Player housing

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Pre-alpha Empyrean freehold homestead.[1]

Players will have the ability to survey and develop land anywhere in the world. Be a pioneer deep in the wilderness, build the home of your dreams, and work the land to cultivate resources and supplies. Alternatively, stick with civilization and safety in numbers – purchase a home within the confines of a village and watch your investment grow as that village turns into a city. Homeowners in our game will have the ability to develop their plot of land as they see fit. Focus on farming, animal husbandry, or own your very own smithy. You’ll be able to specialize your land to maximize your profits or your comfort – be sure to choose wisely.[2]

Player housing comes in the form of Static housing, 公寓 and 不动产.[4]

A player may own up to 1 of each type of housing simultaneously.[5] Static housing and 公寓 are one per server; 不动产 are one per account.

Player housing Type. Availability. Limit.
公寓 Instanced.[4] Village stage and higher.[6] One per server.[7]
不动产 Open world.[4] Village stage and higher.[4] One per account.[7]
Static housing In-node.[4] Village stage and higher.[4] One per server.[7]
Q: Freeholds specifically are locked one per account?
A: Correct.[7]Steven Sharif
Q: If I put an alt on a different server I could have like in node housing or like at least an instanced house?
A: Correct, yes.[7]Steven Sharif


Player housing offers a number of benefits:[8][9]

  • Ability to claim citizenship to a node.[10]
  • Each different type of housing offers different benefits.[11]
    • Additional benefits are granted to home owners who are also citizens of that node.[11]
  • Ability to place furniture and other decor items.[12][13][14]
    • Houses will be empty when purchased. Players will need to place furnishings and decorations in them.[15]
    • Each size of player-owned housing determines how many decor items can be placed in it.[8]
  • Storage containers.[14][9]
    • Players must build and place these in their housing. There are restrictions on the grades of storage containers available in different types of houses.[14]
    • Different grades of storage containers have different inventory capacities.[14]
  • 各 具 特色 benches to craft furniture and other items.[13][9]
  • Prized items can be displayed within a house.[9]
  • 成就 and trophies may be displayed.[9]
  • Social activities.[9]
  • May provide proximity based bonuses.[9]


Player housing grants the ability to claim citizenship of a node.[10]

  • Citizenship tickets may also grant citizenship to certain node stages. This mechanic will be decided based on testing.[17]

We want these places to be populated and people to be attracted to them and so right now we think housing is enough for that. But we don't want to design ourselves into a corner where we don't have any other options, so the hope is that yes citizenship will be only gained through housing; with our caveat that if that doesn't work well we'll change it.[17]Jeffrey Bard

Citizenship can be claimed for Village (level 3) nodes or higher.[18]

  • A player can only claim citizenship to one node at a time.[19]
  • Only one citizenship may be declared per account, per server.[20][21][22]
    • This may have changed to one citizenship per account.[23]
  • Citizenship is lost if the node is destroyed. A player can then become citizen of another node.[20]
  • Node citizenship is not tied to membership of a guild. Guilds don't "own" nodes.[20]

Your account is bound to one declared citizenship per server, which means that if you have two alts and your main character on one server you may only be a citizen of one node between those three... If you have an alt on a different server, it could be a citizen of a node as well.[22]Steven Sharif

Changing citizenship has a cooldown of two weeks.[10]

  • This applies to players who renounce their citizenship in a node.[20]

You can declare citizenship to only one node and when you declare that citizenship. Let's say for example, one guild perhaps wanting to kind of take all their members and have them all declare the same citizenship to a location. The longer a node exists the higher the prize it is to take and some systems with regards to crafting progression and/or rewards and bonuses or the reliquary that we haven't really touched on a lot, those systems are going to be so enticing that from an incentive standpoint it will compel other groups to either potentially break alliances or siege the city in order to take the goods that are potentially in it. So, from an incentive standpoint we have that at play. Additionally, we don't have a cap per-se that we've announced yet on the citizenship aspect of being in a node, but we do have soft caps. It becomes costlier the higher number of citizens each time one new person wants to join to be part of a node. So, there is sort of a soft cap on how many citizens one node can have and it might be that not all in the guild can participate in that area. So, there's kind of a natural divide: A pseudo faction, so to speak between who is a part of that node and who is not.[25]Steven Sharif

Players can interact with the node board to get a list of citizens of the node.[26]

