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[5.0] The Isles of Axios | Release

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As of now, the Isles of Axios are available to any and all who wish to experience them. These custom painted worlds have been endlessly touched upon by the many individuals that offered us countless hours worth of their time, and we hope you'll enjoy the fruits of their labour.

 

So, what does this map look like?

 

http://i.imgur.com/m2EUFYp.jpg

 

(Minecraft Render)

 

 

 


http://i.imgur.com/PJzct92.jpg
 

 

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

 

Comprised of three ancient islands, The Isles of Axios are varied within their environment... Whether it be the mountainous peaks of Tahn, the dense forests of Asul or the fierce cold of Ceru. You'll find unique and interesting space wherever you choose to explore.

 

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The new charter system is based upon a tile based grid, allowing nations the opportunity to expand into the neighbouring whilst new emerge from the unoccupied. Utilizing plot regions we hope to also condense the span of roleplay and allow you to find it with ease, without excessively flooding the world with lacking immersive fast travel systems.

 

 

 

 

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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 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 reprecaution and be of an unlimited size, however anything contained within them must not exceed either farms, 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
150x150

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 a 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 is isn’t accessible. The following criteria must also be met;

-  xx excess man-power 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 populus of your nation as a whole. I figured this would be a more sufficient way of meeting your needs whilst battling the ghost towns that plague the world.

Border Conflict

Come 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 from 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 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 this criteria will be awarded with 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 apart of the manpower system, and thus concluded that people should be able to support their admired nation whilst also being apart of these more selective groups. Although I’m not going to release more information at this time, guilds will be allocated a 150x150 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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Small change to the previous conditions of the skill wipe, instead of rewarding players with 150,000 it'll be halved to 75,000. Read more about these changes within the below post

 

 

 

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Mina at the start of the map will be slightly different than before. Nation leaders will not be granted a lump sum and instead everyone will be given two hundred and fifty (250) mina, allowing them to contribute it to their NL goals. We'll also have the market stalls available to raise funds, if you need them! Read more below.

 

 

 

Dont forget about the variety of mina earnt through competitions and continued support of the tailors guild also.

 

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With the introduction of 5.0, several GM’s and members of a community feedback group have sat down to look over the current frustrations and issues with raiding. When we first set out to make revisions to war rules we did so with the intent of keeping it simple. However, with the feedback of the community, and suggestions of members involved in both RP and PvP groups, we have rested on a new raid system that will be trialed for the first several weeks of 5.0!

 

 

 

 

 

 


Section 1 (Lawless Raiding),

Lawless Banditry is four or less people killing, robbing and causing chaos within a settlement. The max amount of raiders will be four and the raiders would have a total of 30 minutes to raid and or attack the settlement, this means if they don't find someone in 30 minutes or they can't reach someone in 30 minutes then the raid is automatically over. The cooldown for lawless banditry is 4 days.

Section 2 (Lawful Raiding),

Lawful Raiding is twelve or less people attempting to rescue someone taken captive. They have 1 hour to rescue the captive and are allowed to use TNT or ladders, Lawful Raiding will also require GM supervision. Lawful Raiders may not kill citizens but may kill guards or other people of that nature. The cooldown for lawful raids is 0 days.

Section 3 (War Raids),

War Raids is a raid on a settlement that is currently at war with the raiders. The raiders are allowed up to 8 people. The cooldown for war raids is 1 days.

Section 4 (Counter Raids),

A counter raid may be used in the situation where one or more of your settlements have been recently raided. You may only counter raid against lawless or war raid types and counter raiders are allowed up to 16 people. If the settlement they are raiding is on cooldown then the counter raiders may ignore this and continue on with the raid. Alternatively, they have only 30 minutes to find a player in the region, if that time runs out then they must leave. You may not counter raid a counter raid and this will not affect the original cooldown.


In addition to these implemented raid sub-types, the rule banning the use of fast travels for the intention or purpose of raiding has been lifted.

 
 

 

 

 

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

 

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TehLulu
Ang
Alty

 Freema

Gemmy
Nummy

Hiebe

Meguzara
Zarsies

Ski

Hobolympic

Dizzy

Benbo

Daedalus

SaintPaint

Babadooko

Sean

Gucko

Dropkoala

Warmetal

Taylorstriffe

Cpt_Noobman

Rickyjctv

Wrynn

Murlocs

 

And also the following, for spending upwards of 12 hours getting the server transitioned.

 

Kowaman

Telanir

Teegah

 

 

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14 hours of development and updating—now go out there and enjoy it all and make all this worth it.

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third

That.. trailer though.. too good.

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It's been a fun map. Enjoy.

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Twenty-five minutes- Not bad, not bad.

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I WANNA KILL MYSELF YAYAYAYYAYAYAY

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*cries because he was not on the helpers list, even though he spent much time in the swamp fixing water

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Yesssssssss

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