-08-31 (34:37).
- ↑ Прямая трансляция, 2022-03-31 (1:13:00).
- ↑ Прямая трансляция, 2023-08-31 (57:23).
- ↑ Видео, 2016-12-04 (0:02).
- ↑ 102.0 102.1 A reactive world - Nodes.
- ↑ Видео, 2017-04-30 (5:31).
- ↑ Прямая трансляция, 2022-01-28 (17:50).
- ↑ Прямая трансляция, 2020-12-22 (1:13:51).
- ↑ 106.0 106.1 Интервью, 2020-07-19 (24:34).
- ↑ 107.0 107.1
- ↑ 108.0 108.1 Видео, 2018-04-05 (41:48).
- ↑ Прямая трансляция, 2017-05-24 (40:50).
- ↑ 110.0 110.1 Прямая трансляция, 2019-06-28 (1:26:14).
- ↑ Прямая трансляция, 2018-04-8 (AM) (18:59).
- ↑ 112.0 112.1 112.2 112.3 Подкаст, 2021-09-29 (8:38).
- ↑ 113.0 113.1 Видео, 2022-05-27 (17:15).
- ↑ Прямая трансляция, 2017-05-17 (30:53).
- ↑ Kickstarter - We Just Broke $1,500,000!
- ↑ 116.0 116.1 116.2 116.3 116.4 116.5 116.6 116.7 Видео, 2023-08-31 (28:04).
- ↑ 117.0 117.1 Интервью, 2023-07-09 (54:46).
- ↑ 118.0 118.1 118.2 Прямая трансляция, 2023-06-30 (1:45:22).
- ↑ Прямая трансляция, 2023-08-31 (15:51).
- ↑ 120.0 120.1 Интервью, 2023-07-09 (38:14).
- ↑ 121.0 121.1 Интервью, 2020-03-27 (0:30).
- ↑ Прямая трансляция, 2023-09-29 (1:11:22).
- ↑ 123.0 123.1 Прямая трансляция, 2022-08-26 (1:10:16).
- ↑ 124.0 124.1 Интервью, 2018-05-11 (57:02).
- ↑
- ↑ 126.0 126.1 126.2 126.3 Blog: Exploring the Boundless Opportunities of Freeholds.
- ↑