A player does not need to declare citizenship of any node. These players won't need to pay taxes but will miss out on benefits of citizenship.[27]

Household security

A permissions system will enable an owner to grant access to specific parts of their housing.[28][29][30]

It'll be a single owner based system for those types of properties- for properties in general, but it doesn't prevent players obviously from you know collaborating and pooling resources in order to achieve certain achievements in the game.[28]Steven Sharif


公寓 are internal only (instanced) spaces within a node that offer some housing functionality.[4] There will be an initial 50 apartments available for purchase when a node advances to a Village (stage 3). Additional apartment buildings can be built at Town (stage 4) if the mayor chooses to construct them and if there is an available plot to do so.[36][6]

  • The number of available apartments increases as a normal part of node advancement.[6]
  • It was previously stated that apartments would be available at Town (stage 4) or above.[4]

The mayor may additionally construct apartment buildings when the node hits stage 4 at one of the building plots in the node, along with cities gaining additional static housing and apartments by default as a normal part of the leveling process.[6]Steven Sharif

Apartment options

Apartment options.[4]

  • Apartment rentals offer node citizenship.
  • Different price points offer different sized apartments.
  • Prices for apartments will fluctuate depending on the number of units already sold in the node.
  • Apartments are instanced and only limited in number by the increasing price.
  • Apartments can be decorated as required.


不动产 in Alpha-1.[37]

The whole goal of the freehold system is to give everything a purpose and not just have it be like "oh this is my pretty design", but it's a design towards something for your character- towards something for the world.[38]Jeffrey Bard

不动产 are sizable player housing plots that can be situated within the 影响区 (ZOI) of a Village (stage 3 node) or higher.[4]

The freehold system interacts with multiple other systems in-game.[42]

Freehold placement

不动产 may be placed anywhere within the ZOI of a stage 3 node (or higher) so long as they are not in close proximity to any of the following:[44]

Freehold plots will require a certificate from the parent node in order to place the plot.[48]

The more advanced a node is, the more freeholds can be built within its ZOI.[4]

  • Ample space will be available to place freeholds in the ZOI of a village node.[36]

Collections of freeholds placed together are considered part of their parent node and do not become a separate node, other than via roleplay.[49]

Freehold buildings

Freehold buildings can be placed on a freehold plot.[4][51]

Buildings will require blueprints and materials.[48]

  • Basements in freehold buildings are to be decided.[52]

Freehold buildings will not change in terms of footprint (within a specific tier of that building) but may increase in height.[41]

  • Certain buildings will have multiple tiers, with different footprint sizes. For example: Small, medium, large, to mansion-sized homes.[41]
    • A mansion sized home may occupy up to 50% of a freehold plot.[41]

Freehold building architecture is based on the blueprint for the building.[53]

  • Cosmetics can also be applied to a blueprint based on the type of building.[53]
  • Players are not locked into any particular race for freehold blueprints.[54]

The way we look at it is the freehold is your space so we want you to be able to make it look the way you want it to.[53]Jeffrey Bard

Freehold building placement

There may be a grid-based system that freehold owners can use to place items/props and buildings on their freehold plot.[55][40]

  • Players will need to manage how these are arranged to maximize adjacency bonuses.[40]

Depending on where your place you're freehold, you're gonna have different environmental tiles available to you and those will kind of enable or buff existing structures that you place in your Freehold... I don't know that we would put like fish farming just for a freehold that's on a river. What we would probably do is give you a buff to fishing in that area. That kind of a thing. So there'll be more buffs for existing things rather than necessarily a special buildings just for that area. But again we're not fully baked in on that system yet, so it's very possible though we end up going down that direction.[56]Jeffrey Bard

Freehold benefits

不动产 offer the following additional benefits.

Freehold security

A permissions system will enable an owner to grant access to specific parts of their housing.[28][29][30]

It'll be a single owner based system for those types of properties- for properties in general, but it doesn't prevent players obviously from you know collaborating and pooling resources in order to achieve certain achievements in the game.[28]Steven Sharif

Players cannot steal from a freehold under normal circumstances.[58]

  • Items stored in a Freehold may become lootable after a successful siege against their parent Node.

