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Economic regions
Les régions économiques sont des zones statiques définies par des points d'intérêts géographiques.[2][3]
- Les régions de château sont plus grandes et englobent plusieurs autres régions économiques.[2]
- Les nœuds sont le ciment qui retient les châteaux et les régions économiques ensemble, soit dans l'harmonie ou le chaos.[4]
- Les ZI (Zones d'influence) des nœuds changent et se modifient en fonction de la progression du nœud et de ses voisins.[2]
- Les régions de château, les régions économiques et les ZI (Zones d'influence) des nœuds peuvent se chevaucher.[5]
L'ensemble de la carte serait sous l'influence d'une des 5 régions de château. Cependant, les régions de châteaux ne sont pas le seul TYPE de région - il y a aussi des régions économiques, entre autres.[3] – Sarah Flanagan
Castle regions
Les châteaux de guilde influencent une région de château autour d'eux.[6]
La région d'un château représente 1/5ème du monde du jeu.[7] Les régions d'un château, les régions économiques et les zones d'influence (ZOI) des nœuds peuvent se chevaucher.[8][5]
Les limites de la région du château ne changent pas.[8] Les châteaux de guilde peuvent imposer une taxe sur tous les revenus des nœuds situés dans leur région.[10][11]
Castle taxes
Châteaux de guilde impose a tax on all revenue for the nodes within its region.[10][11]
- The monarch sets the tax rate, and can use those proceeds to upgrade defenses, maintain the castle's direct nodes, or provide buffs and benefits to the citizens of that region.[12]
- Castle taxes are carried via NPC generated caravans from the nodes that fall under the castle's purview to one of the castle nodes at the end of each week leading up to a castle siege.[13]
- In addition to taxes, Castles also influence crop yields, resources and events within its region.[14]
- Part of the tax and resources gathered are applied to the castle for improvements.[10][15][16]
- The remainder of tax income can be used by the guild for whatever they want.[10][17]
- When castles change hands (following a siege), some taxes stay with the castle and some stay with the guild.[18]
- Castles have the ability to allocate taxes collected from nodes under them toward certain benefits that go back to the node. Or they can be more selfishly governed that treasury more towards the guild that owns it and that obviously is going to have some political implications, because it could- if you're not using it for the benefit of the people in the region they might rise up and help take you out from that that position of owning that castle.[10] – Steven Sharif
Resource locations
The location a resource is found can affect its benefits, bonuses, and other characteristics of that resource.[20]
- Lower level resources will be abundant. Higher level resources that are gatherable by Apprentice level or higher artisans will spawn randomly but in places that make sense for that type of resource. Surveying is a mechanic that solo or group players can utilize to track these resources down.[21][22][23]
- Some resources will exist as a cluster (also called vein gatherables). These will last until the full resource is depleted.[24][22][23][25][26]
- Like a large mine that's present and has a vein of mithril ore in it, or a herd of some type of animal that you can collect fur or wool from.[23] – Steven Sharif
- Once a vein resource is depleted from one location it may respawn in the same location or somewhere else, depending on the type of resource.[23][25][27]
- There will be moving resources such as herds of animals that are constantly moving around the world.[24][27]
- Herds are a source of certain types of wild gatherables but they're in animal form and they're animated; and they exist in a group of the golden fleece sheep that might only spawn very rarely in certain hillsides; and only during spring. And if you can find that vein so to speak of resource you can interact with the herd and you can gather from them.[24] – Steven Sharif
- Corrupted areas house corrupted resources that are necessary components for certain crafting recipes.[28][29]
- Certain types of resources will have a corrupt state... We have a Spirit Bloom, which is a harvestable herbalism plant, but when a Zone becomes corrupt you can potentially yield Corrupted Spirit Blooms; and those are necessary components of certain crafting recipes.[28] – Steven Sharif
- Resources respawn on a cooldown basis.[25]
- Resources won't be locked to the node system.[25]
- Starting resource points may be different on each server.[31][32]
Trade agreements
Maires can enter into trade agreements with other nodes to facilitate trade between the nodes.[33][34][35]
- There are a limited number of trade agreements that a node can have.[33]
- Mayoral caravans may only be initiated between nodes with trade agreements or alliances.[33][34]
- Trade agreements affect reputation between the nodes.[36][37]
- 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.[38] – Steven Sharif
Routes commerciales
Routes commerciales in Ashes of Creation refer to.
- Roads for the transit goods via the caravan system.[40]
- 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.[40]
- Economic relationships between nodes established by Maires or node citizens.[39][34]
- Agreements are established to trade commodities that are unique to particular nodes or node types via NPC-driven caravans.[39][34]
- 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.[39] – Steven Sharif
Voir également
Les références
- ↑ 1.0 1.1 About Ashes of Creation.
- ↑ 2.0 2.1 2.2
- ↑ 3.0 3.1
- ↑
- ↑ 5.0 5.1
- ↑
- ↑
- ↑ 8.0 8.1
- ↑
- ↑ 10.0 10.1 10.2 10.3 10.4 Direct, 2021-04-30 (1:01:10).
- ↑ 11.0 11.1
- ↑ 12.0 12.1 Blog: 10 facts about castle sieges in the MMORPG.
- ↑ Direct, 2020-08-28 (1:39:02).
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑ Direct, 2023-04-28 (1:24:36).
- ↑ Vidéo, 2023-11-30 (28:22).
- ↑ 22.0 22.1 Direct, 2020-07-31 (1:05:58).
- ↑ 23.0 23.1 23.2 23.3 Direct, 2020-07-25 (1:04:50).
- ↑ 24.0 24.1 24.2 Direct, 2022-05-27 (1:00:23).
- ↑ 25.0 25.1 25.2 25.3 Direct, 2017-05-08 (54:26).
- ↑ Unreal Engine Interview, 2017-05-23.
- ↑ 27.0 27.1 Direct, 2019-12-17 (1:14:42).
- ↑ 28.0 28.1 Direct, 2023-03-31 (59:10).
- ↑ Vidéo, 2023-03-31 (16:42).
- ↑
- ↑
- ↑ Direct, 2017-05-19 (37:03).
- ↑ 33.0 33.1 33.2 Direct, 2023-08-31 (2:10:23).
- ↑ 34.0 34.1 34.2 34.3 34.4 Vidéo, 2019-07-15 (2:12).
- ↑ City hall.
- ↑ Blog: Development Update with Village Node.
- ↑ Direct, 2023-08-31 (44:21).
- ↑ Direct, 2018-04-8 (AM) (18:59).
- ↑ 39.0 39.1 39.2 39.3 Podcast, 2021-09-29 (8:38).
- ↑ 40.0 40.1 Vidéo, 2022-05-27 (17:15).
- ↑ Direct, 2017-05-17 (30:53).
- ↑ Kickstarter - We Just Broke $1,500,000!