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Pre-alphaEmpyrean 族個人土地房家宅[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]


玩家最多可同時擁有每種房屋各一間。[5] 固定房屋公寓為每伺服器一間〕﹔個人土地房為每帳號一座。

玩家房屋 種類 解鎖條件 起始數目 擁有限制
公寓 獨立區域[4] 村莊階段及以上[6] 5[7] 伺服器每名角色一間[8]
個人土地房 開放世界[4] 村莊階段及以上[4] 充足'[7] 每個帳號一座[8]
固定房屋 節點內[4] 村莊階段及以上[4] 8[7] 伺服器每名角色一間[8]
問: 只有個人土地房是限定每帳號一座嗎?
答: 對。[8]Steven Sharif
問: 在不同伺服器的分身也可以擁有節點內的房屋或至少獨立區域的公寓嗎?
答: 對,是的。[8]Steven Sharif


玩家房屋有許多好處,[9][10] 而不同種類將有不同好處。[11]

  • 可申請成為該節點公民[12]
    • 同時為節點公民的屋主可擁得額外好處。[11]
  • 可擺放家具及其他裝飾物品[13][14][15]
    • 剛購買時房屋將空空如也. 玩家需要自行擺放家具和裝飾品。Players will need to place furnishings and decorations in them.[16]
    • 可擺放的裝飾品數量將取決於房屋的大小。[9]
  • 儲物箱。[15][10]
    • 儲物箱需要透過製造取得。不同種類的房屋將設有儲物箱的品質限制。[15]
    • 儲物箱品質愈高,儲存量愈高。[15]
  • 製造台,可製造家具等物品。[14][10]
  • 展示獎品。[10]
  • 展示成就和戰利品 (未定)。[10]
  • 社交活動。[10]
  • 身處房屋附近時,可獲取額外獎勵 (未定)。[10]



  • Citizenship tickets may also grant citizenship to certain node stages. This mechanic will be decided based on testing.[18]

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.[18]Jeffrey Bard

玩家可以申請成為村莊 (階段 3)或以上的節點公民[19]

  • A player can only claim citizenship to one node at a time.[20]
  • Only one citizenship may be declared per account, per server.[21][22][23]
    • This may have changed to one citizenship per account.[24]
  • Citizenship is lost if the node is destroyed. A player can then become citizen of another node.[21]
  • Node citizenship is not tied to membership of a guild. Guilds don't "own" nodes.[21]

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.[23]Steven Sharif

Changing citizenship has a cooldown of two weeks.[12]

  • This applies to players who renounce their citizenship in a node.[21]

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.[26]Steven Sharif

Players can interact with the node board to get a list of citizens of the node.[27]

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.[28]


A permissions system will enable an owner to grant access to specific parts of their housing.[29][30][31]

A property has a single owner.[29]

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.[29]Steven Sharif

Server merges

The developers intend to carefully manage server populations via the use of character creation throttles to avoid the need to merge servers.[39][40]

  • Only servers that share the same timezone will be merged together.[41]
  • The server with the lower population (weaker server) will be merged into the server with the higher population (stronger server).[41]
  • Players from the weaker server will be provided the opportunity to change their character names during the merger.[41]
  • There are two options for player owned land and property depending on the difference in size of the two servers.[41]
    1. For equal sized servers, property ownership will be reset for both servers, requiring all players to reestablish property ownership when the merge is complete.[41]
    2. For merges into a stronger server, only the players coming from the weaker server will be required to establish property ownership following the merge.[41]
Part of the equation of essentially watching to make sure that we don't over populate the server selection, but at the same time making sure that there's not a queue system in place that's so long it's detrimental to the concurrency of the player's will to play so to speak. It's a tough balancing act.[42]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 村莊 (階段 3). Additional apartment buildings can be built at Town (階段 4) if the mayor chooses to construct them and if there is an available plot to do so.[7][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 (階段 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 rentals offer node citizenship.[4]
  • Different price points offer different sized apartments.[4]
  • Prices for apartments will fluctuate depending on the number of units already sold in the node.[4]
  • Apartments can be decorated as required.[4]


Alpha-1 個人土地房[44]

個人土地房的整個目的就是賦予一切用途。不只可以讓你覺得「噢,我設計得真漂亮」,更是一個對你的角色、對世界有用途的設計。[45]Jeffrey Bard

個人土地房是較大型的玩家房屋,可以建造於村莊 (階段 3) 或以上的影響區域內。[4]



