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Dwarvern Reform (Ooc/wip) ((Update! June 21))

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Charles_Grimlie

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Economics:

Occupations:

The Dwarvern society can be cut into three categories

Food works:

The Dwarf will specialize in the field of food making where he or she shall provide one of the most important commodities in the Dwarvern Empire... Ale! The food works system operates on three base skills.

Cooking: To cook the food so it can be consumed with greater hunger bonus

Farming: To collect the food and crop from the field, (can also make books)

Archery: To fight in the army in times of need

Mining/Blacksmithing:

This is the second most important job for the Dwarvish Dregs (citizens) these folk will specialize in working with the earth to gain minerals, make tools, and also fight with a blade, the important skills are.

Mining: To collect precious ores for the Empire

Blacksmithing: To forge and create refined goods

Swords: To fight your foes in the mines and on the field of battle

Woodcutters:

These Dregs are very important for the Dwarvern Empire of Urguan as they will be the main force in combat and will also focus on the gathering of wood for the Blacksmith's furnaces, the base skills include:

Lumberjacking: To collect wood so the furnaces may continue to run

Axemastery: To fight back the filthy orc scum

Wrestling: To bloody strangle one's foe!

-or-

Fishing: To collect food so a Dwarf doesn't go hungry

Shop system:

With the new economics system that was recently released I decided to edit it so that it would require less manual labour to keep the system going, how will this be achieved? Through the use of the realshop plugin. Soon there will be a central storage in each hold (hopefully) that has shops in it using this plugin, that allows for players to exchange goods within the storage.

example with raw resource gathering:

A lumberjack returns from a trip of cutting wood, he brings a stack of wood he wishes to sell.

the wood sells for 1 minas a piece, the lumberjack has sold 128 logs.

Now with the 128 minas the Lumberjack can purchase goods from the stockpile such as a new axe.

the axe is 3 iron ingots, and 2 sticks. lets say iron is 25 minas a piece and sticks 1 minas, this axe would price at a raw 77 minas, a refining boost is added (20% paid to smith) and then a purchase tax (10% after refinement) now the iron axe costs 103 minas.

Equation: 77/100 = .77 * 20 = 15.4 (round up) = 16 + 77 = 93/100 = .93 * 10 = 10 + 93 = 103

with the buy cost of 103 minas for the lumberjack, this means with 2 stacks of wood the lumberjack can easily afford a fine new axe to use and keep a profit of 25 minas, of course the lumberjack can easily make more!

example with finished product crafting:

A blacksmith will purchase iron ore from the stockpile at 24 Minas, he or she can then purchase coal and then refine the ore, this adds a 20% refinement bonus making the iron ingot now cost 29 minas which he or she can now choose to sell back to the kingdom or craft into tools or armor to add another 20% refinement bonus to the item's value.

I might add a 5% tax overall as a kingdom collection tax, where as the purchase tax will go to the respected hold.

In the future each hold will require:

1 Broker - To count and keep track of the hold's resources

1 Liason - To discuss goods needed and goods that are in bulk

Military:

Ranks

Royal Shepard(Leader)- Is in charge of the Squad. Commands Squad into battle.

Longbeard(Co-Leader)- Is 2nd in command of the Squad. Commands Squad into battle when leader is dead or not around.

Ironbreakers(Soldier)- Those who have proven themselves. More respect then grunts, have more battle rights and a saying. Can command Grunts if given permission.

Beardlings(Grunts)- Newbies who are new to war. Must prove themselves, Must follow orders and not object.

Battle Rights

Leader- Is supplied with diamond armor and a diamond/gold weapon. Can claim all the loot gained from battle. Can give orders to anyone. Must listen to the King/Paragon.

Co-Leader- Is supplied with diamond armor and a diamond/gold weapon. Can claim 75% of the loot gained from battle. Must give 25% to the kingdom. Can give orders to anyone but the Leader. Must listen to the Leader and King/Paragon.

Soldier- Is supplied with Iron armor and a gold weapon. Can claim 50% of the loot gained from battle. Must give 50% to the kingdom. Can give orders to Grunts if allowed by the Leader or Co-Leader. Must listen to the Leader, King/Paragon, and the Co-Leader.

Grunt- Is supplied with a mix of chain and iron armor given an iron weapon. Can claim 25% of the loot gained from battle. Must give 75% to the kingdom. Can give orders to no one. Must listen to Leader, King/Paragon, Co-Leader, and Soldiers( only if given permission to give orders by the Leader or Co-Leader).

Goals/Rank Up System

Leader- To rank up as a Leader you must be a Co-Leader. You must have level 100 in a Melee Combat Skill to advance to this position. Must have won at least 8 Battles and gotten at least 24 Kills.

Co-Leader- To rank up as a Co-Leader you must be a Soldier. You must have level 100 in a Melee Combat Skill to advance to this position. Must have won at least 5 Battles and gotten at least 12 kills.

Soldier- To rank up as a Soldier you must be a Grunt. You must have at least level 50 in a Melee Combat Skill. Must have won at least 2 Battles and gotten at least 6 Kills.

How to get Demoted

Trolling:

-Jumping/running around as if you were a complete dolt, you are to stand in formation and stay with your companions.

