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Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Ideas for Node Policies
Abarat
Member, Alpha One, Alpha Two, Early Alpha Two
Based upon the info available, what ideas/suggestions do you have for node policies?
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Comments
2. Corruption gain is tripled if you kill a citizen.
All policies we have seen so far benefitted the Citizens specifically. So it should be the same with the suggestions.
This is not accurate, I dont think. One of the examples was: "Increased Gathering speed within the Node's ZoI by 5%"
Things that effect the ZoI for everyone, not just citizens will alter the behavior of players in a way that causes a benefit to the node, even it effects everyone.
Example would be corruption gain decrease for military nodes specifically.
Scientific Node:
Religious Node:
Martial Node:
As someone who is aiming for a divine node and likes pvp, I love this.
Policies are basically buffs, so besides universal buffs such as higher success rate for crafting, cooking, more xp gained, etc., I can see military nodes having combat offensive buffs, economic nodes having loot related buffs, scientific nodes having crafting/processing related buffs and divine nodes having combat healing/defensive buffs.
So far, there are some cool thoughts in here ^_^ Keep it up, and don't be afraid to think outside of the box!
i think the bonus being related to doing inn activities would be cool
Global Warming: Increase fire damage to all targets within the ZoI by x% (x% for PVP).
Freehold Fame: Increase the range of Freehold AoE buffs by xx meters.
Breeder’s Bounty: Increase the number of possible breedings for animal husbandry by x.
Mule Muscle: Increase the carrying capacity of mules by X slots within the ZoI. You will drop goods in the bonus slots when leaving the ZoI.
Xenophobia: Non citizen harvest/mining/fishing speed reduced by x% in the ZoI.
Master Chef: Increase the duration of food effects by x% in the ZoI.
Favorable Winds: increase non-combat naval vessel/mount speed by x%.
Shipwright Favor: Reduces the required materials to build naval vessels by x%.
Gladiators Fortune: Enable a once per week bracketed group pve tournament. Teams can win housing credit/harvestables/cosmetics.
Concierge Services: increase the level of a single node service building by one (may exceed the level of the node).
- Safety Net: - x% insurance cost for caravaned goods
- Saturday schmadurday: +% increased speed for freehold construction / upgrades
- Taco Tuesday! Free stack of tacos at any official node building (limit 2 stacks)
This list is based on making choices matter. in other words making your location, the type of node, the race dominating it, etc have a major impact on what policies you may or may not have.
General Policy types for every node
feel free to expand on these ideas with specific policies that would fit each category
"Light It Up": Light sources spawn around the node that light up the night
The Blessing of Three (Menage de trois) - Allows heads of families to have two spouses, thus increasing maximum family size by one.
When all three spouses specialize in the same type of Profession (animal husbandry, innkeeping, cooking, metalsmithing, etc.) they can designate a project as a group project, thus increasing the quality by 9%. Therefore, the best items in the game will be crafted by threesomes.
All three must be citizens of the node and followers of that religion. If the node is destroyed, the last of the three to be included in the family is dropped from the family.
All pets entering city limits are sacrificed to the gods, increasing freehold crop yields by 15%, and increasing FPS by 5%.
Scientific:
All pets in the city are donated to medical science, increasing rare mat drop from skinning/butchering animals by 10%, and increasing FPS by 5%.
Economic:
All pets in the city are banned, reducing initial housing cost by 5%, weekly rent/taxes by 5%, and increasing FPS by 5%.
Mar, ok ill stop
I would have 2 changed as corruption gained triple if citizen kill another citizen
I like number one alot because it allows for you to be a close of state much like japan was for a large period where they just closed there boarders and i think it could be a fun little aspect that could be included here.
- Lawless - Greatly reduce corruption gained from kills in the node influence area
- Piracy: Civilians sinking non civilian boats (Value increased based on boat size or if it a trade ship) in the boarders of the node or open waters will grant small tax bonus for the node
- Ship mastery: Increased ship performances (Cannon dmg/Ships speed)
Military
- Closed state: PvP of non civilians has greatly reduced corruption (this one i like cause it allows for a close state such as japan was for quite some time in history)
- Hightened patrol: Increase number of guards in and around the city aswell as patroling the roads
- Naval power: Increased ship performances (Cannon dmg/Ships speed)
- Cavalry mastery: Unlocks a charge ability on all land mounts for citizens while in there node influence area
Economy
- Caravan defence - NPC guards will help escort all caravans leaving the city
- Lay of the land: increase caravan speed
- Bartering: Reduce AH tax for citenzans world wide (This allows them to buy stuff from AH in other town to bring back slightly cheaper and vice versa does have downside of generating less tax revenue in the city via their ah though)
Religious
- Allows to sacrifice life stock for increase yields on crops on freeholds
- Guardian Angel : Citizens gain 3 seconds of Invunarability when they hit 1hp and prevents dieing during this time via combat 1hr cooldown
Scientific
Swords for Plows - Reduces city defences but increases gathering/farming yields
That was my idea pretty much.