個人土地房 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:[51]

Freehold plots will require a certificate from the parent node in order to place the plot.[55]

  • The current design allows placement of freeholds anywhere in the ZOI of the node that the certificate was purchased from, including its vassal nodes. This may change as the result of testing.[56]
Depending on where you achieved- where you procured the certificate from, as long as it is either in the parent or the vassal area, it could be a part of either. You give that declaration when you lay down the freehold. But like I said, that may change because we are actively defining a different approach on some of the vassal systems.[56]Steven Sharif

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.[7]

Collections of freeholds placed together are considered part of their parent node and do not become a separate node, other than via roleplay.[57]


個人土地房建築 can be placed on a freehold plot.[4][59]

Buildings will require blueprints and materials.[55]

  • Basements in freehold buildings are to be decided.[60]

個人土地房建築 will not change in terms of footprint (within a specific tier of that building) but may increase in height.[48]

  • Certain buildings will have multiple tiers, with different footprint sizes. For example: Small, medium, large, to mansion-sized homes.[48]
    • A mansion sized home may occupy up to 50% of a freehold plot.[48]

Freehold building architecture is based on the blueprint for the building.[61]

  • Cosmetics can also be applied to a blueprint based on the type of building.[61]
  • Players are not locked into any particular race for freehold blueprints.[62]

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.[61]Jeffrey Bard


There may be a grid-based system that freehold owners can use to place items/props and buildings on their freehold plot.[63][47]

  • Players will need to manage how these are arranged to maximize adjacency bonuses.[47]

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.[64]Jeffrey Bard


個人土地房 offer the following additional benefits.


Players cannot steal from a freehold under normal circumstances.[66]

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

Players cannot PvP while inside (the footprint of)[67] a freehold (except following a successful node siege).[68][69]

The freehold is intended to be a protected area unless there is a siege and the town gets destroyed. If the town gets destroyed, the freehold's up for grabs and it becomes a PvP area.[68]Steven Sharif
  • NPC 守衛 may be available for hire to defend freeholds after a successful node siege.[71] NPC guards that permanently exist on a freehold are not a planned feature.[69]
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.[67]Steven Sharif

Permission to decorate a freehold is restricted to the owner of the freehold.[32]

  • Previously it was stated that permission to decorate but not take anything from the house would be able to be assigned to other players.[30]


Players may grant shared access to certain freehold services to a limited number of other players, such as access to their processing centers.[72]


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


固定房屋 offers the following additional benefits.[14]


固定房屋 furnishings and home decorations in an Alpha-1 village node.[75]

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.[75]Steven Sharif

In-node housing can scale in size with the advancement of its parent node. This may be toggled on or off by the player.[75][4]

  • The 村莊 stage offers small housing types.[75]
  • The Town stage introduces medium housing types.[75]
  • The City stage introduces large sized homes.[75]
  • The 大都會 stage introduces mansion size houses.[75]

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.[76]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 村莊 stage will become main street mansions at the 大都會 stage.[4]


Destructible castle.[77]

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.[78]Steven Sharif

節點建築 (including player housing) have hit points and can be damaged or destroyed by different systems.[79][80]

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.[80]

  • Players must repair damaged buildings (or rebuild destroyed ones) in order to reactivate the services from those particular buildings.[79][80][82]
    • Citizens will need to obtain the resources needed to repair and rebuild any damaged infrastructure.[80][82]
    • Larger more advanced buildings will require more resources to repair them. In-node housing will likely require the least resources to repair.[83]

Buildings that take significant damage are destroyed and appear as rubble on the plot they occupied.[79]

  • Node governments must clear any rubble on plots before any buildings can be reconstructed. Any prerequisites for the building reconstruction must be satisfied beforehand.[79]
    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.[79]Steven Sharif
  • If the node is destroyed by a node siege, the debris field will contain spoils that are lootable to the victors of the siege.[84][80][85][86]



Following a node siege, static housing will be scaled back or destroyed based on the advancement of the node.[88]

  • 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.


