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Faceman

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Everything posted by Faceman

  1. This or That?

    The game gets a reboot! This one is pretty easy, I start us off with two choices for the next poster to pick from and then they put two options up for the next poster. Pretty simple? So let's go! Granite or Purpur?
  2. This is the discussion thread for the announcement here: Link
  3. Introducing the Monthly Voter Raffle Starting with this reset and the month of October, we will start a new incentive to get you guys hyped up and voting for our community. To achieve this, I will begin using some of the funds we receive from donations to raffle off a $10 to $20 Steam gift card/certificate to those who vote for us on any server page we are listed with. Each of these listing is linked with a votifier listener and the votes you make for us are tracked and recorded to an internal database. The Rules In order to participate, all you need to do is vote! You must use your current IGN in order to receive valid entries to the raffle. Each vote you make is an additional entry to the raffle. Fake IGNs will not be counted towards your total. At the end of the month, I will take all the entries recorded and randomly generate a number out of the total votes. The number generated will be matched up to the entry with the same number and that player will receive the prize! In order to get the prize, you must have a valid steam account! If the winner does not have a Steam account or refuses the code, I will select another winner. Good luck and get voting! http://minecraft-server-list.com/server/350215/vote/
  4. What to Expect between now and the Reset Introduction We're scheduled to reset on Sunday, October 1st, 2017 around 1PM EST. This particular reset, I, as well as the rest of Par, are taking a different approach to handling the reset for this season. Instead of running the current map until the last day and unleashing a plethora of updates all at once, we're breaking this process into smaller pieces to hopefully make this reset the smoothest possible. I will outline the important bits you need to know and when to expect them being pushed through the pipeline all the way up to launch day. So lets start with, September 23rd, 2017 (the day of this writing) and go up to launch day. For clarity, our current map is referred to as Season 3, and the reset is Season 4. September 23rd, 2017 The MAIN server has been shutdown to allow for cleanup operations with our files and databases. Part of our mission to provide the resources made available requires an intense amount of disk space and machine resources. Between this day and the 26th, we have approximately 487GB of data to clean out from our systems. approximately 361GB was taken up by the DynMap and roughly 126GB was taken up from our CoreProtect database. September 24, 2017 By now, Season 4 will be loaded up on an internal server not accessible by the player base so that HC can pregenerate the world to some degree. Once some basic pregeneration is complete, the world border will be shrunk to a 1k radius from the 0,0 coordinates. Season 4's spawn will be located at 0,0 like season 2. At this point the Interior will be given access with Parliament to get districts laid out, spawn chunks marked, and some roads laid down in the districts to make choosing locations to build much easier. The worldborder is restricted to this small radius to keep the Interior and Parliament focused on preparations and to assure you all that no one is rushing out to claim land for their bases. September 26th, 2017 There will be a post put up about new changes coming in Season 4 to keep is active and filled up with projects, events, and things to do than any other season. While most of the details will come in the post, I will say it involves a continual rotation of public works projects people to work on, new medals, and new events scheduling. September 27, 2017 The Season 3 world download will be made available (as well as the previous map downloads if I can find the links) for anyone who wants to check it out. The Season 3 map will be set to creative in preparation for destroying it before the Season 4 launch. Season 4 will be moved from the internal server to MAIN so that we can finish pregenerating the world begin to render the Dynmap. Season 4 will start out at a 10k radius. September 28th, 2017 At this point, Parliament will be prepping a mass emailer to everyone registered on the forums. We would encourage all of you to spread the hype and try to get the word out to as many people as possible. The emailer should be sent out on this day, if not the day after on September 29th, 2017. There will also be a post on this day to launch a monthly voting raffle for a $10 Steam gift card to the winner. This is for anyone participating in voting for us on server lists. More information will come with that announcement September 29th, 2017 If dynmap is able to finish rendering Season 4, it will be made available to everyone to check out the map and find a base location, see where spawn is located and check out the districts. If dynmap is not completely rendered, then it may not be made available until after the TNT party on September 30th. September 30th, 2017 - TNT PARTY Hopefully first thing in the morning around 8AM to 9AM EST, Season 4 will be completely prepped and we'll shutdown the map and bring back Season 3 in creative mode for the TNT party. The whitelist will be opened back up to everyone to start blowing stuff up! At the end of the day close to 11PM EST, Season 3 will be shutdown and deleted. We'll then load up Season 4 with the Interior and Staff whitelisted to finalize preparations. October 1st, 2017 - LAUNCH DAY All preparations should be complete prior to launch day, but just as a final precautionary step we'll be taking one last glance over everything to double check. The last steps to launch are expanding the world border from 1k to 10k as planned, then do a reboot to check plugins and verify they are all working as intended. Once that is complete we will swap out whitelists and kick it off! In Closing I hope this clears up any questions you may have about the upcoming reset. A countdown timer has been put up on the home page of the website for anyone who is wondering how much longer it will be. If you have any questions, please use the discussion thread paired with this announcement. A link is given below. Enjoy Faceman
  5. Question Game

