Jump to content

Server Rule Change-Log


Anore
 Share

Recommended Posts

With the implementation of the Server Rules into their own page on the site, this thread is to track changes made to the server rules.

 

Tracking Changes to New Rules

    • In order to be made aware of relevant changes to the rules, please follow this post or check back occasionally to see updated policies and rules.
    • The most recent post will be pinned to the front of this thread.

     

    What this means to you.

      • If you have any questions on changes in rules please contact a member of moderation.
      • If a change in rule results in something you are doing now being against the rules, there will be a 1 week grace period following the updated rules, unless the situation requires immediate attention such as a safety concern.

       

      Change Log Format

      • Changes to the rules will be posted in the following format:

       

      Original Rule:

      Rewrite:

      Rational:

       

      That’s pretty much all,

        Link to post
        Share on other sites

         

        Rule Changes, Week of 10/11/20

         

        Conflict Rules

        General Combat

         

        Original: Rule 12: If a combat situation/raid gets too out of hand OOCly (bickering, meta accusations, etc), a moderator reserves the ability to call PVP or void the roleplay entirely regardless of the intention from either side. A report can later be pursued if incriminatory evidence (proving powergaming, metagaming, etc) is compiled. Refer to Report Guidelines.

         

        Rewrite: Disclaimer: If a conflict/CRP/raid gets too out of hand OOCly (bickering, meta accusations, etc), a moderator reserves the ability to force a course of action be it PVP, Roll combat or to void the roleplay entirely regardless of the intention from either side. A report can later be pursued by those involved if incriminatory evidence (proving powergaming, metagaming, etc) is compiled. Refer to Report Guidelines.

         

        Rational: Clarification on the rules original intention.

         


         

        Region and Nation Rules

         

        Original: Rule 6: The PRO of a nation may have permission to build on road regions that are within their nation's tiles.

         

        Rewrite: Rule 6: The PRO of a nation may build on road regions that are within their nation's tiles.

         

        Rational: Rewording, prior text gave the impression that PRO’s are required to obtain permission.

         


         

        Original: Rule 7: Only the PRO may add/remove region owners. For nations, this applies to tiles or settlements the nation leader is PRO of, not sub-regions under a nation tile.

         

        Rewrite: Rule 7: Only the PRO may freely add/remove region owners. For nations, this applies to tiles or settlements; the nation leader is PRO.

         

        Rational: Removal of the line: “not sub-regions under a nation tile.” as this is clarified in rule 9 below it.

         


         

        Original: Rule 8: A tile PRO (the nation leader) can request the creation of sub-regions within a nation tile for the purpose of new settlements under that nation, though they may not force the settlement to have them as PRO, the PRO of the sub-region should be the RP leader of that settlement.

         

        Rewrite: Rule 8: A tile PRO (the nation leader) can request the creation of sub-regions within an owned tile for the purpose of new settlements under that nation. 

        • The PRO for the new sub-region meeting this intent should be the RP leader of that settlement. 

        • All other sub-regions not intended for settlements do not require a PRO to be set and are assumed to belong to the nation leader

         

        Rational: Clarification. Restructuring for ease of use.

         


         

        Petty Theft

         

        Under Petty Theft

         

        Original: Rule 2: Unlocked non-shop chests may be taken from freely with a sufficient emote. For shops or locked chests make a /modreq and follow the rolling guidelines below.

         

        Rewrite: Rule 2: Unlocked non-shop chests may be taken from freely without limitations following a sufficient emote. For shops or locked chests make a /modreq and follow the rolling guidelines below.

         

        Rational: To reiterate that unlocked non-shop chests do not have the same limitations as shops or locked chests, with the exception of the requirement for a sufficient emote.

         


         

        Original: Upon successfully breaking into a locked chest, you may take up to one-half (rounded down) from one slot of items in the chest (a maximum of 32 for a full stack of items in a slot), given that the slot has at least two items (unique items may only be taken during a heist). 

