Node governments

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Node governments are chosen from a node's citizenry when a node reaches stage 3 (Village).[1]

Positions within a node's government are attained through titles that grant special access to NPCs in the node.[2]

There are a lot of things that you can strive for within [a node] that grant you that special treatment.[2]Стивен Шариф

Node elections

Node elections may occur on a monthly basis.[4]

Node governments and mayors are chosen through different methods according to the node's type.[5][6]

City hall

AshesOfCreation Screenshot 020.jpg

City hall is a government building within a node.[9]

We want the City Hall to be the place where big decisions are made for each Node. It should be where the “ruling class” comes together and decides what to do (these decisions can quickly make them the “old ruling class” too).

Mayors and node governments use City hall to visualize and control activities within their node. These capabilities will also be available via mobile/web inteface.[3]

Mayors

Mayors are leaders of a node's government who control the development of that node.[3]

  • Coordinate the transfer of needed supplies with citizens operating caravans.[12]
    • Mayors must communicate what resources are necessary for a particular node then motivate the citizens to fulfill those needs.[12]

Mayors gain new powers and responsibilities as their node advances.[6]

Mayoral caravans

Mayoral caravans are launched by Mayors. [13]

[13]

[13]

Leadership powers

Government officials have wide-ranging leadership powers.[14]

  • Declare war on another node and rally citizens to the cause.[9]
  • Enter into trade agreements.[9]
  • Directing assets.[1]
  • Defensive ability.[1]
  • Governments may be able to choose a node name from a predetermined list.[16][17]

The government has a lot of say in the direction of the nodes development. Directing assets, building projects, tax allocation, defensive ability etc. Players have the ability to not only create these cities, but they have the right of self-governance.[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.[18]Стивен Шариф

Guilds do not control nodes. Guild leaders will likely not be able to be mayors of nodes.[19][20]

  • Guilds hold separate roles in the direction of the node than the roles held by private citizens.[1]
  • Only a certain number of guilds may participate in these roles.[1]
  • Separate guild roles are reserved for small, medium and large guilds.[1]

Guild’s also hold separate roles in the direction of the node, than the roles held by private citizens, and only a certain number of guilds may participate in these roles. Separate guild roles are reserved for Small size guilds, medium size guilds and large size guilds.[1]

Node development

Racial architecture styles in an Alpha-0 village node. Empyrean Elven influence (top). Kaelar Human influence (bottom).[21]

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.[6]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. Cultural influences bring more than just the aesthetic and storyline changes - benefits are granted to the dominant culture within that Node’s Zone of Influence.[22]Margaret Krohn

Node layout and style is determined by several factors:[23]

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.[23]Джеффри Бард

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.[18]Стивен Шариф

There is an attrition mechanic that affects experience and influence to curb a single race from dominating the entire world.[26]

There is an attrition and that attrition on experience and influence is heightened based on the performance of the race in the world. So if all these nodes are Orc nodes then their attrition rate is very high to compete with the cultural establishment of new nodes because they have more influence in the world and a popular opinion is against them in their outlying regions that they do not have influence in.[26]Стивен Шариф

Node buildings

Node governments decide the location and types of node buildings to be constructed within sectors of a node.[28][29][30]

When the building types are determined, the community will then need to bring resources into the node (using caravans) and come together to construct the buildings (via quests and the like).[28]

The government decides how to specialize their node. Once they choose certain things they won't be able to choose other things.[28]

Different governments may change the buildings within a node.[28]

And there could be regime change... If somebody doesn't like the fact that a market was built and they want to re-elect a new government next cycle, they can do so... and that market could be destroyed and a new building take its place.[28]

Pre-defined parameters limit the number of buildings at in-node locations.[29]

Node sieges

Осады узлов позволяют игрокам сбавить уровень узла (обратить его прогресс) и уничтожить узел вообще. Таким образом этот процесс открывает путь к новому развитию и доступ к контенту скрытому в окружающих узлах. Благодаря этой механике, политическая борьба и интриги играют важную роль в структуре мира.[32]