公寓 may be destroyed in the following circumstances:[88]

  • If their building was destroyed during a node siege, even if the siege was not successful.[82][88]
  • If the mayor decides to destroy apartment buildings all items and layouts will be mailed to the owner.[90]


個人土地房 may be attacked by any player[91] for a period of two hours[92] following a successful siege against its parent node.[71]

  • Players and their allies may defend their freehold for this period of time.[71]
  • Structures and guards may be obtained to defend freeholds during this period.[71]

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.[91][92]

  • The freehold owner will be required to undertake a quest process to have their freehold adopted by a new node if one exists.[91]
  • At the end of the grace period, if the freehold does not reside within the ZOI of a stage three (村莊) node or above, it will be destroyed.[93]
  • Players who are registered as a defenders of their node cannot loot their own destroyed freeholds.[94]

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.[92]Margaret Krohn

玩家房屋 designs and decorations are retained and can be placed again later if the housing is destroyed during a node siege.[88][89]

  • Blueprints are mailed to the player to utilize for future placement.[92]
  • Destroyed freeholds are subject to material loss.[92]
  • Certificates will track major milestones (such as Furnaces and Homesteads, for example).[88][89]
  • A possible design idea is for items such as furnishings to be boxed in crates that are accessible inside the new home.[95]


Players buy the deeds for housing from the node itself.[19] 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.[96]
  • The developers are considering an auction-based method for listing new properties that become available for purchase when a node advances.[97]
    • A grace period will occur before the housing becomes available for auction.[97]
    • Bids will then be accepted starting at a minimum reserve value that is based on the number of citizens in that node.[97]
    • At the end of the auction, the highest bidder will win the house.[97]
  • 固定房屋 and apartments can be listed and sold to other players.[9][98]

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".[96]
  • Players will not be able to exceed their allotment of housing in the game.[100]

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.[100]Steven Sharif

Rental and leasing concepts are currently under consideration.[100]

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.[100]Steven Sharif


When a node reaches stage 3 (村莊) and a player run government has formed, all player housing will pay taxes.[101]

  • A player's tax charge will be determined by the number of structures built on their plot.[102]


Players may decorate their player housing and other types of buildings.[105]

  • Houses will be empty when purchased.[16]
    • Players may be able to upgrade to pre-furnished sets when they purchase their home.[13]
    • Pre-furnished sets will be almost entirely visual and aesthetic. Only items crafted by the Carpentry profession will have in-game functionality.[13]
  • Each size, grade, and type of player-owned housing determines the number and type of items that can be placed in it.[106][109][9] For example: You can place only the best furniture in mansion grade in-node housing.[106]
    When it comes to if you put a cosmetic house on top of your normal house, those cosmetics should be similar in size. The shape will change, so maybe the room layout will be different, but it'll still be like a one-story building.[109]Margaret Krohn
  • Characters will be able to interact with furniture items such as sit in chairs and lay in beds.[110]
  • Players will not be able to alter structural aspects such as windows and walls.[13]
  • There may be decor items that are representative of unique weapons that are available in the game.[111]

Quality furniture can be crafted in-game based on the skill of the craftsperson and availability of recipes, components and workbenches suitable to craft them.[106][112]

  • Furnishing items with in-game functionality will be restricted entirely to those created by the Carpentry profession.[13]
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.[112]Steven Sharif


玩家房屋 designs and decorations are retained and can be placed again later if the housing is destroyed during a node siege.[88][89]

  • Blueprints are mailed to the player to utilize for future placement.[92]
  • Destroyed freeholds are subject to material loss.[92]
  • Certificates will track major milestones (such as Furnaces and Homesteads, for example).[88][89]
  • A possible design idea is for items such as furnishings to be boxed in crates that are accessible inside the new home.[95]



Racial architecture of the same 村莊 (階段 3) node on different servers. Dünir Dwarven influence (top). Kaelar Human influence (bottom). Alpha-1 非 NDA 截屏.