        • If the chosen item can be stacked with other identical items, they may first be condensed by the moderator before being split in half.            

         

        Rewrite: Upon successfully breaking into a locked chest, you may take up to one-half (rounded down) from one slot of items in the chest (a maximum of 32 for a full stack of items in a slot), given that the slot has at least two items (unique items may only be taken during a heist). 

        • If the chosen item can be stacked with other identical items, they may first be condensed by the moderator before being split in half.    

        • An item may be taken from a shulker within the chest, but shulkers themselves, unless empty, may not be taken.   

         

        Rational: To define how items in shulkers that are within a locked picked chest may be taken from following the same limitations of one slot, but not full shulkers themselves. This addition is to both prevent players taking entire shulker boxes during petty theft, but to also prevent players from putting all of their items in shulker boxes inside chests to prevent theft.

           


         

        Under limitations

         

        Original: Rule 2: You may only steal from 3 chests (or shops) per 24 hours.

         

        Rewrite: Rule 2: You may only steal from 3 locked chests (or shops) per 24 hours.


        Rational: Clarification, this cooldown only applies to theft under the petty theft system.

           


        Roleplay Rules

         

        Addition: Rule 13. You may not abuse mechanics to access areas you cannot get to in roleplay, this includes boat glitching and using horses to bypass walls higher than 3 blocks tall.

         

        Rational: Inclusion of this was missed on the rewrite, it shall remain enforceable.

        Link to post
        Share on other sites

        Rule Changes, Week of 11/2820

         

        General Rules:

         

        Addition of Rule: Rule 7: You may only have a maximum of three minecraft accounts registered on the server.

         

        Rational: Added this rule to prevent spamming of alt accounting and to for security purposes to prevent likelihood of alt accounts being compromised.

         


         

        Roleplay Rules:

         

        Original: Rule 8: Your characters may not interact with each other. This includes physically being together transferring items, or otherwise contributing* to each other's abitions, goals, or stories.

        - You may play your own children, though they may no physically interact in-game.

         

        Addition of Sub-point: Rule 8: Your characters may not interact with each other. This includes physically being together transferring items, or otherwise contributing* to each other's ambitions, goals, or stories.

        - You may play your own children, though they may no physically interact in-game.

        - You may not use multiple personas to gain an advantage by circumventing Vortex limitations and concentrating the benefits with one nation/settlement/group/etc. Example, no "Vortex Alts" or RPly unaffiliated personas contributing to something that doesn't make sense for them.

         

        Rational: Addition of sub-point to specify rule against Vortex abuse related to multiple personas.

         


         

        General Combat:

         

        Original: Rule 10: Villainous activity or combat near or in Cloud Temple or travel hubs is prohibited. This includes ANY roads leading up to or from them, meaning one may not block travelers from entering or leaving the area by camping at an intersection leading to Cloud Temple or a travel hub.

         

        Addition of Sub-point: Rule 10: Villainous activity or combat near or in Cloud Temple or travel hubs is prohibited. This includes ANY roads leading up to or from them, meaning one may not block travelers from entering or leaving the area by camping at an intersection leading to Cloud Temple or a travel hub.

        - Must be at least 100 blocks down the road in any direction from the hub or Cloud Temple.

         

        Rational: Addition of sub-point to define what is meant by road to or from Hubs. Previous wording as it stood prevented all banditry whatsoever as with the lack of roads at the start of the map, "technically" no roads were not leading to or from a hub.

        Now banditry must take place at least 100 blocks down the road, from the hub.


         

        Link to post
        Share on other sites

        Rule Changes, Week of 1/4/21

         

        Conflict Rules:

         

        Original: Rule 5: If 12+ people become engaged in the combat, PVP may be called through a majority vote of all people involved. Spectators may not vote. To avoid any complications, you may ask a Moderator to watch. Votes may only be redone if new people join the scene or through moderation.

