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דיור לשחקנים

מתוך Ashes of Creation Wiki
(הופנה מהדף Housing)
קפיצה לניווט קפיצה לחיפוש
תרום-אלפא Empyrean freehold homestead.[1]

Players will have the ability to survey and develop land anywhere in the world. Be a pioneer deep in the wilderness, build the home of your dreams, and work the land to cultivate resources and supplies. Alternatively, stick with civilization and safety in numbers – purchase a home within the confines of a village and watch your investment grow as that village turns into a city. Homeowners in our game will have the ability to develop their plot of land as they see fit. Focus on farming, animal husbandry, or own your very own smithy. You’ll be able to specialize your land to maximize your profits or your comfort – be sure to choose wisely.[2]

Player housing comes in the form of Static housing, דירות and דיור חופשי.[4]

Player housing Type. Availability. Limit.
דירות Instanced.[4] Village stage and higher.[5] One per server.[6]
דיור חופשי Open world.[4] Village stage and higher.[4] One per account.[6]
Static housing In-node.[4] Village stage and higher.[4] One per server.[6]
Q: Freeholds specifically are locked one per account?
A: Correct.[6]Steven Sharif
Q: If I put an alt on a different server I could have like in node housing or like at least an instanced house?
A: Correct, yes.[6]Steven Sharif


Player housing offers a number of benefits:[7][8]

  • Ability to claim citizenship to a node.[9]
  • Each different type of housing offers different benefits.[10]
    • Additional benefits are granted to home owners who are also citizens of that node.[10]
  • Ability to place furniture and other decor items.[11][12][13]
    • Houses will be empty when purchased. Players will need to place furnishings and decorations in them.[14]
    • Each size of player-owned housing determines how many decor items can be placed in it.[7]
  • Storage containers.[13][8]
    • Players must build and place these in their housing. There are restrictions on the grades of storage containers available in different types of houses.[13]
    • Different grades of storage containers have different inventory capacities.[13]
  • יצירה benches to craft furniture and other items.[12][8]
  • Prized items can be displayed within a house.[8]
  • השגים and trophies may be displayed.[8]
  • Social activities.[8]
  • May provide proximity based bonuses.[8]


Player housing grants the ability to claim citizenship of a node.[9]

  • Citizenship tickets may also grant citizenship to certain node stages. This mechanic will be decided based on testing.[16]

We want these places to be populated and people to be attracted to them and so right now we think housing is enough for that. But we don't want to design ourselves into a corner where we don't have any other options, so the hope is that yes citizenship will be only gained through housing; with our caveat that if that doesn't work well we'll change it.[16]Jeffrey Bard

אזרחות can be claimed for Village (level 3) nodes or higher.[17]

  • A player can only claim citizenship to one node at a time.[18]
  • Only one citizenship may be declared per account, per server.[19][20]
    • This may have changed to one citizenship per account.[21]

Your account is bound to one declared citizenship per server, which means that if you have two alts and your main character on one server you may only be a citizen of one node between those three... If you have an alt on a different server, it could be a citizen of a node as well.[20]Steven Sharif

Changing citizenship has a cooldown of two weeks.[9]

You can declare citizenship to only one node and when you declare that citizenship. Let's say for example, one guild perhaps wanting to kind of take all their members and have them all declare the same citizenship to a location. The longer a node exists the higher the prize it is to take and some systems with regards to crafting progression and/or rewards and bonuses or the reliquary that we haven't really touched on a lot, those systems are going to be so enticing that from an incentive standpoint it will compel other groups to either potentially break alliances or siege the city in order to take the goods that are potentially in it. So, from an incentive standpoint we have that at play. Additionally, we don't have a cap per-se that we've announced yet on the citizenship aspect of being in a node, but we do have soft caps. It becomes costlier the higher number of citizens each time one new person wants to join to be part of a node. So, there is sort of a soft cap on how many citizens one node can have and it might be that not all in the guild can participate in that area. So, there's kind of a natural divide: A pseudo faction, so to speak between who is a part of that node and who is not.[23]Steven Sharif

