Glorious Wiki readers. We are adding the Midnight Magic video and livestream to the wiki. We appreciate your patience as we process the new and updated information! |
“Node governments”的版本间差异
(Add section) |
(Add section) |
||
第44行: | 第44行: | ||
{{Trade agreements}} | {{Trade agreements}} | ||
+ | |||
+ | === Trade routes === | ||
+ | |||
+ | {{Trade routes}} | ||
== Taxation == | == Taxation == |
2019年7月19日 (五) 18:21的版本
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
- 市長.[6]
- Priests, bishops, or acolytes of temples.[3][7][4]
- Social organization positions.[3]
- Patron guild leaders.[4]
- Chief bounty hunter.[4]
節點選舉
Once a node has reached
[[{{{2}}}|⧼{{{2}}}⧽]] (階段 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]
- 節點戰 may not be declared for 21 days following a node advancing to any stage.[10]
- This was previously stated to apply only to nodes advancing to
[[{{{2}}}|⧼{{{2}}}⧽]] (階段 3), not higher stages.[11]
節點選舉 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]
市政廳
我們希望市政廳是玩家為節點做重大決定的地方,是「統治階級」聚首一堂做決定的地方 (這些決定同時可以迅速讓他們成為「前統治階級」)。
市長和節點政府可以透過市政廳構想和控制節點內的活動。這些功能同時可以在手機或網頁上使用。[6]
市長
市長 are chosen through different election methods according to the node's type.[20][21]
- Only node citizens may be elected mayor.[14]
- Previous mayors won't have any special system driven bonuses to help them get reelected.[22]
- Kings and Queens can also become a mayors.[14]
- Mayoral leadership powers are granted via the use of mandates.[19][6]
- Players will be able to view a historical listing of mayors of a node.[23]
Mayoral caravans
Mayoral caravans (also referred to as Trade caravans) are launched by 市長 to obtain needed resources from other nodes.[25][26][24]
- Nodes answering these resource requests must have a trade agreement or alliance with the requesting node.[26][24][17]
- Once the requesting mayor accepts a fill order from another node, a system driven caravan is spawned to transit the goods.[26][24]
- Players can participate in helping to defend the caravan if they wish.[26]
- Trade caravans can initiate world events.[25]
- 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.[26] – Steven Sharif
領袖能力
領袖能力 may refer to.
Node development
節點佈局與風格 is determined by several factors:[28][29]
- The way that the node system is built is that they can exist across a spread of 18 biomes, but at the same time have to represent the cultural influence of these cultures that are intrinsically a part of a specific biome.[30] – Steven Sharif
- Environment (biome) and location of the node.[30][28][29]
- Nodes will adjust the local topography to fit the aesthetic and mechanical requirements of the node.[31]
- 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.[29] – Jeffrey Bard
- Race that contributed the highest percentage to the node's advancement will alter the racial appearance of its buildings, NPCs, and props.[32][33][28][27][29][34][35]
- 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.[37] – Steven Sharif
- The rest is determined by the node's mayor.[29]
- It should be possible for a node to complete several building projects within a mayor's one month term in office.[38]
- Q: How long would you say it will take players on average to fill/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.[38] – Steven Sharif
節點建築
節點戰
節點戰 enable players to destroy nodes starting at
[[{{{2}}}|⧼{{{2}}}⧽]] (階段 3).[27] This paves the way for new development and access to the locked content in surrounding nodes. Due to this dynamic, political strife and intrigue play an important role in the structure of the world.[40]
- Sieging nodes will not be an easy task for the attackers. Cities and metropolises will have a considerable defensive advantage.[40]
- There will be systems that mimic some of the mechanics of sieges, but there won't be practice sieges.[41]
- Death penalties do not apply to objective-based events such as node sieges.[42]
- If you own a home in a node and you don't want to see that home destroyed, you need to defend that city![43] – Steven Sharif
