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[5.0] Charters 2.1

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2.1

 

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Today I present a slightly more updated variation of the charter system previously proposed within the last 5.0 post. Now, I’ve heard of your concerns and look to find a viable solution that meets a solid and beneficial middle ground. A small note before you do read through this;

 

-  ‘xx’ resembles a currently undefined manpower amount, I’ve concluded even having preliminary figures is unfair as we’ve still nothing to base it off. Because of this, no expansion beyond 1 capital, 1 settlement and 6 fiefs will be permitted before the first week has passed.

- The main changes come with the distribution of plots, now being linked to manpower rather than tile count. I hope this will better meet your needs!

- Oh, also. I heard some complaints about the ol’ farms and that and introduced a new, free plot that has no influence over your present manpower. Hope this is slightly better for you.

 

Give it a read, then post here with your updated feedback;

 

 

 

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Map

 

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Territories

 

Territories are what you see on the map above, these individual tiles that make up the entire landmass of the map. These operate not unlike similar systems within many of the strategy games upon the market, becoming either expanded into by current nations or settled upon by new ones. These offer us a much more systematic and fair approach to dishing out the land; as by most accounts the more important factor is how many tiles you own rather than the land quantity of them.

 

Farm Plot

∞ x ∞ 

 

Farm plots may be used without manpower precaution and be of an unlimited size, however, anything contained within them must not exceed either farm, or natural aesthetically builds. If so the build may be removed without further question.

 

Fief Plot

70x70

 

A fief plot is a much smaller section of land to build upon, used for either singular keeps, buildings or perhaps guilds. Each territory is permitted to have two fief plots at any given time, and cannot be placed neighbouring the borders of the other. 2 per tile.

 

Settlement Plot

250x250

 

Settlement plots are much larger and given more sparsely than fiefs, earned by spending xx manpower to obtain them. 1 per tile.

 

Capital Plot

500x500

 

Capital plots are the initial grounds in which a nation will settle, with only one available per nation. They’re the largest ground and are considered the nation's centre of operations, like the settlement plots once they’re placed they cannot be moved. 1 per nation.

 

Manpower

 

Manpower is being more heavily worked into this newer variation of charters, so firstly I’ll try to issue you a better explanation than before.

 

and basically allows you to allocate each of your potentially four persona slots to a nation. The most actively played will then contribute to the manpower of the affiliated nation and, if the account runs unused for a month, will be taken away. The idea here is to give us better systems of monitoring the growth and control of a nation, alongside keeping an eye pluginThis figure is generated through an upon the dreaded activity.

 

So, how does this work for charters 2.1?

 

Expanding Borders

 

Borders may be expanded by taking over a neighbouring territory. It must be adjacent to your current borders otherwise isn’t accessible. The following criteria must also be met;

 

-  xx excess manpower available for expansion.

-  10,000 Mina (This amount is susceptible to change depending on the current IG economic climate).  

-  Still below the three tile expansion limit per month.

 

If such is met, then nations land shall be expanded into the selected tile and any rewards associated with that offered to the nation within question.

 

Establishing Plots

 

Unlike before where you’d be forced to confine your plots down to each tile,  now we’re bringing your fief/settlement plots into this system also. This basically gives you the option of either expanding your borders or reinforcing what you currently have with the manpower you currently hold. Here are the costs;

 

Fief Plot=                       xx manpower to maintain

Settlement Plot=           xx manpower to maintain

 

You’re no longer limited by the tiles you have, but the populous of your nation as a whole. I figured this would be a sufficient way of meeting your needs whilst battling the ghost towns that plague the world.

 

Border Conflict

 

 

Come to a situation in which your selected expansion directly neighbours the borders of another nation, a situation which is known as a Border Conflict occurs.

 

Before the expansion is permitted the opposing nation is informed that the nation in question is attempting to expand into such an area, if they allow it without conflict then the expansion may go forward. However, if they choose to conflict such a decision, then the expansion won’t be recognised until a conclusion is found. Through whatever means that may be.

 

Activity

 

As per the previous charter system, you’re expected as a nation to uphold a level of activity. If you cannot support such there will be consequences, yet these differ from before.

 

The activity is based on your manpower; with each territory requiring xx (xx) to maintain and each capital region requiring xx (xx). If you continue to remain within low activity you will lose territories (based upon the order in which they were obtained) until only the capital is left. Failing to improve at this point may result in the loss of the capital region and thus the nation becomes dissolved.

 

To clarify; continuative months of inactivity will result in a greater loss. One month, you shall lose a single territory. Two months, you shall lose two. Etc.

 

New Nations

 

Firstly, new nations will not be permitted until two months has passed upon the release of 5.0. After that, new nations may be accepted by following these policies:

 

-  xx Manpower.