        • Once PvP is requested, a PvP lock is initiated on whoever is present. Anyone who does not take part in the PvP or was not included in the PvP lock once the countdown is initiated is considered a spectator.

        • Spectators may not interfere in any way. They may not follow along (even if they are statused) with the PvP unless approved by a moderator.

         

        Update: Rule 5: If 12+ people become engaged in the combat, the combat is defaulted to PvP. This can be overridden through a majority vote of all people involved. Spectators may not vote. To avoid any complications, you may ask a Moderator to watch. Votes may only be redone if new people join the scene or through moderation, but not after PvP has been initiated.

        • Once PvP is requested, a PvP lock is initiated on whoever is present. Anyone who does not take part in the PvP or was not included in the PvP lock once the countdown is initiated is considered a spectator.

        • Spectators may not interfere in any way. They may not follow along (even if they are statused) with the PvP unless approved by a moderator.

         

        Rational: General Clarification: The original purpose of this rule, was to cut down on instances where an attacking party sought to gather as many people into the conflict to force a PvP default. This led players who sought out CRP to be forced to PvP after being dragged into a conflict larger that they thought. While it is important to acknowledge that this is an RP server and we should strive to RP over other forms of combat, once you hit a high enough number, keeping track of emotes, movements and general CRP can become more troublesome. While the rule itself is not changing that drastically the intent is to say, once you get to 12+ people engaged in a conflict the default will go to PvP unless one side or group of the players decides to vote for CRP or Rolling CRP and a majority agree. This is to imply that although we would prefer to continue to RP, we as moderation acknowledge that oftentimes it becomes more difficult to CRP in large groups and eventually after arguments and eventual modreqs, it ends up defaulting to PvP regardless.

        Link to post
        Share on other sites

        Rule Changes, Week of 3/30/21

         

        Raid Rules:

         

        Original: Rule 3: Raid size is dependent on the raid target

        • Lairs: 3 player max
        • Settlements and non-capital tiles: 4 player max
        • Nation capital tiles: 5 player max

        Update: Rule 3: Raid size is dependent on the raid target

        • Lairs: 3 player max
        • Settlements and non-capital tiles: 6 player max
        • Nation capital tiles: 9 player max

        Rational: As initially intended, Raid Caps have been raised for raids against settlements and Nations on a trial period.

         

        ___________________________________________________________________________________________

         

        Conflict Rules:

        Original: Rule 5: If 12+ people become engaged in the combat, the combat is defaulted to PvP. This can be overridden through a majority vote of all people involved. Spectators may not vote. To avoid any complications, you may ask a Moderator to watch. Votes may only be redone if new people join the scene or through moderation, but not after PvP has been initiated.

        • Once PvP is requested, a PvP lock is initiated on whoever is present. Anyone who does not take part in the PvP or was not included in the PvP lock once the countdown is initiated is considered a spectator.
        • Spectators may not interfere in any way. They may not follow along (even if they are statused) with the PvP unless approved by a moderator.

        Update: Rule 5: If 12+ people become engaged in the combat, the combat is defaulted to PvP. This can be overridden through a majority vote of all people involved. Spectators may not vote. To avoid any complications, you may ask a Moderator to watch. Votes may only be redone if new people join the scene or through moderation, but not after PvP has been initiated.

        • A Majority Vote is comprised of a minimum of 3/4 of players involved in the combat to override the PvP default and change to CRP.
        • Once PvP is requested, a PvP lock is initiated on whoever is present. Anyone who does not take part in the PvP or was not included in the PvP lock once the countdown is initiated is considered a spectator.
        • Spectators may not interfere in any way. They may not follow along (even if they are statused) with the PvP unless approved by a moderator.

        Rational: Updated rules to clarify that when 12+ people become engaged in combat, 3/4 of players involved in the combat need to agree to switch to CRP rather than a simple half majority. If this can not be achieved in a quick and orderly fashion, the default remains PvP.

        ___________________________________________________________________________________________

         

         

        General Raid Rules:

         

        Original: Rule 5: All wartime raids shall have a /modreq filed prior to the raid when using war chat negotiated raid terms.