- The majority (~80%) of content in Ashes of Creation is open-world but there may be instanced battles within castle and node sieges where specific groups can participate in small, short-duration objective-based battles for specific waypoints.[44]
節點戰爭
Node governments may declare war on another node and rally citizens to the cause.[45][17]
- This mutually flags the citizens of the warring nodes, including their allies, as combatants.[46]
- 附庸節點 cannot declare a node war on their parent node or any of their vassals.[21]
- Node wars can be declared at any time, but the objectives will only spawn during server prime-time.[47]
- Players can kill each other at any time during the war (not only during server prime-time).[47]
- Node wars affect reputation between the nodes.[48][49]
- 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.[50] – 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.[51]
- The only way to remove an elected mayor prior to the end of their term is by destroying the node.[52]
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.[52] – Steven Sharif
Trade agreements
市長 can enter into trade agreements with other nodes to facilitate trade between the nodes.[26][24][17]
- There are a limited number of trade agreements that a node can have.[26]
- Mayoral caravans may only be initiated between nodes with trade agreements or alliances.[26][24]
- Trade agreements affect reputation between the nodes.[48][49]
- 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.[53] – Steven Sharif
Trade routes
Trade routes in Ashes of Creation refer to.
- 维拉 for the transit goods via the caravan system.[55]
- 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.[55]
- Economic relationships between nodes established by 市長 or node citizens.[54][24]
- Agreements are established to trade commodities that are unique to particular nodes or node types via NPC-driven caravans.[54][24]
- 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.[54] – Steven Sharif
Taxation
市長 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.[58][59]
- Amenities tax override.[58]
- Artisanship tax override.[58]
- Commerce tax override.[58]
- This may include taxes that apply to tavern games.[60][61]
- Property tax override.[58]
- Freehold property taxes scale according to the number of freehold building permits issued for that freehold.[62][63][64]
- Citizenship dues and property taxes scale based on the stage of the node when a player became a citizen.[48][65][66][67][50]
- 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.[66][67]
- Node tax rates will be visible on the world map by hovering over a node location.[68]
- Tax revenue only goes toward funding node development. This cannot be withdrawn by the mayor or any other player.[69][64]
Regent nodes take a cut of taxes from various activities that occur within their vassal node structure.[69][70]
- 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.[70]
When a node reaches stage 3 (村莊) and a player run government has formed, all player housing will pay taxes.[71]
- A player's tax charge will be determined by the number of structures built on their plot.[63][64]
- Freehold taxes are calculated based on the number of permits issued for buildings on a freehold.[72][73][62][63][64]
- Buildings that require permits will have additional upkeep costs.[72]
- 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.[72]
- Housing foreclosures result from failing to pay property taxes or other fees.[72]
其他
引用
- ↑ 直播, 2020-03-28 (1:02:46).
- ↑ 2.0 2.1
- ↑ 3.0 3.1 3.2 3.3 直播, 2023-09-29 (1:07:01).
- ↑ 4.0 4.1 4.2 4.3 直播, 2019-07-26 (1:20:48).
- ↑ 5.0 5.1 MMOGames interview, January 2017
- ↑ 6.0 6.1 6.2 直播, 2017-11-17 (9:49).
- ↑ 直播, 2020-07-25 (1:52:45).
- ↑ 直播, 2020-03-28 (1:01:34).
- ↑ 9.0 9.1 9.2 9.3 9.4 訪談, 2020-03-27 (6:03).
- ↑
- ↑
- ↑
- ↑ 13.0 13.1 13.2 直播, 2020-10-30 (1:01:00).
- ↑ 14.0 14.1 14.2 14.3 14.4 14.5
- ↑ 15.0 15.1 訪談, 2018-05-11 (50:05).
- ↑ Blog: Creative Director's Letter
- ↑ 17.0 17.1 17.2 17.3 City hall.
- ↑
- ↑ 19.0 19.1 直播, 2023-08-31 (31:44).
