Default service buildings

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Default service buildings are service buildings that come pre-built with a node. Some of these buildings are unique based on the type of node. Others may be present based on the acquisition of relics.[2]

List of default service buildings

Service building expansions

Alpha-2 service building tech tree work-in-progress UI.[4]

Default buildings they specialize as they expand. So this isn't like a traditional skill tree, it's exclusionary, more like a tech tree. So selecting the next upgrade for it will lock out the other two paths. So as you get better with the building it will continue to narrow, which allows lots of nodes to carve out lots of niches in the world.[4]Chris Justo

Service buildings are upgraded by expansions, which are unlocked through the placement of passive service buildings.[5][6]

To upgrade your building, you choose expansions, you build passive buildings to allow you to unlock those expansion slots and just a little- basically specialize your service building down a path; and the building specialization will narrow down a specific path. So you might start as a generalized Blacksmith building and then you'll specialize towards maybe armorsmithing, and then towards specifically, like plate armor through the expansion tree.[6]John Collins
  • Building expansions unlock higher tier workstations at the cost of dedicating service building plots. Lower stage nodes can achieve higher tier service buildings by dedicating a majority of their service plots to that path. Alcaldes decide how to specialize their node. Once they choose certain things they won't be able to choose other things.[8][9][10]
The pathway of upgrades is exclusionary. So when I choose a path down a particular building type in order to reach a tier five benefit: when I eventually reach a higher stage, or even if I'm lower stage and want to dedicate a majority of my service plots toward one particular crafting building; like I may get a very top tier workstation as a result, even if I'm still a Village node. It's like I'm the village node that makes the T5 swords because I've dedicated all of my plots to that.[8]Steven Sharif
You might have a parent node, or a Regent node, that has a vassalship over your node and you're getting benefits conferred to you through either the prerequisite of the building types that you can construct as well to make a bit more headway there.[8]Steven Sharif

Service building tech trees

Service building upkeep

Service buildings incur a regular maintenance cost of node commodities and gold from the node treasury in order to continue operations.[5][12]

  • Building maintenance is auto-paid from the treasury in order of the most valuable buildings first.[5][12]
  • If maintenance is not paid, or a building is damaged as the result of an event or siege, the building will enter a state of disarray.[5][12] Any NPCs or services offered by that building will not be available until the building is repaired.[13][14]
  • Players must contribute materials to repair disarrayed buildings and restore them to an operational state.[5][12][7][14][15]
    • Larger more advanced buildings will require more resources to repair them. In-node housing will likely require the least resources to repair.[16]
    • Previously building repair was restricted to node-citizens.[14][15]

Service building destruction

Destructible castle.[17]

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 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.[18]Steven Sharif

Los edificios de nodo (incluyendolas casas de los jugadores) tienen puntos de golpe y pueden ser dañados o destruidos de diferentes formas.[7][14]

Si un edificio sufre más de, aproximadamente, un 25% de daño, cualquier PNJ o servicio ofrecido por ese edificio no estará disponible hasta que el edificio haya sido reparado.[14]

  • Los jugadores deben reparar los edificios dañados (o reconstruir los destruidos) para reactivar los servicios de esos edificios en particular.[7][14][15]
    • Los ciudadanos necesitarán obtener los recursos necesarios para reparar y reconstruir las infraestructuras dañadas.[14][15]
    • Los edificios más avanzados requerirán más recursos para ser reparados. Es probable que losalojamientos dentro del nodo requieran una menor cantidad de recursos para su reparación.[16]

Los edificios que sufren daños significativos se destruyen y aparecen como escombros en el terreno que ocupaban.[7]

  • El gobierno del nodo debe limpiar cualquier escombro de las parcelas antes de poder reconstruir cualquier edificio. Cualquier requisito previo para la construcción del edificio debe cumplirse de antemano.[7]
    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.[7]Steven Sharif
  • Si el nodo es destruido por un asedio, el campo de escombros que quede contendrá botín que los vencedores del asedio podrán saquear.[20][14][21][22]

Estilo y diseño de los nodos

Racial architecture of the same Aldea (fase 3) node on different servers. Dünir Dwarven influence (top). Kaelar Human influence (bottom). Alpha-1 No NDA captura de pantalla.