Players cannot be killed by other players while inside (the footprint of)[59] their freehold.[60]

  • NPC guards that permanently exist on a freehold are not a planned feature.[60]
  • Guards may be available for hire to defend freeholds after a successful node siege.[61]
Q: We were discussing in chat earlier about freeholds and whether or not a person would be safe in their home or within the entirety of their freehold from getting player killed?
A: I think our initial testing is going to revolve around the footprint of their freehold and then we'll take into consideration the metrics gleaned from that testing.[59]Steven Sharif

Shared access

Players may grant shared access to certain freehold services to a limited number of other players, such as access to their processing centers.[62]

Static housing

Static housing provides non-instanced player accommodation within a node, also known as in-node housing.[4]

Static housing benefits

Static housing offers the following additional benefits.[13]

Static housing development

Static housing furnishings and home decorations in an Alpha-1 village node.[14]

If the node advances players can essentially select an option on their house as they own it that they want it to upgrade to the next stage if the node advances or they can select an option not to upgrade it. So you as the node levels and larger homes become available, the town stage introduces additional medium types housing, the city stage introduces large sized homes, and in the metropolis stage introduces my mansion size houses each of which contain specific... allowances and allotments for different types of furnishings that have gameplay implications.[14]Steven Sharif

In-node housing can scale in size with the advancement of it's parent node. This may be toggled on or off by the player.[14][4]

  • The Village stage offers small housing types.[14]
  • The Town stage introduces medium housing types.[14]
  • The City stage introduces large sized homes.[14]
  • The Metropolis stage introduces mansion size houses.[14]

If you choose to keep the same size then the next stage will have an occupied small home. So for instance if at stage three there are 8 small home and you own 1, then at stage 4 there are 10 new small homes of which x are owned by previous owners, and 10 new medium homes of which x are owned by upgraded small home owners.[65]Steven Sharif

New property becomes available at each stage of advancement, but it will be more akin to what was available at the previous stage.[4]

  • Only the houses that existed at the Village stage will become main street mansions at the Metropolis stage.[4]

Housing destructibility

Destructible castle.[66]

This is the castle siege destruction props. It's variable areas of exploded stuff. You can't completely destroy the castle or you wouldn't be able to get to the top of it.[66]Michael Bacon

Destructible environments will be a core element of how players interact with the world, in both Ashes of Creation Apocalypse and Ashes of Creation the MMORPG.[69]

We want destruction to be a very core element of how players make their way through the world.[69]Steven Sharif

  • Attackers may not be capable of destroying a node during a siege. Instead they may carry out precision attacks to disable specific service-oriented buildings within the node. These buildings can be targeted with siege weapons and bombs.[70]
  • Node buildings (including player housing) have hit points and can be damaged during sieges. If buildings suffer more than approximately 25% damage, any NPCs or services offered by that building will not be available until the building is repaired.[71]
  • If the node still exists after the siege has ended, citizens will need to obtain the resources needed to repair and rebuild any damaged infrastructure.[71][72]
    • Larger more advanced buildings will require more resources to repair them. In-node housing will likely require the least resources to repair.[73]
  • Player housing that is destroyed during a node siege can no longer be sold.[74]

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 you know 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.[70]Steven Sharif

Static housing destructibility

Following a node siege, static housing will be scaled back or destroyed based on the advancement of the node.[75]

  • If the housing was purchased at a higher advancement than the node currently is then it will be destroyed, otherwise the housing will be scaled back.

Apartment destructibility

公寓 may be destroyed in the following circumstances:[75]

  • If their building was destroyed during a node siege, even if the siege was not successful.
  • If the Node delevels below stage 3 (Village) as a result of being destroyed or through node atrophy.
  • If a mayor built extra Apartment buildings during Node advancement at Stage 4 or higher and the Node deleveled below that stage.

Freehold destructibility

不动产 may be attacked by any player[77] for a period of two hours[78] following a successful siege against its parent node.[61]

  • Players and their allies may defend their freehold for this period of time.[61]
  • Structures and guards may be obtained to defend freeholds during this period.[61]

After the two hour period of open combat following a successful node siege, any remaining freeholds will exist under a grace period for roughly 1 week where another node may take over the zone of influence of the freehold.[77][78]

  • The freehold owner will be required to undertake a quest process to have their freehold adopted by a new node if one exists.[77]
  • At the end of the grace period, if the freehold does not reside within the ZOI of a stage three (Village) node or above, it will be destroyed.[79]

