Establos reales

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Establos reales are a type of building in Ashes of Creation.[1]

  • Castles come with a royal stables.[1]
  • Alcaldes can choose to build royal stables within their node. Once chosen, the community will need to build the stables through quests.[1]
  • Royal mounts must be mounted in a royal stables in order to fly.[1]

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.[1]Steven Sharif

Stables

Alpha-1 early example of the first tier of animal husbandry stables on a freehold plot.[2]

Players will be able to place the animals they are trying to focus on from a Husbandry perspective within the stable area and then over the course of time are going to be able to yield some type of results out of those parings.[2]Steven Sharif

Stables in Ashes of Creation refer to:

  • A system that stores active mounts in slots that can be used local to the stable.[4]
The active mounts are determined based on you having that active mount as part of a slot within the stable that you're within the area of. And what that means is that mounts are relevant in battle; and if you lose your mount in battle it is a detriment. There are ways for you to bring that mount back. There are active potions that you can have available to you to do fast resurrections to reduce that cooldown potentially; and you can also interface with the stable itself if you want to swap that mount out with a different mount.[4]Steven Sharif
Q: Will you be able to keep your mounts that you've unlocked on your freeholds plot to move freely about as they please like in a stable or in a little fenced area?
A: There are a number of different types of ways that creatures can be acquired: some of them in a mount format; and can be utilized in animal husbandry/livestock placements on the freehold. But from a cosmetic perspective, we don't quite have a system in place for that yet. I'm not going to rule that out for the future of post-launch, but right now it's delegated specifically to hunting, taming, livestock, and animal husbandry.[5]Steven Sharif

Edificios de nodo edificables

El gobierno del nodo decide la ubicación y los tipos de edificios de nodo que serán edificador en cada sector del nodo.[9][10][1]


These are buildings that the mayor has agency over determining whether or not they should be a constructed project. Constructible buildings can be selected at open plots that are gained as the node advances. If they elect to begin construction of one of these types of buildings- one of which is the marketplace- it'll grant certain trade benefits as well as some stalls that the citizens may participate in.[11]Steven Sharif

Los gobernantes deciden como especializar su nodo. Una vez determinadas elecciones han sido tomadas no se podrá cambiar a otras opciones.[9]

  • Los edificios del nodo disponen de un "arbol tecnológico" basado en la etapa del nodo. Cada etapa ofrece mejores servicios al nodo, pero se debe cumplis con los requisitos previos para la construcción del edificio.[12]
  • Diferentes gobernantes pueden cambiar los edificios dentro de un nodo.[9]

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.[9]

Cuando el tipo de edificios haya sido escogido, la comunidad tiene que traer rrecursos al nodo (empleando caravanas) ay unirse para construirlos (mediante misiones y similares).[9]

  • Los materiales aportados para la construcción de un edificio del nodo se pierden si el alcalde desechar el proyecto.[13]
  • El número de edificios, así como la localización de los mismos dentro de un nodo están predefinidos.[10]

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Referencias