A player does not need to declare citizenship of any node. These players won't need to pay taxes but will miss out on benefits of citizenship.[24]

Household security

A permissions system will enable an owner to grant access to specific parts of their housing.[25][26][27]

It'll be a single owner based system for those types of properties- for properties in general, but it doesn't prevent players obviously from you know collaborating and pooling resources in order to achieve certain achievements in the game.[25]Steven Sharif


דירות are internal only (instanced) spaces within a node that offer some housing functionality.[4] There will be 50 apartments available for purchase at the Village (stage 3) of a node if the mayor chooses to construct apartment buildings and if there is an available plot to do so.[33][5]

  • The number of available apartments increases as a normal part of node advancement.[5]
  • It was previously stated that apartments would be available at Town (stage 4) or above.[4]

The mayor may additionally construct apartment buildings when the node hits stage 4 at one of the building plots in the node, along with cities gaining additional static housing and apartments by default as a normal part of the leveling process.[5]Steven Sharif

Apartment options

Apartment options.[4]

  • Apartment rentals offer node citizenship.
  • Different price points offer different sized apartments.
  • Prices for apartments will fluctuate depending on the number of units already sold in the node.
  • Apartments are instanced and only limited in number by the increasing price.
  • Apartments can be decorated as required.

דיור חופשי

דיור חופשי in אלפא-1.[34]

The whole goal of the freehold system is to give everything a purpose and not just have it be like "oh this is my pretty design", but it's a design towards something for your character- towards something for the world.[35]Jeffrey Bard

דיור חופשי are sizable player housing plots that can be situated within the אזורי השפעה (ZOI) of a Village (stage 3 node) or higher.[4]

The freehold system interacts with multiple other systems in-game.[39]

Freehold placement

דיור חופשי may be placed anywhere within the אזור השפעה of a stage 3 node (or higher) so long as they are not in close proximity to any of the following:[41]

Freehold plots will require a certificate from the parent node in order to place the plot.[45]

The more advanced a node is, the more freeholds can be built within its אזור השפעה.[4]

Collections of freeholds placed together are considered part of their parent node and do not become a separate node, other than via roleplay.[46]

Freehold buildings

Freehold buildings can be placed on a freehold plot.[4][48]

Buildings will require blueprints and materials.[45]

  • Basements in freehold buildings are to be decided.[49]

Freehold buildings will not change in terms of footprint (within a specific tier of that building) but may increase in height.[38]

  • Certain buildings will have multiple tiers, with different footprint sizes. For example: Small, medium, large, to mansion-sized homes.[38]
    • A mansion sized home may occupy up to 50% of a freehold plot.[38]

Players are not locked into any particular race for freehold blueprints.[50]

Freehold building placement

There may be a grid-based system that freehold owners can use to place items/props and buildings on their freehold plot.[51][37]

  • Players will need to manage how these are arranged to maximize adjacency bonuses.[37]

Depending on where your place you're freehold, you're gonna have different environmental tiles available to you and those will kind of enable or buff existing structures that you place in your Freehold... I don't know that we would put like fish farming just for a freehold that's on a river. What we would probably do is give you a buff to fishing in that area. That kind of a thing. So there'll be more buffs for existing things rather than necessarily a special buildings just for that area. But again we're not fully baked in on that system yet, so it's very possible though we end up going down that direction.[52]Jeffrey Bard

Freehold benefits

דיור חופשי offer the following additional benefits.

Freehold security

A permissions system will enable an owner to grant access to specific parts of their housing.[25][26][27]

It'll be a single owner based system for those types of properties- for properties in general, but it doesn't prevent players obviously from you know collaborating and pooling resources in order to achieve certain achievements in the game.[25]Steven Sharif

Players cannot steal from a freehold under normal circumstances.[54]

  • Items stored in a Freehold may become lootable after a successful siege against their parent צומת.

