Trade routes

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Mayoral caravan launched by a mayor to establish a trade route with another node.[1]

Trade routes in Ashes of Creation refer to.

Trade agreements

Node governments can enter into trade agreements with other nodes. Each node entering into the agreement can designate caravans with materials to be sent to the other; improving the economy of both nodes. This gives experience to all involved, contributes to the node’s growth and helps to construct buildings.[4]

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.[5]Steven Sharif

Mayoral caravans

Mayoral caravans are launched by Mayors.[1]

Quest driven caravans

Quest driven caravans are used for trade routes between nodes. These caravans are system driven.[6]

  • These are initiated by players with a diverse choice of routes and launch windows, making them difficult to zerg.[7]
  • Initiating a caravan from one node to another will create a PvP objective that players will need to defend while it moves along its chosen route to the selected destination.[8]
  • Node-based caravan stats and capabilities scale with their node's advancement.
  • Roads will upgrade as nodes advance. Different roads will dictate the speed and type of caravan required (off road vs on road).[9]

The caravan system is designed to be initiated by the player. Which means, information of the caravans launch time and route, should be a closely guarded secret. Routes will also be diverse, and the world is large, so it might behoove you to scout the route ahead before a launch. Fast travel in our game is also limited, which means unless the guild had knowledge of your plans before hand, it is likely that they will be unable to organize and travel to a location. As far as mass guilds securing trade routes, there is always a bigger fish in the pond. Also caravans will have limitations on carrying capacity and launch windows that will segment mulitiple caravans by several minutes, which would space out the caravans, making it difficult to "zerg" a defense.[7]Steven Sharif

Naval caravans

Alpha-1 Niküa naval caravan 3D render.[10]

Caravans are capable of transitioning from land to naval caravans. So if you start out as a land-based Caravan and you move to the coast and you want to move into the water there's gonna be a little transition period there; it's gonna be a little construction kind of site: You're not gonna have to do anything it's just gonna be a timer right so that you can't quickly move between land and water. It's gonna be probably in the matter of you know a minute to two minutes. There's a little bit of vulnerability in that regard.[11]Steven Sharif

Naval caravans (Trade ships) are part of Ashes of Creation naval content.[12] Naval caravans allow the transportation of trading goods.[13]

  • Naval caravans are capable of transitioning from land caravans.[11][13]
    • There will be a delay of one or two minutes while the caravan transitions. This introduces a small window of vulnerability.[11]
  • These caravans will come in varying sizes and capacities.[11]
  • By default naval caravans have a racial appearance. Players will be able to apply caravan skins to change this appearance.[11]

 

Hijacking ships

Certain ships can be hijacked. Naval caravans can not be hijacked. The cargo on a trade ship will be similar to caravans in that the ship must be destroyed in order to capture the loot from its wreckage.[14]

Naval content

Naval content refers to content above and below the sea.[2]

Naval content was unlocked as part of the $1,500,000 Kickstarter stretch goal.[3]

See also

Referenties