With so much deserved focus on Combat, Archetypes and Abilities I have found myself having fun thinking about Nodes. 85 Node "plugs" and their surrounding ZOI (
Along with 5 Castle Nodes and their associated 3 Sub-Castle Nodes) makes for a total of 100 Nodes and their ZOI making up Verra.
I understand that certain Node's ZOI will encompass ports/harbors.
International Waters are outside Node's ZOI, but will XP gained by players in
Costal Waters contribute towards a Node's ZOI? Will any Node's ZOI extend out into the waters? What about lakes, rivers etc? Many moons ago when we saw the simulation of Nodes collecting XP, it showed some of the plugs in coastal locations. Will there be settlements on coastlines or incorporating rivers and/or lakes?
85 Regular Nodes, each of which will be predetermined from 1 of 4 types.
Divine, Economic, Militaristic and Scientfic.
I had assumed that there would be an equal number of Node types, but if you divide 85 by 4, at least 1 type comes out on top. Will they be roughly equal in quantity or will there be fewer Scientific zones than Military Nodes for example?
9 Different player racial influences.
Kaelar, Vaelune, Dunir, Nikua, Empyrean, Py'Rai, Vek, Ren'Kai, Tulnar
I appreciate that the devs are buzzing away behind the scenes, but it would be really cool to have a "Node" section on future streams. Similar to how Intrepid has approached combat, I think it is better to show off smaller chunks and gather feedback as you go rather than hold out for a grand reveal. It's such an integral and defining system it would be nice to hear from the team on how they are even approaching it, never mind actually seeing some of it in action.
12+ different Biomes with the potential of multiple different seasons.
I'm very curious how the system will take into consideration Nodes being developed by races who might not generally "belong" to that biome. What will a Nikua Town look like in the Snowy Mountains? A Py'rai city in the Sandsquall Dessert? How will the architectural and cultural influences of the races be smoothly integrated into their surrounding environments?
Options for player customizability and construction.
We have heard and seen bits and pieces about this, but again, it would be really nice to see/hear more. Will there be the incorporation of some procedural generation when it comes to settlements? Watching various Unreal 5 tech demos the PG in built environments is amazing. Essentially add the ingredients, define the area (incorporating topography and natural elements) specify the density/orientation and boom! instant town/city. Do you think we can expect to see something like this?
7 Different stages of Node development.
Wilderness, Expedition, Encampment, Villiage, Town, City, Metropolis.
This is an area I'm really excited to learn more about. I'd love to see it even in a rudimentary grey box version. Will the settlement's layout "blueprint" essentially be the same for each stage? Will the layout be a result of the Node's type, location, or racial influence?
I personally hope that we can also see some development sprawl out past city walls and that the layout and aesthetics take queues from real medieval urban planning. This could really make the places
feel more real and grounded. High fantasy is great, but having that grounded element really brings a fantasy world to life IMO.
Playing about on the excellent free map generator "Watabou" It would be so cool to have larger City/Metropolis type settlements have a layout similar to the one below.

What are the forums thougths/hopes when it comes to Nodes? How would you like to see them manifest?