Players cannot be killed by other players while inside (the footprint of)[55] their freehold.[56]

  • NPC guards that permanently exist on a freehold are not a planned feature.[56]
  • Guards may be available for hire to defend freeholds after a successful node siege.[57]
Q: We were discussing in chat earlier about freeholds and whether or not a person would be safe in their home or within the entirety of their freehold from getting player killed?
A: I think our initial testing is going to revolve around the footprint of their freehold and then we'll take into consideration the metrics gleaned from that testing.[55]Steven Sharif

Shared access

Players may grant shared access to certain freehold services to a limited number of other players, such as access to their processing centers.[58]

Static housing

Static housing provides non-instanced player accommodation within a node, also known as in-node housing.[4]

Static housing benefits

Static housing offers the following additional benefits.[12]

Static housing development

Static housing furnishings and home decorations in an אלפא-1 village node.[13]

If the node advances players can essentially select an option on their house as they own it that they want it to upgrade to the next stage if the node advances or they can select an option not to upgrade it. So you as the node levels and larger homes become available, the town stage introduces additional medium types housing, the city stage introduces large sized homes, and in the metropolis stage introduces my mansion size houses each of which contain specific... allowances and allotments for different types of furnishings that have gameplay implications.[13]Steven Sharif

In-node housing can scale in size with the advancement of it's parent node. This may be toggled on or off by the player.[13][4]

If you choose to keep the same size then the next stage will have an occupied small home. So for instance if at stage three there are 8 small home and you own 1, then at stage 4 there are 10 new small homes of which x are owned by previous owners, and 10 new medium homes of which x are owned by upgraded small home owners.[61]Steven Sharif

New property becomes available at each stage of advancement, but it will be more akin to what was available at the previous stage.[4]

Housing destructibility

סביבות הניתנות להריסה will be a core element of how players interact with the world, in both אפר של יצירה האפוקליפסה and Ashes of Creation the MMORPG.[64]

We want destruction to be a very core element of how players make their way through the world.[64]Steven Sharif

You could be more precision oriented in the decision to attack a city. Let's say it's a rival node that's trying to reach you know a node stage five or something and you want to disable their ability for the religious system to progress so you target the temple during the attack, or you want to disable their scholars academy from reaching a higher level so that your nodes can; or you want to disable multiple buildings that allow for experience and quests to be undertaken by its citizenship, which prevents them from keeping up in pace of experience gained with your node. These can be more precision oriented and don't have to effectualize an actual takeover of the node.[65]Steven Sharif

Static housing destructibility

Following a node siege, static housing will be scaled back or destroyed based on the advancement of the node.[70]

  • If the housing was purchased at a higher advancement than the node currently is then it will be destroyed, otherwise the housing will be scaled back.

Apartment destructibility

דירות may be destroyed in the following circumstances:[70]

  • If their building was destroyed during a node siege, even if the siege was not successful.
  • If the siege delevels the node below stage 4 (Town).

Freehold destructibility

דיור חופשי may be attacked for a period of two hours[72] following a successful siege against its parent node.[57]

  • Players and their allies may defend their freehold for this period of time.
  • Structures and guards may be obtained to defend freeholds during this period.

After the two hour period of open combat following a successful node siege, any remaining freeholds will exist under a grace period for roughly 1 week where another node may take over the zone of influence of the freehold.[72]

If a siege is successful, then the Node is brought down to Level 0, and anyone who was a citizen of that Node is no longer a citizen. Freeholds within the Zone of Influence are subject to a period of vulnerability. These Freeholds can be destroyed by other players during a period of roughly 2 hours after a successful siege. Destroyed Freeholds are subject to material loss, and blueprints for them are mailed to the player to utilize for future placement in order to allow the player to keep their Freehold’s layout and structure. Once the vulnerability period is complete, any remaining Freeholds will exist under a grace period for roughly 1 week where another Node may take over the Zone of Influence of the Freehold.[72]Margaret Krohn

Player housing designs and decorations are retained and can be placed again later if the housing is destroyed during a node siege.[70][71]

  • Blueprints are mailed to the player to utilize for future placement.[72]
  • Destroyed freeholds are subject to material loss.[72]
  • Certificates will track major milestones (such as Furnaces and Homesteads, for example).[70][71]
  • A possible design idea is for items such as furnishings to be boxed in crates that are accessible inside the new home.[74]

