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Charters and more!

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Dohvi

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Hello Lord of the Craft. 

 

As many players have found, our current charter system might be better than the previous one but is still far from perfect. While the territories themselves have been implemented nicely, we have recognise that the fief/settlement setup has failed to achieve its original goal. So we’ve taken your criticisms and suggestions into account, and are pleased to announce some changes. 

 

 

Territories/Tiles (I use these two words interchangeably throughout this post): 
The idea behind dividing the map up into territories determined by geographical changes has potential, and it has quietly solved a number of issues plaguing the previous system. But the idea itself is being muddied by the fief and settlement restrictions which limit how a nation can utilise their own land. No longer. 

 

Once a nation has control of a territory, their leadership gains full access to it to delegate the land how they wish. This makes much more sense for RP, and shouldn't burden anyone with arbitrary restrictions. 

 

 

Expansions: 
To balance this shift away from fiefs and settlements to full territories, the rate and price of expansions has been adjusted. Nations will be allowed to purchase a single territory per month, for a price determined by how much land that nation already owns. To add a degree of balance to purchasing large amounts of land, new tiles will cost 10k for every existing tile that nation owns. If they already have 5 tiles (including their capital) a new tile would cost 50k. 

 

 

An explanation on Manpower
As numerous community members have pointed out, the system for monitoring if a nation is active enough to retain its currently owned tiles (called Manpower) is a bit of a question-mark. This system relies on a plugin which has yet to be implemented, leaving the system somewhat unbalanced. The changes to how new land is purchased was made with this in mind, as a way to balance out land ownership. 

 

 

Regions and subregions: 
With this new level of control over how a nation uses its land, nation leaders and territory owners will be allowed to make subregions within their land. It should be noted that the actual tiles are not being replaced, and nor should their regions. Every region, from an entire territory to a roadside tavern is expected to have a primary owner recorded and updated on the forums. Sometimes it's not possible to avoid arguments over who owns a region, but we feel it's important to decrease these as much as possible. 

 


Child Regions:
The only regions that don’t need these primary owners are child regions. These are small sub-regions made inside or around settlements to separate out farms and special buildings. In cases like these, as far as owner permissions go they will mostly be considered as part of their parent region rather than an independent region. 

 

 

Independent plots: 
A new introduction to the system is independent plots, which will now be available for purchase. The current focus on nations makes it difficult for new groups to form without a nation’s support. These new plots will work similarly to fiefs and settlements did before this update, except without any territory ownership. 

 

 

New nations
Once people own land in a territory, they can apply to have their land rise to nationhood. This option will be available for independent communities who have already purchased fiefs and settlements in independent land, as well as communities in a nation who have had their territory granted independence by their nation leader (as opposed to groups in a nation who are rebelling, which is handled separately). Applying for this will start a 2 week period where the group’s activity is monitored, and if it meets the requirements they’ll be able to pay a base fee to become a nation. The actual requirements will be detailed in a post in the Charters Section.  

 

 

Event Regions
Something that has never been fully clarified, event regions are special regions that exist outside of the established charter system. Any ET member may request an event region be made in any tile, however in purchased tiles they're expected to consult the territory’s owner before doing so. All event regions should be marked with an e or event at the start of the region name, and may not be used for any purpose other than events. If the area’s events are concluded, the region may not be passed on for non-event purposes. 

 

 

Beacons: 
Another new addition you might start noticing soon are beacons. Not the minecraft type that shoots an obnoxious light in the sky, but decorated soulstone pillars scattered throughout the Isles. I aim to place many of these scattered throughout the maps for players to find and use. Unlike the pillars in nation capitals, these beacons won't just be located where most convenient (some may even be hidden), or be movable to suit the needs of a territory’s residents. In this way I hope to make soulstones a bit more useful (especially if people are having trouble with red soulstone pillars) without making nation capital pillars less special. 
 

 

Over the next few weeks we'll be adding a number of posts to the Charters Section of the forums to clarify these changes and give exact details. In the meantime if you have questions or concerns, please feel free to post them here or send them to myself, Ever or Ski. 