If a siege is successful, then the Node is brought down to Level 0, and anyone who was a citizen of that Node is no longer a citizen. Freeholds within the Zone of Influence are subject to a period of vulnerability. These Freeholds can be destroyed by other players during a period of roughly 2 hours after a successful siege. Destroyed Freeholds are subject to material loss, and blueprints for them are mailed to the player to utilize for future placement in order to allow the player to keep their Freehold’s layout and structure. Once the vulnerability period is complete, any remaining Freeholds will exist under a grace period for roughly 1 week where another Node may take over the Zone of Influence of the Freehold.[78]Margaret Krohn

Player housing designs and decorations are retained and can be placed again later if the housing is destroyed during a node siege.[75][76]

  • Blueprints are mailed to the player to utilize for future placement.[78]
  • Destroyed freeholds are subject to material loss.[78]
  • Certificates will track major milestones (such as Furnaces and Homesteads, for example).[75][76]
  • A possible design idea is for items such as furnishings to be boxed in crates that are accessible inside the new home.[80]

Real estate

Players buy the deeds for housing from the node itself.[18] Players can also buy and sell properties from other players.[4]

  • Housing will have a base price that scales with the number of citizens in the node.[81]
  • The developers are considering an auction-based method for listing new properties that become available for purchase when a node advances.[82]
    • A grace period will occur before the housing becomes available for auction.[82]
    • Bids will then be accepted starting at a minimum reserve value that is based on the number of citizens in that node.[82]
    • At the end of the auction, the highest bidder will win the house.[82]
  • Static housing and apartments can be listed and sold to other players.[8][83]
    • There is no cap on the price of player-originated housing sales.[11]
    • Player housing that is destroyed during a node siege can no longer be sold.[74]
    • 不动产 may not be sold to other players.[8] This is subject to change based on testing.[84]

There's no cap essentially in player originated sales. Those are determined essentially by supply and demand as it is within the game and there's no artificial barrier to how high that demand can go.[11]Steven Sharif

  • Housing ownership can default back to the node if the owner fails to pay their property taxes. A balance and penalties will be charged to the new purchaser of the home in the manner of a "foreclosure process".[81]
  • Players will not be able to exceed their allotment of housing in the game.[85]

This will allow players to transfer real property goods. This includes ... static housing, this includes apartments that they may own; and they can sell those because those will have a limited and finite quantity.[85]Steven Sharif

Rental and leasing concepts are currently under consideration.[85]

Some concepts that we have is going to be rental or leases that could be had allowing players to kind of lease a property for a period of time where they will have control rights over utilizing storage based on the area, controlling the furniture or access point; all that kind of stuff.[85]Steven Sharif


When a node reaches stage 3 (Village) and a player run government has formed, all player housing will pay taxes.[86]

  • A player's tax charge will be determined by the number of structures built on their plot.[87]

Housing decoration

Players may decorate their player housing and other types of buildings.[90]

Quality furniture can be crafted in-game based on the skill of the craftsperson.[94]

  • Furnishing items with in-game functionality will be restricted entirely to those created by the Carpentry profession.[12]

Your ability to craft more luxurious furniture comes with how much of a master craftsman you've become in the furnishing profession... This isn't like you know, I want my house to look good, I got to fork over 50 bucks in cosmetics... Players can craft in-game based on their dedication and focus in that aspect the artisan tree.[94]Steven Sharif

Housing designs/blueprints

Player housing designs and decorations are retained and can be placed again later if the housing is destroyed during a node siege.[75][76]

  • Blueprints are mailed to the player to utilize for future placement.[78]
  • Destroyed freeholds are subject to material loss.[78]
  • Certificates will track major milestones (such as Furnaces and Homesteads, for example).[75][76]
  • A possible design idea is for items such as furnishings to be boxed in crates that are accessible inside the new home.[80]

Housing decoration cosmetics

Node advancement

Illustration of node advancement from Wilderness (stage 0) to Metropolis (stage 6).