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.[26]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.[27]Margaret Krohn

El diseño de un nodo y su estilo es determinado por varios factores:[28]

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.[31]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.[28]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.[36]Steven Sharif

  • El resto es determinado por el alcalde del nodo.[28]
    • Debería ser posible completar varios proyectos de construcción en un nodo durante el mes en el que el alcalde ostenta su cargo.[37]
Q: How long would you say it will take players on average to fill slash 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.[37]Steven Sharif

Visuales

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Referencias

  1. Vídeo, 2023-08-31 (49:05).
  2. Transmisión en vivo, 2023-08-31 (56:18).
  3. Vídeo, 2023-08-31 (46:54).
  4. 4.0 4.1 4.2 Vídeo, 2023-08-31 (34:37).
  5. 5.0 5.1 5.2 5.3 5.4 5.5 Blog: Development Update with Village Node.
  6. 6.0 6.1 6.2 6.3 Transmisión en vivo, 2023-08-31 (50:25).
  7. 7.0 7.1 7.2 7.3 7.4 7.5 7.6 7.7 7.8 7.9 Transmisión en vivo, 2022-03-31 (1:13:00).
  8. 8.0 8.1 8.2 Transmisión en vivo, 2023-08-31 (52:56).
  9. Transmisión en vivo, 2018-01-20 (38:17).
  10. Transmisión en vivo, 2017-05-19 (33:57).
  11. Transmisión en vivo, 2023-08-31 (54:44).
  12. 12.0 12.1 12.2 12.3 Transmisión en vivo, 2023-08-31 (57:23).
  13. Entrevista, 2023-07-09 (1:32:45).
  14. 14.0 14.1 14.2 14.3 14.4 14.5 14.6 14.7 Entrevista, 2020-07-08 (57:46).
  15. 15.0 15.1 15.2 15.3 Transmisión en vivo, 2019-11-22 (17:59).
  16. 16.0 16.1 Entrevista, 2020-07-08 (59:38).
  17. Transmisión en vivo, 2019-10-31 (36:20).
  18. 18.0 18.1 Transmisión en vivo, 2019-11-22 (16:56).
  19. Forums - Livestream Q&A 2022-08-26.
  20. Pódcast, 2021-09-29 (14:21).
  21. Transmisión en vivo, 2020-04-30 (1:14:44).
  22. siege spoils.png
  23. 23.0 23.1 Transmisión en vivo, 2020-06-26 (1:02:12).
  24. Transmisión en vivo, 2017-07-18 (40:14).
  25. Transmisión en vivo, 2017-11-17 (47:10).
  26. Blog - Know Your Nodes - The Basics.
  27. 27.0 27.1 27.2 Blog - Know Your Nodes - Advance and Destroy.
  28. 28.0 28.1 28.2 28.3 28.4 28.5 Transmisión en vivo, 2018-09-27 (53:06).
  29. 29.0 29.1 Transmisión en vivo, 2022-02-25 (41:00).
  30. 30.0 30.1 Transmisión en vivo, 2020-10-30 (39:17).
  31. 31.0 31.1 Transmisión en vivo, 2021-02-26 (1:12:18).
  32. Pódcast, 2021-04-11 (29:47).
  33. Entrevista, 2018-05-11 (54:34).
  34. Transmisión en vivo, 2017-05-26 (21:23).
  35. Pódcast, 2021-04-11 (23:36).
  36. 36.0 36.1 Entrevista, 2018-05-11 (47:27).
  37. 37.0 37.1 Transmisión en vivo, 2022-07-29 (1:13:09).