    About as easy as rating the avatar game, answer every post with a question. Try to relate the question to the previous post. IE: Why is the water wet? Why did you fall out of the boat?" etc. Why do boats sink?
  6. Greetings Citizens, With recent developments among the settlements, His Majesty has written express order for a new county, Tengyre, to be formed. With the rebellion growing at a rapid place, the King has established the claim to be made available to all settlements who would be classified as a City or above by the King's Steward of the Royal Office of the Exchequer. In the event the claims must be pressed in war, the Crown will be unable to assist militarily. In the event that a claim could be achieved peacefully, please submit an candidate from each settlement with support from at least one other settlement. The Royal Chancellor's Seal First Minister of Everneth (OOC) While peaceful means of gaining claims is available, they are not as secure as those gained from war. Be mindful of this when making the decision among yourselves.
  7. Abdication of the Throne

    I, Faceman, abdicate as your King As I have always said in times like this: Timing is OP. I just want you all to know that this has been about 2 to 3 months in the making and wasn't at all influenced by recent events or anyone in particular. I've been a part of management and leadership of this community for 4 years as of today, and in the last 4 months my playtime has diminished to nearly non-existent levels. With those levels of activity, I can't dedicate myself fully to my role of King as I should. With this, I have put through Parliament the means to step down as King, but keep this place alive and running. What on Earth(cube)? The proposed idea is that I detach myself from the game and the management of Everneth to form an oversight committee with the name of Community Relations Council. The goal is to have nonpartisan members that do not play the game nor serve any official role in the community so that there is no existing bias to be had for personal gains. This is the following text in the amendment as proposed to Parliament: To put this in perspective, I am basically the equivalent of a labor relations specialist that comes in for arbitration. If the community has a problem with leadership, I will step in to solve the problem and if needed: remove staff members. This way the community does not have to die out with my resignation and can continue on free from fear of corruption of the upcoming Kings to take my place in the throne. That aside, I am taking a sole technical role, helping the new King with system related things only. I will, as well as any other member of the CRC, have no affiliation with the staff from hence forth and no say in the day to day operations. The CRC and myself will be available for any problems that arise between players and staff and nothing further. So who shall be king? As laid out in the proposal to parliament, I am selecting my successor before fully detaching from my duties. As such I feel that it would best serve the community to name a well-respected player, long time adviser to me and other staff members, and just a plain old good friend to take my place. This player is none other than the one you all know and love: GreasyTroll4. He began playing with this community almost 2 years ago and begun his first run at staff as a Moderator of the VanEvo community (our former namesake) and again began a similar role when Everneth was formalized a year ago. Since then he has risen to the level of Admin and continued that very same level of respect, likeness, and overall friendship to everyone here. He's had his ups and downs like we all do, but overall, I personally believe that he will be able to fill my shoes over time and eventually make his own mark on this community. Its my firm belief that while GT is at the helm, the CRC should never need to be called upon and that alone should be a good sign of faith to you all in trusting him while he gets the training wheels ripped off his bike and leads Everneth henceforth. Lastly, I'd like to thank you all for being a part of this great server, and for tolerating me bumbling through as the owner of such a great group of people. Thank you so much! Glory to the Order! And lastly... The King is dead. Long live the King! Faceman Some guy in the CRC, technical adviser to the King
  8. Treaties Xana <-> Kanada - MDoAP Agreements None
  9. Trade Agreements