Nodes advance by collecting experience from the actions of players nearby. As players complete content inside of a Node’s Zone of Influence (the area around the node), they contribute that experience toward the Node’s development. The experience given to the Node may then be modified based on certain Events and Accomplishments. When a Node reaches the experience required, it undergoes the process of advancing to the next stage. There are a few exceptions where a Node cannot advance even though it has the required experience - most commonly, a Node can not advance if a Node is a Vassal of another Node and would advance to the same stage as its Parent Node.[78]Margaret Krohn

Citizen and non-citizen player activity (questing, gathering, raiding, etc.) within a node's ZOI counts toward that particular node’s advancement (progression).[95] Nodes have seven (7) stages of advancement, with experience thresholds for each stage. When a Node reaches the experience required for its current stage, it advances to the next stage.[96]

Node stage.[95] Alternate name.[97] Timeframe to advance.[95] Player housing.[98]
0. Wilderness -
1. Expedition Crossroads Few hours -
2. Encampment Camp Many hours -
3. Village - Few days Small houses
4. Town - Many days Medium houses
5. City - Few weeks Large houses
6. Metropolis Metro Many weeks Mansions

The Development Area of a Node is where civilization will appear as the Node advances. As the Node Stage increases, different buildings, NPCs, and services will become available in the Development Area. The higher the Node Stage, the more complex and populated the Development Area becomes. Development Areas will also vary depending on the Node Type - Economic, Military, Scientific, or Divine; we’ll go into further details on each of those Node Types in future posts in this series.[78]Margaret Krohn

Conceptual illustration. 节点 that are in the ZOI of more advanced nodes have their progression capped by the more advanced node.[99] ZOIs will likely be irregular shapes in the game, the circles depicted here are just for the purposes of illustration.

Beginning at Node Stage 3, when a Node advances, it enslaves nearby Nodes and makes them into its Vassals. Vassal Nodes are owned by a Parent Node and must always be at least one Node Stage below the Parent Node. This means that the Vassal Node cannot grow until the Parent Node advances in stage. Vassal Nodes give excess experience to their Parent Node, and are able to have their own Vassals, as long as they fit within the Parent Node’s Zone of Influence. They are subject to the government, alliances, wars, taxes, and trade of their Parent Node, and are able to receive federal aid from them. A Vassal Node cannot declare war on their Parent Node or any of its Vassals. Citizens of Vassals are bound by the diplomatic states of the Parent Node.[96]Margaret Krohn

The advancement of a node unlocks its unique content, which comes at the cost of locking out an increasing ring of neighboring nodes from progressing to the next stage.[100]

  • Nodes advance to the first stage quickly. This enables NPC services such as vending or banking items.[101]
  • The more advanced the node is, the larger its ZOI becomes.[4]
  • Less advanced nodes (referred to as vassal nodes) that fall within a more advanced node's ZOI can still gain XP, but must remain at a lower advancement stage than the dominant node.[99]
    • The vassal system begins when a node hits stage 3 (village), but neighboring nodes lower than stage 3 also block the growth of their immediate neighbors.[102]
  • The territory expansion algorithm takes into account the nearest coast, neighboring nodes, and the heatmap of players in surrounding areas over the last weeks or month.[103]
    • Due to the way the progression algorithm calculates territorial (ZOI) expansion during node advancement, there is a small possibility that two nodes of the same stage end up being close to each other.[104]

The way that the algorithm expands the territories takes into account a few things: One it takes into account the coast like where's the closest coast. Two it takes into account the neighboring nodes so it can take over and essentially vassal state those nodes, but what's more important is essentially the initial population based on like how players choose their races. Because we have nine different races and four different starting points that branch out, each server's population density is going to dictate essentially the first few nodes that are that are highly populated and then that initial seed is what's going to determine the node structure as it moves inland into the into the world essentially; and based on the performance and successes of different sieges will determine which nodes that got locked out from the previous the initial advancements what nodes can now be available to advance further. So I really think that with so many variables that are present in the equation of how nodes advance and stay existing with the more variables you have, the higher likelihood there is for there to be a significant diversion in world progression.[103]Steven Sharif

Normally the algorithm that's applied to the node territorial expansion will prevent significant nodes from being in close proximity to each other... There could be a perfect storm where all of the the algorithmic progression of territory leads to having these nodes very close to each other because there's certain requirements that should that need to be available to satisfy node vassal takeovers; and it's possible that two nodes would never take each other over as vassals and end up kind of close together and spanning their territories in kind of opposite directions: The Tale of Two Cities kind of thing.[104]Steven Sharif

  • A node does not receive XP from the nodes within its ZOI until these nodes have reached their cap.[99]
  • Players are moved to safety if they intersect with newly spawned assets during node advancement.[105]
  • Citizens of one node can contribute to the advancement of other nodes.[106]
  • The exact percentage of advancement from obtaining items or killing monsters is not going to be explicitly known to avoid "gaming" the system.[107]