Real estate

Players buy the deeds for housing from the node itself.[17] Players can also buy and sell properties from other players.[4]

  • Housing will have a base price that scales with the number of citizens in the node.[75]
  • The developers are considering an auction-based method for listing new properties that become available for purchase when a node advances.[76]
    • A grace period will occur before the housing becomes available for auction.[76]
    • Bids will then be accepted starting at a minimum reserve value that is based on the number of citizens in that node.[76]
    • At the end of the auction, the highest bidder will win the house.[76]
  • Static housing and apartments can be listed and sold to other players.[7][77]

There's no cap essentially in player originated sales. Those are determined essentially by supply and demand as it is within the game and there's no artificial barrier to how high that demand can go.[10]Steven Sharif

  • Housing ownership can default back to the node if the owner fails to pay their property taxes. A balance and penalties will be charged to the new purchaser of the home in the manner of a "foreclosure process".[75]
  • Players will not be able to exceed their allotment of housing in the game.[79]

This will allow players to transfer real property goods. This includes ... static housing, this includes apartments that they may own; and they can sell those because those will have a limited and finite quantity.[79]Steven Sharif

Rental and leasing concepts are currently under consideration.[79]

Some concepts that we have is going to be rental or leases that could be had allowing players to kind of lease a property for a period of time where they will have control rights over utilizing storage based on the area, controlling the furniture or access point; all that kind of stuff.[79]Steven Sharif


When a node reaches stage 3 (Village) and a player run government has formed, all player housing will pay taxes.[80]

  • A player's tax charge will be determined by the number of structures built on their plot.[81]

Housing decoration

Players may decorate their player housing and other types of buildings.[84]

Quality furniture can be crafted in-game based on the skill of the craftsperson.[88]

  • Furnishing items with in-game functionality will be restricted entirely to those created by the Carpentry profession.[11]

Your ability to craft more luxurious furniture comes with how much of a master craftsman you've become in the furnishing profession... This isn't like you know, I want my house to look good, I got to fork over 50 bucks in cosmetics... Players can craft in-game based on their dedication and focus in that aspect the artisan tree.[88]Steven Sharif

Housing designs/blueprints

Player housing designs and decorations are retained and can be placed again later if the housing is destroyed during a node siege.[70][71]

  • Blueprints are mailed to the player to utilize for future placement.[72]
  • Destroyed freeholds are subject to material loss.[72]
  • Certificates will track major milestones (such as Furnaces and Homesteads, for example).[70][71]
  • A possible design idea is for items such as furnishings to be boxed in crates that are accessible inside the new home.[74]

Housing decoration cosmetics

פיתוח צומת

המחשה של פיתוח צומת משממה(שלב 0) למטרופולין(שלב 6).

צמתים מתפתחים על ידי איסוף של נקודות ניסיון (XP) מפעולות של שחקנים בקרבת מקום. כאשר שחקנים משלימים תוכן בתוך אזור ההשפעה של צומת (האזור סביב הצומת), הם תורמים את נקודות הניסיון לפיתוח הצומת. נקודות הניסיון הניתנות לצומת יכולות אז להשתנות בהתאם לאירועים והישגים מסוימים. כאשר צומת צובר את כמות נקודות הניסיון הנדרשת, הוא עובר את תהליך ההתפתחות לשלב הבא. ישנם כמה מקרים יוצאי דופן שבהם צומת אינו יכול להתקדם למרות שיש לו את הניסיון הנדרש - לרוב, צומת אינו יכול להתקדם אם הוא צמית של צומת אחר והיה מתקדם לאותו שלב של צומת האב שלו. [72]Margaret Krohn

פעילות של שחקנים אזרחים ושחקנים לא אזרחים (משימות, איסוף, פשיטות וכו.) בתוך אזור השפעה של צמתים נוספת לפיתוח אותו הצומת (התפתחות) .[89] לצמתים יש שבעה שלבים של התפתחות, עם סף של ניסיון (xp) לכל שלב. כאשר צומת צובר מספיק ניסיון בשביל השלב הנוכחי, הוא מתקדם לשלב הבא.[90]