         

        Update: Rule 5: All raids must have a /modreq filed by the raiding party prior to the raid declaring the origin, target, and number of raiders involved. It is not required for the Modreq to get claimed for the raid to continue.

         

        Rational: The purpose of this rule, is more of a temporary change. By having moderators be able to observe the raids from the beginning they will be able to better observe and address the issues facing conflict and raiding with more experience and knowledge on how these situations conduct themselves. For those concerned that this rule will result in possible meta-gaming, please report concerns to Moderation Management.

         

        ___________________________________________________________________________________________

         

         

        Original: Rule 1: A raid constitutes an attack or banditry (either in peacetime or wartime) by two or more players of an outside group on a nation, settlement, or lair.

         

        Update: Rule 1: A raid constitutes an attack or banditry (either in peacetime or wartime) by three or more players of an outside group on a nation, settlement, or lair.

         

        Rational: Minimum number of players required to be considered a raid is now three members, while we are still working to change the definition of a raid to be more focused on an attack and not general banditry the rest of the rule will remain in effect to be worked on by whoever takes my place.

        Link to post
        Share on other sites

        Rule Changes, Week of 4/23/2021

         

        Petty Theft Rules:


        Update: An update to Petty Theft, encompassing acts of vandalism.
         

        VANDALISM

        You must adhere to these guidelines, for the purpose of vandalism.

         

        1. You must create a /modreq before an act of vandalism.

             1.1 A member of the Moderation Team will supervise the event, and make the adequate alterations in-game.

         

        2. You must request PRO or RO permission for major alterations (destruction of large structures, explosives 

         

        3. You can participate in minor alterations, such as graffiti, propaganda or minor destruction (windows, doors, banners, etc.) without RO approval.

             3.1 You must describe the scene in wooden-signs, once concluded. You can request assistance in a /modreq, if unable to place down signs due to region-permissions.

         

        Rational: Most of these rules were already unwritten rules to begin with. RO permission for vandalism was normally the protocol followed in all previous cases of vandalism, this simply sets it in stone. The idea of filing a /modreq before vandalism is so they can alter the blocks for you in real-time, since the idea of vandalism is to be quick, and also ensure you’re doing sufficient roleplay for the vandalizing. There is no set emote count for this. 

         

         



        Update: An update to Petty Theft, encompassing interactable roleplay target-objects.

         

        INTERACTABLE ROLEPLAY OBJECTS

        You must adhere to these guidelines, and petty-theft limitations outlined above.

         

        [!] Interactable RP Objects encompass all individual target-objects that can be interacted with in roleplay, but cannot be looted mechanically, in regards to /lockpick.

         

        [!] Interactable RP Objects include heads hanging from spikes, bodies hung outside of lair/settlement/nation(s), bodies in graves and/or tombs and theft of uniforms. 

         

        1. You must create a /modreq before an act of IRO theft.

             1.1 A member of the Moderation Team will claim the ticket, either accepting or denying the request, pending discussion and valid reason.

         

        2. You must describe the scene in wooden-signs, once concluded. You can request assistance in a /modreq, if unable to place down signs due to region-permissions.

         

        3. You cannot loot player-heads that represent a character's child as valid kidnapping, unless in confrontational roleplay.

         

        Rational: Once again, most of these rules were already unwritten rules to begin with. This is simply to have a distinct set of rules out there for players to follow whenever they wish to fulfill their grave-robbing or armory-stealing dream. Very similar to the vandalism rules, you really just need to make a modreq for it to be overseen so the moderator can leave a sign for your roleplay.

         


         

        LIMITATIONS

         

        Original: Rule 3: Upon successfully breaking into a locked chest, you may take up to one-half (rounded down) from one slot of items in the chest (a maximum of 32 for a full stack of items in a slot), given that the slot has at least two items (unique items may only be taken during a heist). If the chosen item can be stacked with other identical items, they may first be condensed by the moderator before being split in half. An Item may be taken from a shulker within the chest, but shulkers themselves, unless empty, may not be taken.