    Trade Agreements Once settlements get to the level of Town, they should have a specialization picked out. At this point a settlement is now able to sign trade agreements with other Towns. All trade agreements must be made publicly in the Open World Forum and must include the following clauses: Binding clause that stipulates anything regarding non-agression Exit clause describing criteria for breaking the agreement Recommended to include a grace period to announce X days before the agreement ends Expiry clause (or lack thereof) Towns may not sign trade agreements with other towns that have the same specialization. Each trade agreement will generate additional income and a buff available to both towns in the agreement. The current possible combinations are as follows: Trades Table Trade 1 Trade 2 Result Lumber Milling Wizards College +1 Gold, Siege camp can house 100 players per bed/armor stand Wizards College Iron Mining +2 Gold, +25 Soldiers per player Agriculture Production Lumber Milling +1 Gold, Farms produce +0.2 Gold each Iron Mining Lumber Milling +1.5 Gold, 50 per bed/armor stand increased to 60 Agriculture Production Wizards College +1.5 Gold, Weather based damages decreased for Ag settlement by -25%, +0.2 gold per farm for Wizards College settlement Iron Mining Agriculture Production +2 Gold, Cost to maintain levy reduced -25% Each settlement is allowed 2 trade slots meaning 2 trade agreements. So choose your partners wisely. Trade agreements can be made with any affiliation however, a liege lord may command an agreement to be exited as per their authority. Changelog Initial table
  10. Please stay tuned for an announcement today guys!
  11. Greetings Citizens, I bring grave news to my loyal citizens of the realm. There has been a rebellion launched against us in the north. Unfortunately our efforts were at a loss and the Lord Marshal has ordered all settlements evacuated for the safety of the people. Those who remained forged an alliance with the the rebels, and out of fear for retaliation by the Kingdom of Everneth, the Lord Chancellor has met with the opposition and signed a cessation of hostilities. Peace be to you all. Signed, HM Faceman, King of Everneth (OOC) If you would like to join the RP, I'd like to get 5-10 more people signed up for this new faction to the north. Please let me know if you're interested here!
  12. Military

    Military When having a military levy raised, your settlement has a new daily cost associated with it: wages. If you can't pay those wages, you can't raise a levy. The cost of a levy is 2 gold per 100 soldiers. Each player in a settlement serves as 100 soldiers in their levy by default. If a settlement cannot afford the gold for the first day, they cannot raise the levy. If a levy has been raised and the settlement can no longer afford it, the strength of the levy is reduced by 50% unless it is disbanded. Increasing Strength afford. In order to increase your levy's strength per player in the settlement, you need to construct military buildings and invest in the advancements of the Military Operations technology tree. Building Soldiers Cap Total Soldiers Watchtower 0 ∞ 0 Armory* 50 supported per rack ∞ ∞ Barracks* 50 per bunk ∞ ∞ Militia Training Grounds 100 2 200 Archery Range 100 1 100 Jousting Yard 100 1 100 Gallowglass Guild** 100 1 100 LEGEND: Gold - Required to raise levy | Red - Must be either be a wing or detached building adjacent from the Noble House *These buildings increase the size of the army you are able to support. In order to support a 600 man levy, you must have 12 bunks and 12 armor stands (loaded with gear). **https://en.wikipedia.org/wiki/Gallowglass While at War You must use the equipment stored in your armory so plan wisely. It may benefit your settlement to support twice the size of a levy you can actually raise just in case you need the extra gear. If you run out of gear or are unable to recover dropped gear during battle, that does not penalize your ability to support the raised army like have insufficient gold would. It is your leader's responsibility to be fully prepared for the eventual war to come. Changelog Initial mechanics Educate on what Gallowglass is Add default soldier amount per player
  13. They will be, you guys will get a handicap for late start such as Military Operations 1 and/or industrial innovation 1.
  14. RP Event #3

    RP Event #3 Kanada suffered a large raid that made away with 50% of the treasury. 13.83 gold targeted - 85%, 2.08 gold lost. Garmany had no report. Income unchanged. Heuvel collected extra taxes from a large fair. +1 Gold per day for 3 days. Xana had no report. Income unchanged. Notes: Events are generated at random with "No report" set to the highest single chance of 40%. No events are generated for settlements issued manual penalty.
  15. Going for a stroll...