-  40,000 mina (This amount is susceptible to change depending on the current IG economic climate).

 

Starting nations which meet these criteria will be awarded the following;

 

- A single territory of land, alongside capital plot. They’ll be able to expand this the following month after the formation of the nation.

 

 

 

Guilds

 

I didn’t much want guilds to be a part of the manpower system, and thus concluded that people should be able to support their admired nation whilst also being a part of these more selective groups. Although I’m not going to release more information at this time, guilds will be allocated a fief plot independent of nations through an application system. This will most likely be made available 2/3 weeks following the release of 5.0 and if you believe your guild cannot stand such a period, then please contact me privately. So far guilds allocated land at the start of the map are the following;

 

Druidic Order.

Library of Dragur.
 

 

 

 

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Forgot to add, nations will still be given the 1 capital, 1 settlement and six fiefs at the start. Sorry!

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yay for druids having gm buddies

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It may well be that I am arriving late to the understanding, but we're now saying that while our numbers are dwindling, and will inevitably continue downwards as there is no new influx of minecraft fandom, we will respond in the creation of a new map in which groups of players are encouraged to spread themselves out...

 

I see.

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Just now, Elindor said:

It may well be that I am arriving late to the understanding, but we're now saying that while our numbers are dwindling, and will inevitably continue downwards as there is no new influx of minecraft fandom, we will respond in the creation of a new map in which groups of players are encouraged to spread themselves out...

 

I see.

 
 

 

Compared to the current system, this is actually quite the contrary.  

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8 minutes ago, Pandan said:

 

Compared to the current system, this is actually quite the contrary.  

he means to make the map ******* tiny dood.

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Just now, Kvasir said:

he means to make the map ******* tiny dood.

 

Athera wasn't great.

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Just now, Pandan said:

 

Athera wasn't great.

what was so bad about it, I thought it was okay while I was playing on it for the short time I did. ?

Tiny maps concentrate RP.

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Just now, Kvasir said:

he means to make the map ******* tiny dood.

fun benefit of having the map like this, imo::

 

if it really is proven RP is too spread out, then one of the islands can be removed and the people forced to settle on another island. Or, say, if all the nations on one island get inactive, then that island can be removed from play as there is no need for it.

 

I'm not saying that WILL HAPPEN

 

But I hope it does.

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Just now, TeaLulu said:

I'm not saying that WILL HAPPEN

 

But I hope it does.

me too... ((Sutica)) 

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Just now, TeaLulu said:

if it really is proven RP is too spread out, then one of the islands can be removed and the people forced to settle on another island.

What the ****. So you create an absolutely huge map and give people the option where to settle and seperate them onto island. Then if rp is spread out, this is obviously due to the way the map would of been set out and nations, you're going to force whole nations to move just because you say so? No that won't happen.

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Just now, Pandan said:

Compared to the current system, this is actually quite the contrary.

 

I know that the Administration are working to provide players what they want, as there are some members of the community who want to play factions. And seen as many other players just don't care how territory is divided so long as they can get in and roleplay. It just seems like a strange choice to essentially dangle the goal of claiming tiles.

 

Though I can see that by your conditions for claiming a new tile you are essentially preventing unnecessary growth. However if you can comfortably fit 80 in one space, why encourage them to spread out in groups of 20? Hopefully the shiny newness of the claiming as much land as possible wears away and people pull back in within 6 months.

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No. They should not force entire nations to move somewhere because everybody in oren wants their own keep.

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Just now, A Moongazer said:

No. They should not force entire nations to move somewhere because everybody in oren wants their own keep.

alrighty 

1) I never mentioned Oren, please take your #SCREWOREN salt elsewhere, since when is everything Oren's fault?

2) you're obviously not paying attention to the point I'm making.

3) you're going to be righteously indignant anyways so I'm just going to end this here.

FMs this is blunt, not rude so don't censor me.

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Lulu, Oren is always at fault, mind you.

 

All the ranting about this system here aside, I think it's an honest attempt to find a solution. We are not cramped and step on eachothers toes alike in Athera (which was the terror upon which we were bestowed Vailor). We need a certain distance, not only in rough blocks but also in proper visual distance. I don't want to see the dwarven capital from my doorstep of my home in the human capital (for example). A different (and hopefully more actively checked) system for land to see if there is activity. Furthermore, with this manpower restriction it will naturally cut down Oren in size and not everyone will have feudal holdings. If this activity and manpower system gets enforced adequately in a proper way, it won't spread RP but instead focus it. Yes, the land is vast. But within this vast land we will have more dense locations where people live, interact, rp, etc.

 

On the condition that the staff sticks to it. So let's give them some room to breathe. I say we try this first before we go complaining.

 

Also, Oren is always at fault.

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