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.[113]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.[92]Margaret Krohn

節點佈局與風格 is determined by several factors:[114][115]

  • Environment (biome) and location of the node.[116][114][115]
    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.[116]Steven Sharif
    • Nodes will adjust the local topography to fit the aesthetic and mechanical requirements of the node.[117]

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.[117]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.[115]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.[123]Steven Sharif

  • The rest is determined by the node's mayor.[115]
    • It should be possible for a node to complete several building projects within a mayor's one month term in office.[124]
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 kind of 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.[124]Steven Sharif


Owners of taverns are able to rent out rooms. The quantity and quality of rooms scales with the level of the tavern.[125]


If a player's subscription runs out, there will be a grace period before player housing is lost.[126]





  1. 影片, 2017-05-25 (1:07).
  2. About Ashes of Creation.
  3. 直播, 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 4.20 4.21 4.22 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 7.6 steven-housing-numbers.png
  8. 8.0 8.1 8.2 8.3 8.4 8.5 訪談, 2018-05-11 (50:47).
  9. 9.0 9.1 9.2 9.3 9.4 9.5 直播, 2020-06-26 (47:32).
  10. 10.0 10.1 10.2 10.3 10.4 10.5 10.6 10.7 直播, 2017-05-10 (30:53).
  11. 11.0 11.1 11.2 11.3 11.4 訪談, 2020-07-08 (33:34).
  12. 12.0 12.1 12.2 Citizenship.png
  13. 13.0 13.1 13.2 13.3 13.4 13.5 訪談, 2020-07-08 (40:20).
  14. 14.0 14.1 14.2 14.3 14.4 直播, 2020-06-26 (45:32).
  15. 15.0 15.1 15.2 15.3 15.4 影片, 2020-05-31 (47:32).
  16. 16.0 16.1 直播, 2020-06-26 (53:20).
  17. 直播, 2020-03-28 (1:02:56).
  18. 18.0 18.1 直播, 2018-07-09 (27:12).
  19. 19.0 19.1 MMOGames interview, January 2017
  20. 直播, 2017-05-19 (53:24).
  21. 21.0 21.1 21.2 21.3 訪談, 2020-07-29 (17:26).
  22. steven-kings-and-mayors.png
  23. 23.0 23.1 訪談, 2018-05-11 (50:05).
  24. 訪談, 2018-10-20 (2:36).
  25. citizenship.jpg
  26. 影片, 2018-04-05 (41:48).
  27. 27.0 27.1 直播, 2020-10-30 (1:01:00).
  28. 直播, 2017-05-26 (44:52).
  29. 29.0 29.1 29.2 直播, 2020-06-26 (58:32).
  30. 30.0 30.1 30.2 30.3 30.4 直播, 2020-06-26 (51:58).
  31. 31.0 31.1 31.2 直播, 2017-05-19 (26:40).
  32. 32.0 32.1 32.2 32.3 直播, 2021-04-30 (1:12:33).
  33. 直播, 2021-07-30 (1:14:33).
  34. 直播, 2019-06-28 (1:23:31).
  35. steven-personal-storage-access.png
  36. 直播, 2021-01-29 (1:13:04).
  37. 直播, 2018-02-09 (51:57).
  38. 直播, 2020-06-26 (59:11).
  39. steven-server-accounts.png
  40. 訪談, 2020-07-18 (10:04).
  41. 41.0 41.1 41.2 41.3 41.4 41.5 直播, 2022-10-14 (2:53).
  42. 訪談, 2020-07-18 (12:56).
  43. 43.0 43.1 直播, 2017-05-12 (52:01).
  44. 直播, 2020-05-29 (36:29).
  45. 直播, 2020-05-29 (42:01).
  46. 直播, 2020-05-29 (35:36).
  47. 47.0 47.1 47.2 47.3 直播, 2017-10-16 (56:42).
  48. 48.0 48.1 48.2 48.3 訪談, 2020-07-08 (45:23).