    Even a King needs a break Hey all! Recently I've been getting some increased IRL pressures that I need to come to terms with as well as needing a short break away from the helm. Most of the issue remains personal, the other portion is general fizzling out from being ye olde admin. That said, I am planning on a minimum 4 day hiatus away from almost everything (except on occasion steam), and then up to 3 more days after doing no admin work, but available on Discord and Skype. During the break, Warwolf595 will be serving as regent as stipulated by the Charter in accordance to the rank of Duke, and GreasyTroll4 is appointed as Interim Chief Justice for any ban appeals that come in during my absence. In the event that there is an emergency (physical server crash, actual fire, etc), HC will be able to reach me as I will still be somewhat available via mobile. This won't put a hold on the RP as its been managed as a group (which is fantastic btw, im loving the initiative thus far), and if this continues we should be well into the next few days. I WILL generate an event around day 5 of my hiatus but that will be the extend of my activity. <3 you guys. Faceman King of Everneth, Lord of the High Council Chief Justice of the Realm
  16. Greetings Citizens, Blessings upon you all and your houses. I have received a request from the interim leadership of your settlement hereby seeking from the Crown a grant of royal assent on their proposed government. This matter was brought before the King's Council for further advisement, and the councilors have agreed in parallel to my judgement. The peerage title of Baron shall not be distributed among a partnership and may only be granted to one individual of subsequent merit. That is not to say that the settlement may not be independently managed in the King's name, however; a request of dual rule is akin to suggesting open rebellion to this kingdom. Therefore, the request for the creation of two baronies is thus denied. It would be advisable to take counsel in this matter among the citizens and leadership of Garmany. Please await the appraisal from the His Majesty's Steward of the Royal Office of the Exchequer to be presented to the Crown. This appraisal will properly suggest the necessity to the creation of the Baron title. His Majesty's Seal Faceman, King of Everneth
  17. RP Event #2

    RP Event #2 Kanada had no report. Income unchanged. Garmany suffered a large fire that burned more than half of its surplus wheat. -3 Gold. Heuvel's had no report. Income unchanged. Xana discovered a small deposit of rubies and sold them to the Crown. +3 Gold. Notes: Events are generated at random with "No report" set to the highest single chance of 40%. No events are generated for settlements issued manual penalty.
  18. War & Politics

    War & Politics The means for a settlement or its liege lord to test their mettle. War comes when claims are pressed, allies enact their pacts, or when a faction gains enough power to revolt for independence. Requirements to Declare War Before any fighting can begin, a casus belli (CB) is required. This is an action or event that occurs to justify war. Valid CBs are an example of the following: A caught spy seeking intel on settlements alliances/dealings Comments/threats made publicly against another settlement/lord Title claimant with enough backing from peers Once a CB has been established, a formal declaration of war must be made publicly on The Open World Forum that include the details of the CB as well as who is being declared upon. Any allies joining the war must also publicly declare their intent on The Open World Forum, preferably receiving a request to join the war from their ally prior. A settlement must be at least level 4 and either elect a commander of their armies or be de facto led by the noble peer of the settlement. Exceptions to this are liege lords ranked higher than those of a settlement. Once War has been Declared Each side will be given a percentage score system. Each player in a faction counts as 100 soldiers, if enough players die that equals 0 soldiers in their total, that side loses 25% of their score. Example: Side A has 5 players (500 soldiers), Side B has 4 players (400 soldiers). Starting scores are 100% / 100%. Side A kills 3 players, Side B kills 6 players. Since 6 players equals 600 soldiers, Side A lost 25% and the score is now 75% / 125%. Once one side reaches 200%, the other must surrender and accept loss of title and currency (most likely will be gold). Other options of surrender are cease fire: both sides lose currency, white peace: losing side loses resources and winning side gains those lost resources, and voluntary surrender: loss of title to surrendering side and some resources. 1.1 changes: Once war has been declared, a 2-day grace period MUST be enacted, to give both sides a chance to prepare for the battles to come. During said grace period, both sides are prohibited from attacking each other. 1.1 changes: There will be NO breaking of beds, absolutely no fire or lava will be used during PvP, and outright dickish behavior will not be tolerated. Anyone caught using said items or breaking beds will have their city's income penalized by 10 for 5 days. Also, declaring war sets battles 2-3 days apart based on what people wanted and at an agreed time to fight for fairness sake. Offensive Requirements Since all settlements are pretty far apart and travelling back and forth from deaths would be excruciatingly soul crushing, it is required to build siege camps for the aggressors to set spawns and hold your armor. The requirements to maintain your levy still apply as listed in the Military thread. Once the War is Over At the end of a conflict, resolutions must be announced on The Open World Forum to inform everyone that the war is over and agreements have been made. Immediately after the war is over, both sides enter a Reconstruction phase and cannot declare war on each other for 10 days as part of a Non-Aggression Truce. This truce cannot be broken. 1.1 changes: Victors in war are able to claim title, gold, or another various benefit from the war. However, said victors are unable to funnel income from the defeated city into their own. Forming Alliances & Making Non-Aggression Pacts Alliances are made to benefit two or more sides militarily. These alliances are made by the parties involved and once formed, must be publicly announced on The Open World Forum. The details to the alliance are not required to be shared, only the type of pact formed. If two settlements or liege lords seek to avoid all notions of conflict, they may sign a non aggression pact to make a formal promise not to attack/declare on each other. This must be announced on The Open World Forum. Types of pacts: Non-Aggression Pact - promise to not attack or declare war Mutual Defensive Pact - promise to come to the aid of an ally if called to a DEFENSIVE war Mutual Defense or Aggression Pact - promise to come to the aid of an ally if called to a DEFENSIVE or OFFENSIVE war Breaking Pacts Do so at your own risk to fellow peers and other realms. A pact is often times a sign of friendship between two or more entities and may change opinion to fellow leaders. If Declaring war on a group that has an active pact with you, you must formally break this pact in The Open World Forum or otherwise wait for the pact to expire. Changelog Initial draft made. Edited in war requirements for offensive engagements (8/22/17) Added in RP Update 1.1 changes for (hopefully) better enjoyment overall.
  19. Buildings & Income

