When a node is sieged and dropped to tier 0 that is an ideal time to re-roll the node type on a live server as all effects, structures and relationships from the prior node are inherently errased already. Re-rolling would need to use a 'pool' system to prevent the ratio of the node types from skewing too out of balance.
Laetitian wrote: » Then you just end up with the two least used types switching back and forth. Once the other surrounding nodes have been determined, you can't just reassign single nodes without toppling the overall balance. So this part of the suggestion seems pointless. In general, I wouldn't get my hopes up. I think Steven is happy with this being a curated thing that doesn't require analysis. And I'm not sure he's wrong: Ultimately, the individual server realm's identity is supposed to be derived from which nodes players choose, not which nodes happen to be most advantageous through the nature of the map. If anything, you don't want to test for how placing different node types in different areas affects their popularity. You want to test for how each node type's bonuses need to be balanced, in order to make all of them attractive enough for players to earn their experience, spend their resources, and become citizens there, in the predetermined locations they're going to have on all realms. So that ultimately the growth of nodes will be purely determined by the types of players that happen to dominate regions of each realm.