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Economic regions

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Nous voulons que nos joueurs aient une raison d'explorer les régions sauvages, de voyager avec un but précis, et une grande partie de cela sera déterminée par notre système de ressources. Le transport de ces biens pourrait être plus difficile que leur collecte. Notre système de marché régional permet aux joueurs de participer à la création d'économies de poche qui renforceront la stabilité des marchandises dans des régions particulières. Les joueurs pourront déplacer des ressources et s'installer dans d'autres régions pour profiter de la diversité des marchés. Les ressources étant générées de manière dynamique, certaines régions deviendront naturellement des plaques tournantes importantes pour le transport des marchandises dans le monde entier.[1]

Les régions économiques sont des zones statiques définies par des points d'intérêts géographiques.[2][3]

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

Castles have direct power over the Nodes that belong to it, but also have soft power across the entire region it belongs to. All Nodes belonging to that region pay fealty to the Castle in the form of taxes paid directly to the Castle. The Monarch sets the 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, as the magnanimous ruler that you are.[12]

Châteaux de guilde impose a tax on all revenue for the nodes within its region.[10][11]

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

Alpha-1 mine shaft.[19]

Players will be able to move resources and set up shop in other areas to take advantage of the varied markets. With resources spawning dynamically, certain regions will naturally become important trading hubs for the transportation of goods throughout the world.[1]

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
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
  • Some unique resources may be monsters in disguise or have monsters defending them.[30]
info-orange.pngCertaines des informations suivantes n'ont pas été récemment confirmées par les développeurs et peuvent ne pas figurer sur la feuille de route de développement actuelle.

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]
info-orange.pngCertaines des informations suivantes n'ont pas été récemment confirmées par les développeurs et peuvent ne pas figurer sur la feuille de route de développement actuelle.
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

Mayoral caravan launched by a mayor to establish a trade route with another node.[34]

For example: this node over here might have access to cotton as a resource and when that node processes that cotton it might be some very nice type of linen that only that node, or very rarely nodes would have access to. So when you initiate a trade route, you're bringing its supplies that the mayor has requested because they're trying to build, let's say a specific type of service building, or they're trying to unlock a blueprint that they have access to now to build up their node.[39]Steven Sharif

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]
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