שלב הצומת.[89] שם נרדף.[91] מסגרת זמן להתפתחות.[89] Player housing.[92]
0. שממה -
1. משלחת הצטלבות כמה שעות -
2. מחנה מאהל הרבה שעות -
3. כפר - כמה ימים בתים קטנים
4. עיירה - הרבה ימים בתים בינוניים
5. עיר - כמה שבועות בטים גדולים
6. מטרופולין מטרו הרבה שבועות אחוזות

איזור ההתפתחות של הצומת הוא היכן שציביליזציה תופיע כאשר צומת מתפתח. ככל שהצומת עולה שלבים, בניינים שונים, דמויות ללא שחקן (NPCs), ושירותים יהפכו לזמינים באיזור ההתפתחות. ככל שרמת הצומת גבוהה יותר, כך איזור ההתפתחות יהיה מורכב ומאוכלס יותר. אזור ההתפתחות ישתנה גם בהתאם לסוג הצומת - כלכלי, צבאי, מדעי, או שמימי; נרחיב יותר על כל אחד מהסוגים בפוסטים עתידיים בסדרה הזו. [72]Margaret Krohn

איור המחשה. התקדמותם של צמתים שבתוך אזור השפעה של צמתים מתקדמים יותר תהיה חסומה על ידי הצמתים המתקדמים יותר. [93] אזורי השפעה יהיו ככל הנראה צורות לא סמטריות במשחק, העיגולים שבאיור הם רק להמחשה.

בתחילת צומת שלב 3, כאשר צומת מתפתח, הוא משעבד את הצמתים שבקרבתו והופך אותם להיות הצמיתים שלו (Vassals). צמתים צמיתים שייכים לצומת האב שלהם וחייבים תמיד להיות לפחות שלב אחד מתחת לצומת האב. זה אומר שצמתים צמיתים לא יכולים לגדול עד שצומת האב מתקדם בשלב. צמתים צמיתים נותנים עודף ניסיון לצומת האב שלהם, ויכול להיות להם צמתים צמיתים משלהם, כל עוד הם בתוך איזור ההשפעה של צומת האב. הם כפופים לממשל, לבריתות, למלחמות, למיסים ולסחר של צמתי האב שלהם והם מסוגלים לקבל מהם סיוע פדרלי. צומת צמית לא יכול להכריז מלחמה על צומת האב שלו או על כל אחד מהצמיתים שלו. אזרחי של צמתים צמיתים מחוייבים למדיניות הדיפלומטיות של צומת האב שלהם.[90]Margaret Krohn

התפתחות של צומת חושפת את התוכן הייחודי שלו, שבאה במחיר של נעילת טבעת הולכת וגדלה של צמתים שכנים מלהתפתח לשלב הבא. [94]

צמתים מתפתחים לשלב הראשון במהירות. זה מאפשר שירותים של דמויות ללא שחקן כמו מכר או בנקאות של חפצים. [95]

  • ככל שצומת מתקדם כך אזור השפעה שלו גדל.[4]
  • צמתים פחות מתקדמים (מכונים צמתים צמיתים) שנמצאים בתוך איזור השפעה של צומת מתקדם יותר יכולים עדיין לצבור XP, אבל חייבים להשאר בשלב התפתחות נמוך יותר מהצומת הדומיננטי.[93]
    • מערכת הצמיתים מתחילה כאשר צומת מגיע לשלב 3 (כפר), אבל צמתים חברים שמתחת לשלב 3 יכולים גם לחסום את הגדילה של השכנים המיידים שלהם.[96]
  • בגלל האופן בו אלגוריתם ההתרחבות מחשב את ההתרחבות הטריטוריאלית (אזור השפעה) במהלך פיתוח צומת, קיימת אפשרות קטנה ששני צמתים באותו שלב יהיו בסופו של דבר קרובים זה לזה.[97]
    • אלגוריתם הרחבת הטריטוריה לוקח בחשבון את החוף הקרוב ביותר, צמתים שכנים, ואת מפת החום של שחקנים באזורים הסמוכים במהלך השבועות או החודש האחרון.[98]