         

        Update: 

         

        1. At a successful lockpick of a chest and/or shop-chest, you can loot up-to one-half (rounded down) from a single stack. You can only loot one slot, per target chest.

         

        2. If the target-item can be stacked with others inside the same chest (or shop-chest), a member of the Moderation Team can condense these before splitting the full-stack.

         

        3. You can loot items from a shulker-box (within a chest) but a shulker-box, unless empty, cannot be taken.

         

        Rational: Clarification of the rule-set for better understanding. 

         

        Original: Rule 4: You have a maximum of 3 attempts per target object, and 9 target objects total per 12 hours within any one settlement.

         

        Update:

         

        1. You can attempt to lockpick a target three (3) times, per target-object, with a limit of nine (9) target-objects in a lair/settlement/nation.

             1.1 A target-object encompasses an item interacted with (door, chest, etc.).

             1.2 Each target-object can be attempted by all members of the party, unless jammed.

         

        Rational: Clarification of the rule-set for better understanding. 

         


         

        ROLLING GUIDES

         

        Addition: Wooden Gate(s) - Roll 15+ (10+ w/ lockpick)

         

        Rational: Wooden gates have been added to the rolling-guides list, equaling Wooden Fence Window(s) with the requirement for a lockpick.

         

        Link to post
        Share on other sites

        Original: Wartime Raids #3

        All raid targets will have a 3 day cooldown. Incumbent parties may adjust these values during wartime negotiations. Raid size is dependant on the raiding target:

        • Lairs: 6 player max
        • Settlements: 9 player max
        • Nations: 12 player max

        Update: External Wartime Raids #3

        Raids trigger a 3 day cooldown. Maximum raiding party depends on the target:

        • Lairs: 5 player max
        • Settlements: 10 player max
        • Nations: 20 player max Raiders may exceed the maximum.

        However, each new participant adds 12 additional hours to the cooldown. Inaccurately reporting raiding numbers will triple cooldowns and trigger infractions for the raid leader.

         

        Rational: Allows for easier and smooth-flowing conflict.

         

        ---

         

        Original: N/A

         

        Update: INTERNAL CONFLICT RAIDS

        All external raid rules apply. However, the original 3 day cooldown will be reduced to 36 hours.

         

        Rational: Allows for easier and smooth-flowing conflict.

         

         

        ---

         

        Original: A wartime raid encompasses banditry/attacks on a settlement participating in the war by two or more players of an opposing faction participating in the war.

         

        Update: A wartime raid encompasses banditry/attacks on a settlement participating in the war by three or more players of an opposing faction participating in the war.

         

        Rational: Increase from two to three for wartime raids. Easier consistency. Allows for easier and smooth-flowing conflict.

         

        ---

         

        Original: N/A

         

        Update: Immediately after combat, raiders may perform one act of major vandalism (destruction of property, burning a building, etc) without approval from an RO. A moderator must supervise.

         

        Rational: Bringing in major vandalism as a permanent aspect of our rules, due to how well it worked in the urguan-oren conflict.

         

         

        Link to post
        Share on other sites

        Adjustment to External Wartime Raid Rules, Rule #2

         

        Original Rule: During wartime, raid sizes are increased to the following criteria and raid protections are applied to city/settlement/lair regions instead of the tile, meaning banditry on roads in a nation tile or the area outside of a city/settlement/lair will not trigger a raid cooldown as they do in peacetime.

         

        Rewrite: During wartime, raid sizes are increased with the following criteria, and raid protections are applied to the entire tile. However, banditry on roads will have a base cooldown of 0 days, with each additional person brought over the soft cap adding a 12 hours to the cooldown. 

         

        Rational and Explanation: Road banditry has gotten out of control. Players can still raid roads and avoid the cooldown by bringing no more than the soft caps of 5/10/20 for Lairs/Settlements/Nations. If players bring over the soft caps, each additional player will add 12 hours to the cooldown as stated in the rules.