- ↑ Node series part II – the Metropolis.
- ↑ 21.0 21.1 21.2 Blog - Know Your Nodes - The Basics.
- ↑ 直播, 2023-08-31 (37:35).
- ↑ 直播, 2023-09-29 (1:05:44).
- ↑ 24.0 24.1 24.2 24.3 24.4 24.5 24.6 24.7 24.8 影片, 2019-07-15 (2:12).
- ↑ 25.0 25.1 影片, 2023-09-29 (2:59).
- ↑ 26.0 26.1 26.2 26.3 26.4 26.5 26.6 26.7 直播, 2023-08-31 (2:10:23).
- ↑ 27.0 27.1 27.2 27.3 27.4 Blog - Know Your Nodes - Advance and Destroy.
- ↑ 28.0 28.1 28.2 直播, 2020-10-30 (39:17).
- ↑ 29.0 29.1 29.2 29.3 29.4 29.5 直播, 2018-09-27 (53:06).
- ↑ 30.0 30.1 直播, 2022-02-25 (41:00).
- ↑ 31.0 31.1 直播, 2021-02-26 (1:12:18).
- ↑ 直播, 2022-03-31 (4:57).
- ↑ Podcast, 2021-04-11 (29:47).
- ↑ 訪談, 2018-05-11 (54:34).
- ↑ 直播, 2017-05-26 (21:23).
- ↑ Podcast, 2021-04-11 (23:36).
- ↑ 37.0 37.1 訪談, 2018-05-11 (47:27).
- ↑ 38.0 38.1 直播, 2022-07-29 (1:13:09).
- ↑ 影片, 2016-12-04 (0:02).
- ↑ 40.0 40.1 A reactive world - Nodes.
- ↑ Twitch Bustin - Practice Sieges?
- ↑ 直播, 2020-12-22 (1:13:51).
- ↑ 影片, 2017-04-30 (5:31).
- ↑ 直播, 2022-01-28 (17:50).
- ↑ 直播, 2022-04-29 (27:42).
- ↑ 46.0 46.1 訪談, 2020-07-19 (24:34).
- ↑ 47.0 47.1
- ↑ 48.0 48.1 48.2 Blog: Development Update with Village Node.
- ↑ 49.0 49.1 直播, 2023-08-31 (44:21).
- ↑ 50.0 50.1 影片, 2018-04-05 (41:48).
- ↑ 直播, 2017-05-24 (40:50).
- ↑ 52.0 52.1 直播, 2019-06-28 (1:26:14).
- ↑ 直播, 2018-04-8 (AM) (18:59).
- ↑ 54.0 54.1 54.2 54.3 Podcast, 2021-09-29 (8:38).
- ↑ 55.0 55.1 影片, 2022-05-27 (17:15).
- ↑ 直播, 2017-05-17 (30:53).
- ↑ Kickstarter - We Just Broke $1,500,000!
- ↑ 58.0 58.1 58.2 58.3 58.4 58.5 58.6 58.7 影片, 2023-08-31 (28:04).
- ↑ 直播, 2020-03-28 (1:03:38).
- ↑
- ↑
- ↑ 62.0 62.1 訪談, 2023-07-09 (54:46).
- ↑ 63.0 63.1 63.2 直播, 2023-06-30 (1:45:22).
- ↑ 64.0 64.1 64.2 64.3
- ↑ 直播, 2023-08-31 (15:51).
- ↑ 66.0 66.1 訪談, 2023-07-09 (38:14).
- ↑ 67.0 67.1 訪談, 2020-03-27 (0:30).
- ↑ 直播, 2023-09-29 (1:11:22).
- ↑ 69.0 69.1 直播, 2022-08-26 (1:10:16).
- ↑ 70.0 70.1 訪談, 2018-05-11 (57:02).
- ↑
- ↑ 72.0 72.1 72.2 72.3 Blog: Exploring the Boundless Opportunities of Freeholds.
- ↑