On top of that, I would love to see dynamic policies based on events within the node and connected nodes. E.G: An ancient Verra elemental golem spawns because a mayor has elected to build a mine in the node. Upon defeating the elemental, a policy unlock that all miners have X% increase to mining speed as they no longer fear disturbing the slumbering ancient.
Something dynamic and reactionary to players actions within the node. As it’s said that every node will have unique paths based of environment and player decisions, a lot of options of policy cards should be designed if Ashes was to go this direction with policies.
I personally would feel like the voting and electoral system would be more immersive and rewarding
A sort of "Ask not what your Node can do for you, but what you can do for your Node"
-Pay up, you filthy peasants!
Demand a one-off shake-down payment that must be made by citizens by a certain time, through
the threat of exile or death! (Or loss of standing)
-Blood Sacrifice
The Gods are unhappy and demand a sacrifice! Bring livestock, pets, and mounts to the town square to
be butchered! Enough blood spilled will spark the coming of a blood moon and a bountiful harvest!
(Or the accidental spawning of some demented blood demon)
-Ransack that house!
Allow for the mayor to send appointed goons to take belongings from citizens' homes. Do you allow
them to take your stuff? Or do you fight back and risk exile?
-Purge them all!
Put a bounty out on a particular faction. Increased XP from killing members of a particular race.
Decrease the influence of a particular race in a node's ZOI below a certain %.
-Kill them all!
Flags all citizens of the node for a certain period of time. All Combat-based XP gained across the
citizenship of that node, in that time is tabulated and if enough is earned it unlocks a cool structure
that can be built in the Node. (Like a giant statue of Fire and Blood or sacrificial temple)
-Call to Arms
Allow for CTA timers to be placed by the mayor for certain objectives or content. (This could actually be
a fun way for nodes to organise content, events etc for it's citizens) Have an actual calendar built into
the UI which mayors, and guildmates (you could select what you want to see) could put CTA's on.
One, amazing list in general, very thought out and extremely on point I feel!
As a guild leader aiming for a divine node I very much enjoy these ideas. I think it really adds to the overall feel of what the divine node is about!
Come check us out!
I think most policies should fall in a general catagory that all node types cause use but i think there should be some policies unique to certain node types just for more difference between node types. These can also be used as balancing node types aswell by having less desirable node type better policies to bring them in line aswell making them more desirable if the current bonuses are not enough.
"Smelled better than it tasted"
Small random duration buff/debuff for consuming the local cuisine.
Would be nice to have localized food recipes
1. Available policies differing strongly by:
Nodetype, Buildings, Racial influences, religion. Barely any policies, that are available to all.
2. Meaningful policies, that actually impact the node on a grander scale. No minor passiv buffs, but gameplay affecting changes.
Some I can think about:
Maintained Roads (Eco Node only):
Foot, Mount and caravan speed are greatly increased when travelling on the road. (+ 30-50%)
Theocratic Rule: (Religious Nodes only):
Player gain added benefits depending on the rank within their religious organization.
This might be economic benefits, combat benefits or progression benefits
Holy War: (Religious Node only OR a node that follows religion X only)
Corruption gained when killing follower of other Religions is greatly decreased/removed (-50 to 100%)
Corruption gained when killing follower of other religions (allied religions) is greatly increased. (+400 - 1000%)
Improved Healthcare: (Nodes with an Apothecary/Hospital Building)
Character based Death Penalties (exp debt, reduced skill and combat efficacy) is reduced by 50+%)
Cuttthroat Culture: (??)
When looting a player, mule, ship or caravan, the % of Items lootable is increased by 50-100%.
Merciful Culture: (??)
When looting a player, mule, ship or caravan, the % of Items lootable is decreased by 33-50%.
Scientific improvements: (scientific node)
When crafting an item in thia node, then the stats are increased by 2-5%