        Link to post
        Share on other sites

        With the recent rule to ensure safety of our players by removing enabling-behavior of romancing underage, we have adjusted our racial lore to better fit the server and to clear any confusion or gray area that might be caused.

        Removed these lines from Elven Racial Lore;

        However, physically, they are frozen. It is perhaps of the longevity of elven lifespan that the traditionally accepted cultural age of maturity is 50. However, this is an in-character cultural milestone. As stated, an elf is both physically and mentally mature at age 18. An elf will retain this facade of youth for upwards of one thousand years.

        Culturally speaking, it is discouraged for an elf below the cultural adulthood of 50 to have a child. However, given an elf is physically and mentally mature at 18, it can happen after 18 and beyond.

         

         

        Edited this in Dwarven Racial Lore;

        For the first two decades of a dwarf’s lifespan, they age similarly to humanity. However, between the ages of 11 18 and 50, dwarves mature roughly at a quarter of the speed a human does, a fifty year old dwarf comparable to a thirty year old human in maturity and responsibility. Dwarves between the ages of eleven and forty-nine are considered adolescents with fifty being the age of majority.

         

        Edited this into Orcish Racial Lore

        Centuries of being bred to become warriors has led to a biological and social demand for the children of orcs to mature grow quickly and become battle ready and it has become the case that orcs of all kinds may physically mature as early as at the age of 12 and at the age of 18 as the latest. This of course Despite the time, the size and strength of the average Orc puts a great amount of strain on the youth, the most noticeable repercussion of this would be stretch marks across the body of those who mature very quickly. For a cub to grow from the size of an infant to being taller than 6 feet tall in just under over a two decades will not only stretch the skin but it will also require much food to support such a vicious pace of development.

         

         

        Edited this into Halfling Racial Lore

        Halflings are, similar to humans, short-lived in comparison to other races. Halflings will live up until 150 years, potentially due to a latent curse of human ancestry. They mature, both culturally mentally and physiologically at the age of 33 18- From then on, they age twice as slow as humans. 

         

        Edited this redline into Olog Racial Lore

        -Ologs are incapable of holding any form of romance, and are disallowed from FTBing.

         

         

         

        Edited line in Elven Racial Lore regarding Fertility.

        Prior line;

        For example, having twins is virtually unheard of. Between two full-blooded elves, twins will rarely ever be conceived.

         

        Edited line;

        Twins, by elven physiology, are impossible. While one may be able to theoretically, albeit extremely rarely conceive twins, it is with complete certainty the mother would die in childbirth without chance for revival from the inhumane stress placed upon their bodies.

        Link to post
        Share on other sites

        Original: 

        Rule 1, 2, 3, and 5 of the Combat Rules

         

        Update:

        • Roleplay Combat (honor system) is the default style-of-combat.

        • When 8 or more people are involved, you may transition to PvP (mechanics-combat) if over 50% of the defenders vote in favor (or majority vote).

        • Guards are defenders when enforcing murder, assault, theft, and/or vandalism.

         

        Rational: In accordance with the server's mission statement.

         

        ---

         

         

        Original: 

        N/A

         

        Update:

        • Subjugation War Goal (7500 x tiles)

          The ultimate demand. Annex a bordering nation or non-nation settlement.

        • Win a normal field and siege battle in the capital tile.

          • The defender must have one remaining tile.

        • The subjugating nation may not evict for 3 months.

         

        Rational: Step 419 of reintroducing conflict

         

        ---

         

        Original: 

        Conquer Tile (1500 x tiles)

        The ultimate demand. Conquer a bordering tile.

        • Win a normal field and siege battle.

        * Conquering the capital tile or a non-nation settlement requires administrative approval.

         

        Update:

        • Conquer Tile (1000 x tiles)

          The ultimate demand. Conquer a bordering tile.