  49. 49.0 49.1 49.2 49.3 49.4 49.5 直播, 2017-10-16 (56:38).
  50. 影片, 2017-05-25 (0:02).
  51. 51.0 51.1 51.2 51.3 51.4 直播, 2017-05-19 (32:23).
  52. 直播, 2020-06-26 (1:52:33).
  53. 直播, 2018-05-09 (40:24).
  54. Freeholds.png
  55. 55.0 55.1 stevenclarification.png
  56. 56.0 56.1 直播, 2022-04-29 (1:03:44).
  57. 直播, 2017-05-26 (34:21).
  58. Ashes of Creation Store: Velkor's Eye.
  59. 直播, 2017-05-24 (9:58).
  60. 直播, 2019-06-28 (1:09:22).
  61. 61.0 61.1 61.2 直播, 2020-08-28 (2:14:06).
  62. 直播, 2017-05-26 (44:11).
  63. 直播, 2020-05-29 (41:27).
  64. 直播, 2018-12-06 (44:14).
  65. Freehold buildings.png
  66. 直播, 2017-05-17 (1:03:23).
  67. 67.0 67.1 訪談, 2018-08-08 (6:44).
  68. 68.0 68.1 直播, 2021-11-19 (54:26).
  69. 69.0 69.1 直播, 2018-01-18 (31:05).
  70. 直播, 2021-12-23 (1:29:27).
  71. 71.0 71.1 71.2 71.3 直播, 2017-05-19 (28:04).
  72. 訪談, 2018-05-11 (28:21).
  73. 影片, 2020-05-31 (38:50).
  74. 直播, 2017-05-19 (33:57).
  75. 75.0 75.1 75.2 75.3 75.4 75.5 75.6 75.7 75.8 影片, 2020-05-31 (47:32).
  76. steven-static-housing-same-size.png
  77. 直播, 2019-10-31 (36:20).
  78. 78.0 78.1 直播, 2019-11-22 (16:56).
  79. 79.0 79.1 79.2 79.3 79.4 79.5 79.6 79.7 直播, 2022-03-31 (1:13:00).
  80. 80.0 80.1 80.2 80.3 80.4 訪談, 2020-07-08 (57:46).
  81. Forums - Livestream Q&A 2022-08-26.
  82. 82.0 82.1 82.2 直播, 2019-11-22 (17:59).
  83. 訪談, 2020-07-08 (59:38).
  84. Podcast, 2021-09-29 (14:21).
  85. 直播, 2020-04-30 (1:14:44).
  86. siege spoils.png
  87. 87.0 87.1 87.2 直播, 2020-06-26 (1:02:12).
  88. 88.0 88.1 88.2 88.3 88.4 88.5 88.6 88.7 88.8 直播, 2017-07-18 (40:14).
  89. 89.0 89.1 89.2 89.3 89.4 直播, 2017-11-17 (47:10).
  90. 直播, 2021-03-26 (59:21).
  91. 91.0 91.1 91.2 直播, 2020-08-28 (2:04:00).
  92. 92.0 92.1 92.2 92.3 92.4 92.5 92.6 92.7 92.8 92.9 Blog - Know Your Nodes - Advance and Destroy.
  93. 直播, 2017-05-19 (29:34).
  94. 直播, 2021-02-26 (1:11:13).
  95. 95.0 95.1 直播, 2020-06-26 (1:00:57).
  96. 96.0 96.1 直播, 2020-06-26 (53:41).
  97. 97.0 97.1 97.2 97.3 直播, 2017-05-12 (55:01).
  98. 直播, 2020-06-26 (54:03).
  99. 直播, 2020-06-26 (56:08).
  100. 100.0 100.1 100.2 100.3 直播, 2019-05-30 (1:23:41).
  101. House Tax.png
  102. Tax spending.png
  103. 直播, 2020-05-29 (36:18).
  104. screenshot 261.png
  105. 直播, 2017-11-17 (26:22).
  106. 106.0 106.1 106.2 106.3 直播, 2023-01-27 (1:35:45).
  107. 直播, 2017-05-24 (29:54).
  108. 直播, 2020-05-29 (38:04).
  109. 109.0 109.1 109.2 直播, 2022-01-28 (1:13:55).
  110. 直播, 2017-05-22 (56:31).
  111. 直播, 2021-06-25 (1:31:04).
  112. 112.0 112.1 直播, 2018-08-17 (10:54).
  113. Blog - Know Your Nodes - The Basics.
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  115. 115.0 115.1 115.2 115.3 115.4 115.5 直播, 2018-09-27 (53:06).
  116. 116.0 116.1 直播, 2022-02-25 (41:00).
  117. 117.0 117.1 直播, 2021-02-26 (1:12:18).
  118. 直播, 2022-03-31 (4:57).
  119. Podcast, 2021-04-11 (29:47).
  120. 訪談, 2018-05-11 (54:34).
  121. 直播, 2017-05-26 (21:23).
  122. Podcast, 2021-04-11 (23:36).
  123. 123.0 123.1 訪談, 2018-05-11 (47:27).
  124. 124.0 124.1 直播, 2022-07-29 (1:13:09).
  125. The mighty beard!
  126. 直播, 2017-05-24 (42:22).