Different people have different resources invested in nodes progressing and it would be a little "gamey" if you could know exactly what was necessary at that point because that would disincentivize people from participating.[107]Steven Sharif

Tavern rooms

Owners of taverns are able to rent out rooms. The quantity and quality of rooms scales with the level of the tavern.[108]

Player housing grace period

If a player's subscription runs out, there will be a grace period before player housing is lost.[109]

Mobile/web interface

A mobile application and web interface allows players who are not logged into the game to have authority over certain services and mechanics.[110][111] Some functionality may come post-launch.[112]

Specific dates that you can have running as reminders in your guild UI, this will also be something that I would like to be available on the mobile companion app as well. So essentially you can receive notifications via a calendar update on guild events that the leaders or the officers have the ability to pin within the game will also give you notifications on the mobile app as well. That's my intention at least.[116]Steven Sharif

Some of it may come post-launch... but we do want people to interact with the game on their phones when they're away from the computer; and we're going to do as much as we can to make that cool.[112]Jeffrey Bard


Community guides

See also


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  3. Livestream, 2018-05-04 (32:46).
  4. 4.00 4.01 4.02 4.03 4.04 4.05 4.06 4.07 4.08 4.09 4.10 4.11 4.12 4.13 4.14 4.15 4.16 4.17 4.18 4.19 Node series part II – the Metropolis.
  5. player housing limits.png
  6. 6.0 6.1 6.2 6.3 6.4 Steven Sharif - Clarification points from today’s stream.
  7. 7.0 7.1 7.2 7.3 7.4 7.5 Interview, 2018-05-11 (50:47).
  8. 8.0 8.1 8.2 8.3 8.4 8.5 Livestream, 2020-06-26 (47:32).
  9. 9.0 9.1 9.2 9.3 9.4 9.5 9.6 9.7 Livestream, 2017-05-05 (30:53).
  10. 10.0 10.1 10.2 Citizenship.png
  11. 11.0 11.1 11.2 11.3 11.4 Interview, 2020-07-08 (33:34).
  12. 12.0 12.1 12.2 12.3 12.4 12.5 Interview, 2020-07-08 (40:20).
  13. 13.0 13.1 13.2 13.3 13.4 Livestream, 2020-06-26 (45:32).
  14. 14.00 14.01 14.02 14.03 14.04 14.05 14.06 14.07 14.08 14.09 14.10 14.11 14.12 14.13 Video, 2020-05-31 (47:32).
  15. 15.0 15.1 Livestream, 2020-06-26 (53:20).
  16. Livestream, 2020-03-28 (1:02:56).
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  18. 18.0 18.1 MMOGames interview, January 2017
  19. Livestream, 2017-05-19 (53:24).
  20. 20.0 20.1 20.2 20.3 Interview, 2020-07-29 (17:26).
  21. steven-kings-and-mayors.png
  22. 22.0 22.1 Interview, 2018-05-11 (50:05).
  23. Interview, 2018-10-20 (2:36).
  24. citizenship.jpg
  25. Video, 2018-04-05 (41:48).
  26. 26.0 26.1 Livestream, 2020-11-30 (1:01:00).
  27. Livestream, 2017-05-26 (44:52).
  28. 28.0 28.1 28.2 28.3 28.4 28.5 Livestream, 2020-06-26 (58:32).
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  31. 31.0 31.1 Livestream, 2019-06-28 (1:23:31).
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  33. 33.0 33.1 Livestream, 2018-02-09 (51:57).
  34. 34.0 34.1 Livestream, 2020-06-26 (59:11).
  35. 35.0 35.1 Livestream, 2017-05-12 (52:01).
  36. 36.0 36.1 36.2 36.3 steven-housing-numbers.png
  37. Livestream, 2020-05-29 (36:29).
  38. Livestream, 2020-05-29 (42:01).
  39. Livestream, 2020-05-29 (35:36).