-Doing stupid actions that hinder your companions set up time.

Leader- Inactivity ( without warning that you're going to be gone ), You're just not right for the job.

Co-Leader- Inactivity (without warning that you’re going to be gone ), Not following orders, Giving stupid orders, Trolling in serious times, Not giving a part of your loot from battle to the kingdom, Disrespecting your leader.

Soldier- Not following orders, Trolling in serious times, Getting another soldier killed, Not giving a part of your loot from battle to the kingdom, disrespecting your leader.

Grunt- Well if you don't follow Orders, Troll, Not giving a part of your loot from battle to the kingdom, disrespecting your leader, and get others killed lets just say you're going to be a grunt for a long time.

How to get Kicked

Leader- Paragons Orders, Killing another soldier intentionally.

Co-Leader- Paragon and Leaders Orders, Killing another soldier intentionally, Running from battle, disrespecting your leader.

Soldier- Paragon and Leaders Orders, Killing another soldier intentionally, Running from battle, never following orders, disrespecting your leader.

Grunt- Paragon and Leaders Orders, Killing another soldier intentionally, Running from battle, never following orders, disrespecting your leader.

How to get Banished

Anyone can get Banished and here's how you can get yourself to!

- Running away from 3 Battles in your military time.

- Killing 3 soldiers intentionally in your military time.

- Never following orders and disrespecting your Leaders.

- Betraying the dwarfs for another group.

Training

Mob Hunts- A group of dwarves can go hunt mobs in a party to train their skill level and gain money. You must follow orders from the Leader of the mob hunt.

Fights- Team fights will happen with squads. A 5v5 can be arranged in the squad and you will fight. Follow orders and the rules of the fight.

Practices- Practicing how to fight, line formations, and marching. Follow orders and don't troll around.

by: Darain, and Arcane

Diplomacy:

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Very good. If you need ant help just send a pm my way ()

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Very good. If you need ant help just send a pm my way ()

We can discuss everything here, this way it can be debated.

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Economics:

So far I like everything that is here. I think the system as it stands would work well for the majority of Dwarves. As always I'm slightly concerned as to where a merchant who serves as a middle man would fit into this economic system. It seems that anyone acting as a middle man might be cut out because they would be cutting into the profits of the workers.

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each hold lord will serve as the middle man in the process, this way they can manage the stock and automatically recieve they're 10%

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Yes I could see that working. The more active and larger holds will probably become virtually self sufficient, unless the holds are forced to specialize (I wouldn't recommend that...) So trading between holds would only occur when a large order needs to be placed, or if the nation requires a large amount of resources for war or some other large project. So if the holds rarely trade this could just turn into the people inside each hold exchanging money.

That being said this idea would work very well with the new skill system because as long as the shops remain full there will always be a place to obtain the necessary items we need.

Another problem I foresee is people simply not using the shops. If they just trade their supplies back and forth they could avoid the tax (if any were placed). Instead could we not create some sort of incentive to use the shops? Either finish the deep roads (fast travel) and put the storage area in one central location, like the capital, which would facilitate more rp there and more trading between clans, or make it so that there is some competition between clans that use the shops to see who contributes the most to the kingdom somehow? Each month or something the clan that contributes the most using the chests (either through a 5% tax or through donating to the kingdom) receives some sort of recognition or special privileges?

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The main incentive currently would be the ability to easily access it without having to find some one to sell to.

But we do need some clan incentives...

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The main incentive currently would be the ability to easily access it without having to find some one to sell to.

In that case I think the way this is planned out will work well. My only other nitpicking argument is that prices should be tweaked slightly. (I realize this isn't finalized yet and you will probably get around to this but I wanted to throw in my opinion again). The way it is now might cause an influx of sticks. If logs can simply be crafted into logs and logs into sticks and then sticks sold to the store logs should be comparatively priced: 1 log should be 8 times more expensive than 1 stick. (I hope i did that math right...1 log= 4 planks= 8 sticks?).

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Hold leaders will be responsible for taxes and shops got it. Maybe even have a person who's job is to run the shops ? Anyways kjell will this move on with the secret plan or ?

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This is all good but my only problem is that this encourages people not to use ires.

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This is all good but my only problem is that this encourages people not to use ires.

We would need to find another use for Ires, as the realshop plugin is more conveniant to use and sadly we cannot make it use our Ires.

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In that case I think the way this is planned out will work well. My only other nitpicking argument is that prices should be tweaked slightly. (I realize this isn't finalized yet and you will probably get around to this but I wanted to throw in my opinion again). The way it is now might cause an influx of sticks. If logs can simply be crafted into logs and logs into sticks and then sticks sold to the store logs should be comparatively priced: 1 log should be 8 times more expensive than 1 stick. (I hope i did that math right...1 log= 4 planks= 8 sticks?).

That would be 512 minas per stack of logs, maybe we can buy and sell sticks by the decimal, so sticks would be .5? And planks as .25? That would mean a small bundle of planks (4) would cost the same as wood, but sticks would be difficult to price.

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Fractional prices work. Ires go bye bye. I can see ore shops weapon shops and such ran by the holds then sold to the kingdom :D

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