 

Thank you,

 

~LotC Administration

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Or... or... we stop restricting nations right of growth completely by means of payment to skygods and we let it happen organically as it should be. Just a thought..

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Third?

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Just now, Gangass Khan said:

Or... or... we stop restricting nations right of growth completely by means of payment to skygods and we let it happen organically as it should be. Just a thought..

 

How would that work? We just let nations take any land they want? With the current system, nations can expand over time and have a lot more freedom to use and develop the land as they please.

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29 minutes ago, Dohvi said:

To add a degree of balance to purchasing large amounts of land, new tiles will cost 10k for every existing tile that nation owns. If they already have 5 tiles (including their capital) a new tile would cost 50k. 

This is unacceptable... Don't you realize how much it actually costs? Every nation started with 3 tiles, so its automatically starts at 30k. Hello? But thanks for removing the region/plot restrictions... after we're done struggling with them. But better late than never I guess.

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7 minutes ago, SaintPaint said:

This is unacceptable... Don't you realize how much it actually costs? Every nation started with 3 tiles, so its automatically starts at 30k. Hello?

It was set high because of the huge inflation we saw after those admin shops. If that's settled down, there's no reason we can't adjust the price. 

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24 minutes ago, ski_king3 said:

 

How would that work? We just let nations take any land they want? With the current system, nations can expand over time and have a lot more freedom to use and develop the land as they please.

Stop the federalization of the staff! States rights!

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1 hour ago, Gangass Khan said:

Or... or... we stop restricting nations right of growth completely by means of payment to skygods and we let it happen organically as it should be. Just a thought..

 
 
 

Nothing regarding nations is "organic", nothing. OOC warclaim buffer forts are not "organic". Nobody running a real nation would just put abandoned forts on their borders for an invading force to use, but that's what we saw. Nations are a collection of meta-decisions made in skype. I know it's true, I've seen it. 

 

That and you know, if we wanna be organic, lotc comprises of a medium town worth of people.

 

I will add though that I understand WHY this is, but just pointing out that nations are not organic.

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I've got to be honest, I think the increased cost will need to be adjusted. We see Oren, which already has eleven tiles. Cruz has almost 80,000 minas, and he could definitely make the extra 30,000 easy. When we look at taxes, the money that the nobility definitely holds, and whatever other means they would have for getting money, they would be able to very easily blob, moreso than they already are. I don't want to discredit Cruz or anyone else in Oren's hard work to get the nation to where it is today, but when you get the vast majority of the population of the server, meaning you get more money, more resources, and more people who would be willing to fight for you, it's not like it's a particularly hard task to pool together 230,000 minas for two tiles, which will bring a new wave of opportunistic players due to the potential to get their own barony, and the cycle continues. I'd say change it so that either the price increases, there is a cap to how much territory you can hold (I'm not sure how I feel about this option honestly, but I'm putting it in anyways), or you add in some new mechanic to limit snowballing or just make massive expansion more of a double edged sword.

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59 minutes ago, 2samspan said:

I've got to be honest, I think the increased cost will need to be adjusted. We see Oren, which already has eleven tiles. Cruz has almost 80,000 minas, and he could definitely make the extra 30,000 easy. When we look at taxes, the money that the nobility definitely holds, and whatever other means they would have for getting money, they would be able to very easily blob, moreso than they already are. I don't want to discredit Cruz or anyone else in Oren's hard work to get the nation to where it is today, but when you get the vast majority of the population of the server, meaning you get more money, more resources, and more people who would be willing to fight for you, it's not like it's a particularly hard task to pool together 230,000 minas for two tiles, which will bring a new wave of opportunistic players due to the potential to get their own barony, and the cycle continues. I'd say change it so that either the price increases, there is a cap to how much territory you can hold (I'm not sure how I feel about this option honestly, but I'm putting it in anyways), or you add in some new mechanic to limit snowballing or just make massive expansion more of a double edged sword.

or just make the cost to expand more expensive based on the amount of land you already have.

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