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  42. 42.0 42.1 42.2 42.3 42.4 42.5 Livestream, 2017-10-16 (56:38).
  43. Video, 2017-05-25 (0:02).
  44. 44.0 44.1 44.2 44.3 44.4 Livestream, 2017-05-19 (32:23).
  45. Livestream, 2020-06-26 (1:52:33).
  46. Livestream, 2018-05-09 (40:24).
  47. Freeholds.png
  48. 48.0 48.1 stevenclarification.png
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  50. Ashes of Creation Store: Velkor's Eye.
  51. Livestream, 2017-05-24 (9:58).
  52. Livestream, 2019-06-28 (1:09:22).
  53. 53.0 53.1 53.2 Livestream, 2020-08-28 (2:14:06).
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  55. Livestream, 2020-05-29 (41:27).
  56. Livestream, 2018-12-06 (44:14).
  57. Freehold buildings.png
  58. Livestream, 2017-05-17 (1:03:23).
  59. 59.0 59.1 Interview, 2018-08-08 (6:44).
  60. 60.0 60.1 Livestream, 2018-01-18 (31:05).
  61. 61.0 61.1 61.2 61.3 Livestream, 2017-05-19 (28:04).
  62. Interview, 2018-05-11 (28:21).
  63. Video, 2020-05-31 (38:50).
  64. Livestream, 2017-05-19 (33:57).
  65. steven-static-housing-same-size.png
  66. 66.0 66.1 Livestream, 2019-10-31 (36:20).
  67. Ashes of Creation Apocalypse Early Access.
  68. Video, 2019-09-24 (0:10).
  69. 69.0 69.1 Livestream, 2019-06-28 (31:15).
  70. 70.0 70.1 Livestream, 2019-11-22 (16:56).
  71. 71.0 71.1 Interview, 2020-07-08 (57:46).
  72. Livestream, 2019-11-22 (17:59).
  73. Interview, 2020-07-08 (59:38).
  74. 74.0 74.1 74.2 Livestream, 2020-06-26 (1:02:12).
  75. 75.0 75.1 75.2 75.3 75.4 75.5 75.6 Livestream, 2017-07-18 (40:14).
  76. 76.0 76.1 76.2 76.3 76.4 Livestream, 2017-11-17 (47:10).
  77. 77.0 77.1 77.2 Livestream, 2020-08-28 (2:04:00).
  78. 78.0 78.1 78.2 78.3 78.4 78.5 78.6 78.7 78.8 Blog - Know Your Nodes - Advance and Destroy.
  79. Livestream, 2017-05-19 (29:34).
  80. 80.0 80.1 Livestream, 2020-06-26 (1:00:57).
  81. 81.0 81.1 Livestream, 2020-06-26 (53:41).
  82. 82.0 82.1 82.2 82.3 Livestream, 2017-05-12 (55:01).
  83. Livestream, 2020-06-26 (54:03).
  84. Livestream, 2020-06-26 (56:08).
  85. 85.0 85.1 85.2 85.3 Livestream, 2019-05-30 (1:23:41).
  86. House Tax.png
  87. Tax spending.png
  88. Livestream, 2020-05-29 (36:18).
  89. screenshot 261.png
  90. Livestream, 2017-11-17 (26:22).
  91. Livestream, 2017-05-24 (29:54).
  92. Livestream, 2020-05-29 (38:04).
  93. Livestream, 2017-05-22 (56:31).
  94. 94.0 94.1 Livestream, 2018-08-17 (10:54).
  95. 95.0 95.1 95.2 A reactive world - Nodes.
  96. 96.0 96.1 Blog - Know Your Nodes - The Basics.
  97. Livestream, 2018-12-12 (14:48).
  98. Interview, 2020-07-20 (3:45).
  99. 99.0 99.1 99.2 Livestream, 2017-10-16 (50:20).
  100. Video, 2017-04-20 (0:02).
  101. Npc vending.jpg
  102. jahlon-steven-vassal-nodes-quote.png
  103. 103.0 103.1 Interview, 2020-07-18 (10:04).
  104. 104.0 104.1 Interview, 2020-07-08 (1:00:15).
  105. Livestream, 2017-11-17 (55:27).
  106. node xp.png
  107. 107.0 107.1 Livestream, 2017-05-26 (28:16).
  108. The mighty beard!
  109. Livestream, 2017-05-24 (42:22).
  110. Livestream, 2018-01-18 (30:18).
  111. 111.0 111.1 Livestream, 2017-11-17 (11:00).
  112. 112.00 112.01 112.02 112.03 112.04 112.05 112.06 112.07 112.08 112.09 112.10 Livestream, 2018-05-04 (54:09).
  113. Livestream, 2017-05-09 (28:57).
  114. Livestream, 2017-11-17 (9:49).
  115. Livestream, 2017-11-17 (11:53).
  116. 116.0 116.1 Podcast, 2020-11-15 (52:50).