הדרך שבה האלגוריתם מרחיב שטחים לוקחת בחשבון כמה דברים: דבר ראשון היא לוקחת בחשבון את החוף לדוגמה היכן החוף הכי קרוב. דבר שני היא לוקחת בחשבון את הצמתים הסמוכים כך שהוא יוכל להשתלט עליהם ולהפוך אותם לצמיתים שלו, אבל מה שחשוב יותר זה בעצם האוכלוסייה הראשונית שנקבעת על ידי בחירת השחקנים את הגזעים שלהם. מכיוון שיש לנו תשעה גזעים שונים וארבע נקודות התחלה שונות שמתפצלות, צפיפות האוכלוסייה של כל שרת הולכת להכתיב למעשה את הצמתים הראשונים שיהיו מאוכלסים מאוד ואז הגרעין הראשוני הזה הוא זה שהולך לקבוע את מבנה כל צומת תוך כדי שהוא נע בתוך היבשה בעצם אל תוך העולם; ובהתבסס על הביצועים וההצלחות של מצורים שונים יקבע אילו צמתים שננעלו ממקודם בהתקדמות הראשונית יוכלו להיות זמינים כעת כדי להתקדם הלאה. אז אני באמת חושב שעם כל כך הרבה משתנים שנמצאים במשוואה של איך צמתים מתקדמים ונשארים קיימים ככל שיש לך יותר משתנים, ככה תהיה הסבירות שתהיה התפצלות משמעותית בהתקדמות עולם גבוהה יותר .[98]Steven Sharif

בדרך כלל האלגוריתם שפועל על הרחבת הטריטוריה של צמתים ימנע מצמתים משמעותיים להיות קרובים זה לזה ... יכולה להיות סערה מושלמת בה כל הרחבה של אלגוריתם הטריטוריה תגרום לכך שצמתים יתקרבו זה לזה מאוד מכיוון שקיימות דרישות מסוימות שצריכות להתקיים בכדי לספק את האפשרות של השתלטות על צמתים צמיתים; וייתכן ששני צמתים לעולם לא יהפכו אחד את השני לצמית ובסופו של דבר יהיו צמודים זה לזה וימשיכו להרחיב את הטריטוריה שלהם בכיוונים מנוגדים: בערך כמו בספר "בין שתי ערים".[97]Steven Sharif

  • צומת לא מקבל XP מהצמתים האחרים שתחת אזור ההשפעה שלו עד שאותם הצמתים מתפתחים לרמה הכי גבוהה שהם יכולים.[93]
  • שחקנים יועברו למקום בטוח אם הם נמצאים במקום של נכסים חדשים שצריכים להווצר במהלך התרחבות של צומת.[99]
  • אזרחים של צומת אחד יכולים לתרום להתקדמות של צמתים אחרים[100]
  • האחוז המדויק של התקדמות מהשגת חפצים או מהריגה של מפלצות לא יהיה ידוע במפורש כדי להימנע מהפיכת המערכת ל"משחק".[101]

לאנשים שונים יש משאבים שונים שהושקעו בהתקדמות של צמתים וזה יהיה קצת "משחקי" אם היית יכול לדעת בדיוק מה נחוץ באותה נקודה מכיוון שזה יבלום את התמריץ של אנשים להשתתף.[101]Steven Sharif

Tavern rooms

Owners of taverns are able to rent out rooms. The quantity and quality of rooms scales with the level of the tavern.[102]

Player housing grace period

If a player's subscription runs out, there will be a grace period before player housing is lost.[103]

Mobile/web interface

A mobile application and web interface allows players who are not logged into the game to have authority over certain services and mechanics.[104][105] Some functionality may come post-launch.[106]

Some of it may come post-launch... but we do want people to interact with the game on their phones when they're away from the computer; and we're going to do as much as we can to make that cool.[106]Jeffrey Bard


Community guides

See also


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