Осада Узлов не будет простой задачей для атакующих. Города и Метрополисы будут давать значительное преимущество обороняющимся.[32] Автоматические PvE осады могут быть запущены в отношении узлов которые недостаточно активны.[33]

Если у вас есть дом в Узле и вы не хотите увидеть его уничтожение, вам необходимо защитить этот город! [34]Стивен Шариф

Node wars

Node governments may declare war on another node and rally citizens to the cause.[9]

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 kind of cater to allowing a conflict that's meaningful and that also provides a non-imbalanced relationship between stronger guilds and not as strong guilds. [35]Стивен Шариф

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.[36]

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.[37]Стивен Шариф

Trade agreements

Node governments can enter into trade agreements with other nodes. Each node entering into the agreement can designate caravans with materials to be sent to the other; improving the economy of both nodes. This gives experience to all involved, contributes to the node’s growth and helps to construct buildings.[9]

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.[38]Стивен Шариф

Trade routes

Mayoral caravan launched by a mayor to establish a trade route with another node. [13]

Trade routes in Ashes of Creation refer to.

[13]

Taxation

Mayors/Node governments allocate resources, taxes, and quests to help develop node defenses.[11]

Parent nodes take a cut of all taxes from the housing and any services that occur within their ZOI.[42]

  • 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.[42]

When a node reaches stage 3 (Village) and a player run government has formed, all player housing will pay taxes.[43]

  • A player's tax charge will be determined by the number of structures built on their plot.[41]

Смотрите также

Примечания

  1. 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 MMOGames interview, January 2017
  2. 2.0 2.1 2.2 2.3 2.4 Стрим, 26 July 2019 (1:20:48).
  3. 3.0 3.1 3.2 Стрим, 17 November 2017 (9:49).
  4. Government2.jpg
  5. 5.0 5.1 5.2 5.3 Node series part II – the Metropolis.
  6. 6.0 6.1 6.2 Blog - Know Your Nodes - The Basics.
  7. gladiators.jpg
  8. Подкаст, 11 May 2018 (52:20).
  9. 9.0 9.1 9.2 9.3 9.4 9.5 City hall.
  10. Стрим, 12 December 2018 (14:48).
  11. 11.0 11.1 siege equipment.png
  12. 12.0 12.1 Стрим, 30 June 2017 (53:57).
  13. 13.0 13.1 13.2 13.3 13.4 13.5 Видео, 15 July 2019 (2:12).
  14. government.jpeg
  15. assassination.jpg
  16. node naming.png
  17. Стрим, 19 May 2017 (36:05).
  18. 18.0 18.1 18.2 Интервью, 11 May 2018 (47:27).
  19. Стрим, 19 May 2017 (36:09).
  20. steven guild leader mayor.JPG
  21. Стрим, 9 February 2018 (33:50).
  22. Blog - Know Your Nodes - Advance and Destroy.
  23. 23.0 23.1 23.2 23.3 23.4 23.5 Стрим, 27 September 2018 (53:06).
  24. 24.0 24.1 Интервью, 11 May 2018 (54:34).
  25. Стрим, 26 May 2017 (21:23).
  26. 26.0 26.1 Интервью, 11 May 2018 (1:00:19).
  27. Стрим, 1 September 2018 (36:28).
  28. 28.0 28.1 28.2 28.3 28.4 Стрим, 19 May 2017 (33:57).
  29. 29.0 29.1 Стрим, 20 January 2018 (38:17).
  30. Стрим, 8 April 2018 (PM) (51:49).
  31. Видео, 4 Декабря 2016 (0:02).
  32. 32.0 32.1 A reactive world - Nodes.
  33. node atrophy.png
  34. Видео, 30 Апреля 2017 (5:31).
  35. Видео, 5 April 2018 (41:48).
  36. Стрим, 24 May 2017 (40:50).
  37. 37.0 37.1 Стрим, 28 June 2019 (1:26:14).
  38. Стрим, 8 April 2018 (AM) (18:59).
  39. Стрим, 17 May 2017 (30:53).
  40. Kickstarter - We Just Broke $1,500,000!
  41. 41.0 41.1 Tax spending.png
  42. 42.0 42.1 Интервью, 11 May 2018 (57:02).
  43. House Tax.png