        • Win a normal field and siege battle.

        • * Conquering the capital tile or a non-nation settlement requires administrative approval.

         

        Rational: In accordance with the server's mission statement.

         

         

        ---

         

        Original: 

        Mercenaries (1500 per 10 players)

         

        Update:

        Mercenaries (2000 per 10 players)

         

        Rational: In accordance with the server's mission statement.

         

         

        ---

         

        Original: 

        4w war cooldown

         

        Update:

        2w war cooldown

         

        Rational: In accordance with the server's mission statement.

         

         

        ---

         

        Original: 

        PK war goal

         

        Update:

        PK war goal

         

        Rational: In accordance with the server's mission statement.

        Link to post
        Share on other sites

        Original: 

        Nations may declare their allied status in roleplay. Allies may assist Nations in Warclaims, however, they must have declared their alliance forty-eight (48) hours prior to the start of the Warclaim. Half of attacking allied tiles are added to the aggressor’s warcost.

         

        Allies must consider troop movement. Your army starts in any tile in your territory and, as the army moves, troops are subject to travel times:
        • Two days per land tile
        • One day per water/ocean tile

         

        Armies passing through owned tiles must seek permission from their nation. An army may travel up to 14 days worth in-between war-claims. Armies may not move through the Cloud Temple. Furthermore, the main Attacker Nation may launch a war from an allies’ tile if the ally gives consent for it, except when conquest is involved.

         

        Update:

        Nations may declare their allied status in roleplay. Allies may assist Nations in Warclaims, however, they must have declared their alliance forty-eight (48) hours prior to the start of the Warclaim. Half of attacking allied tiles are added to the aggressor’s warcost.

         

        Allies of either defending or aggressing nations must consider troop movement. Your army starts in any tile in your territory and, as the army moves, troops are subject to travel costs:

        • 750 minas per water, ocean, and land tile.

         

        Armies passing through owned tiles must seek permission from their nation. Armies may not move through the Cloud Temple. Furthermore, the main Attacker Nation may launch a war from an allies’ tile if the ally gives consent for it, except when conquest is involved.

         

        Rational: Keeping the spirit of the rules in charging people for movement. This will change our current troop movement rules (1 tile land, 2 tile water/ocean) to a cost-based movement that is applied to both aggressors and defenders. 

        Link to post
        Share on other sites

        Lairs Rework

         

        Changes:

        -Lairs may now be 75x75

        -Lairs may now be placed anywhere, with a 300 block min. distance from another lair, settlement, or nation. This may be optional if granted PRO/RO permission.

        -Lairs may no longer upgrade from Lair to Settlement. 

        -Lairs have been re-oriented to magic/creature groups and lore-oriented orders and guilds.

        -Lairs now have an effective "Charter" which is signed to add a proof-of-concept to the roleplay that the area shall be used.

        -Lairs now have special rules regarding warclaiming them. 

        -Clarified Lairs themselves may not participate within war unless being warclaimed or within a nation's tile which is being warclaimed.

        -Edited the questions of Lairs to better suit their new nature.

         

        Rationale:

        Adding increased size aswell as removing the heavily-arbitrary limit on where Lairs may be placed. Aswell removed settlement upgrade due to a history of so being overall negative for the group involved within the lair. Changed lair rules in accordance with the new Bandit/Mercenary Camp settlement-types that have taken it's niche, and re-oriented Lairs to a more roleplay heavy settlement type. Added a "Charter" signing which is honor-based and not measured or limiting, simply serving as a method of who to expect and people to contact. In the previous system many lairs would apply with often the same listed players, who when contacted, did not know they were put on a lair app. A more concrete "Signature" now will affirm lair activity, while not limiting people to "X amount of signatures on lairs" or "You may only apply for one lair", etc.

        Link to post
        Share on other sites

        Guest
        This topic is now closed to further replies.
         Share

        • Recently Browsing   0 members

          No registered users viewing this page.



        ×
        ×
        • Create New...