|Node stage.||Symbol||Alternate name.||Timeframe to advance.||Player housing.|
|3.||Village||-||Few days||Small houses|
|4.||Town||-||Many days||Medium houses|
|5.||City||-||Few weeks||Large houses|
A lakosok, és nem lakosok aktivitása (küldetések, gyűjtögetés, Raid-elés, stb.) a Node ZOI-ján belül annak a Node-nak a fejlesztését gyarapítja (fejlődés). A Node-ok hét (7) fejlődési fázissal rendelkeznek, melyek mindegyikéhez hozzá van rendelve egy elérendő tapasztalatküszöb, a fejlesztéshez.
|Node fázis.||Alternatív név.||Fejlesztéshez szükséges idő.||Játékos lakások.|
|3.||Falu||-||Pár nap||Kis házak|
|4.||Kis város||-||Napok||Közepes házak|
|5.||Város||-||Pár hét||Nagy házak|
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. – Margaret Krohn
- A Node-ok gyorsan érik el az első szintet. Ez elérhetővé teszi az NPC szolgáltatásokat, mint a bolt, vagy tárgyak eltárolása.
- Minél fejlettebb egy Node, annál nagyobb a hozzá tartozó ZOI.
- Kevésbé fejlett Node-ok (avagy vazallus Node-ok) amik fejlettebb Node ZOI-ján belül vannak, szerezhetnek további tapasztalatot, de nem fejlődhetnek a domináns Node szintjére.
- A terület kiterjesztő algoritmus figyelembe veszi a legközelebbi tengerpartot, a szomszédos Node-okat és a környezetében lévő területek játékos-sűrűségét az elmúlt hetekben.
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. – 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. – Steven Sharif
- A domináns Node nem kap tapasztalatot a vazallus Node-ok területén szerzet tapasztalatból, amíg azok el nem érik a számukra elérhető legnagyobb szintet.
- A játékosok mozgatva(elteleportálva) lesznek, ha a fejlődés közben egy megjelenni készülő épület útjában vannak.
- Egy Node lakosai gyarapíthatják egy eltérő Node fejlesztését.
- A fejlődés konkrét tapasztalat követelménye (pl. hány szörnyet kell megölni) nem lesz nyilvánosan tudott, a rendszer kihasználását elkerülendő.
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. – Steven Sharif
- Vassal nodes must remain at least one node stage below their parent node.
- Neighboring/Adjacent nodes from Expedition (stage 1) upward block the growth of their immediate neighbors. This is intended to be tested in Alpha-1.
- Vassal nodes first apply any experience earned to their own deficit (see Node bomlás). It then applies excess experience earned to its parent node.
- If the parent node advances, the vassal is once again able to advance.
- Vassal nodes give excess experience to their parent node and may have their own vassals; so long as they fall within the parent node’s zone of influence.
- If a node is capped and is both a vassal and has its own vassals, any experience earned from itself or its Vassals is first applied to its own deficit. Experience beyond that is then sent to its parent node.
- Vassals are subject to the government, alliances, wars, taxes, and trade of their parent node, and are able to receive federal aid from them.
- Vassal nodes cannot declare war on their parent node or any of their vassals.
- Citizens of vassals are bound by the diplomatic states of the parent node.
If a Node is a Vassal Node and is capped from advancing further, it first applies any experience earned to its own deficit (see Node Atrophy section), and then applies excess experience earned to its Parent Node. If the Parent Node advances and the Vassal is able to grow, it becomes uncapped. If a Node is capped and is both a Vassal and has its own Vassals, any experience earned from itself or its Vassals is first applied to their own deficit. Any experience beyond that is then sent to its Parent Node. – Margaret Krohn
- This is intended to be tested in Alpha-1.
- Vassal nodes must remain at least one node stage below their parent node.
Node layout and style
- Environment and location of the node.
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. – 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. – Jeffrey Bard
- Race that contributed the highest percentage to the node's advancement will alter the racial appearance of its buildings and NPCs.
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. – Steven Sharif
- Blog - Know Your Nodes - Advance and Destroy.
- Blog - Know Your Nodes - The Basics.
- A reactive world - Nodes.
- Livestream, 2018-12-12 (14:48).
- Interview, 2020-07-20 (3:45).
- Livestream, 2017-10-16 (50:20).
- Video, 2017-04-20 (0:02).
- Node series part II – the Metropolis.
- Interview, 2020-07-18 (10:04).
- Interview, 2020-07-08 (1:00:15).
- Livestream, 2017-11-17 (55:27).
- Livestream, 2017-05-26 (28:16).
- Livestream, 2020-10-30 (39:17).
- Livestream, 2018-09-27 (53:06).
- Livestream, 2021-02-26 (1:10:28).
- Livestream, 2021-02-26 (1:12:18).
- Podcast, 2021-04-11 (29:47).
- Interview, 2018-05-11 (54:34).
- Livestream, 2017-05-26 (21:23).
- Podcast, 2021-04-11 (23:36).
- Interview, 2018-05-11 (47:27).