    Buildings & Income Each civilian building in your settlements adds to your daily income. The more buildings you have, the more income you bring in via taxation. Each building has a cap when you no longer receive extra income. (IE: 10 houses brings a maximum 1 gold per day, 1 more house would not increase income) Building Income Building Cap Total Income House 0.1 10 1 Farm 0.25 5 1.25 Market 0.5 3 1.5 Tavern 0.3 2 0.6 Blacksmith 0.5 1 0.5 Town Hall 1 1 1 Noble House 3 1 3 Wizard Guild 0.75 1 0.75 Gold Mine 0.5 2 1 Water Tower 0 1 0 Docks 0.5 1 0.5 Temple 1 1 1 Infirmary 0.3 1 0.3 Gambler's Den 0.2 1 0.2 Mercenary Camp 0.4 1 0.4 Note: This will be edited at any time for balancing purposes and building additions. New addition in RP Update 1.1: Gold Mine --- There are whispers that the King had sent out the expeditions for another purpose besides exploration and expansion: gold. The grounds beneath the new settlements are rich with it. ---<>--- Using the highest-quality iron materials, gold (the RP version) can now be mined from a maximum of 2 mines to boost the daily gold income for your expedition. New additions in RP Update 1.2: Water Tower, Docks, Temple, Infirmary, Gambler's Den, and Mercenary Camp. More info here: RP Update 1.2
  20. RP Event #1

    RP Event #1 Kanada experienced plentiful rains, producing surplus crops. Income +0.25 Gold for 3 days. Garmany had no report. Income unchanged. Heuvel's levies were raised by order of the Crown to stop a local revolt. -3 Gold. Xana was investigated by the Royal Office of Inquiry for withholding taxes from the Crown, resulting in the Steward of Everneth collecting taxation. -5 gold for 3 days. RP PENALTY Notes: Events are generated at random with "No report" set to the highest single chance of 40%. No events are generated for settlements issued manual penalty. Penalties: Xana found to have used outside resources for their RP progress. Gold penalized.
  21. Greetings citizens! Today I bring you exciting news that the Parliament has appropriated treasury funds to launch an expedition to settle new cities and expand our realm beyond the walls of this kingdom. The Crown will provide supplementary fiscal support for the first few weeks of the expedition and during the post-settlement period. Expeditions will be limited to 5 explorers each. Your Mission Set out to the east of the kingdom and explore the world seeking a new location to found a new city. Once a claim has been laid for land, the expedition must decide on a name for the claim and submit it to the Crown for approval and may immediately begin working at building the settlement. Joining this Expedition To join this expedition, please sign here! The first 5 to sign this bulletin will be assigned to the group. Starting the Expedition Once the team of Explorers has formed, I will select an expedition leader out of your group, starting iron gear will be provided at the location of Parliament (center of the build in Spawn), and you will wait for my command to start your journey. Your "funds" will begin at 20 gold. (See RP funds guide [coming soon!]). Good Luck Explorers! Signed, His Majesty Faceman, King of Everneth
  22. Technological Advancements For all intents and purposes, Technology trees are meant to add more challenge to the RP as well as give more purpose and use to the gold earned everyday. Each technology unlocked has a cost in gold to invest and gives access to further advancing your settlement, your military, and your income. Technology Trees Arcane Magic Level Requirements Cost Unlocks I Wizard Guild 10 Enchanting, Potions II Nether Portal Gate, Full Enchanting Iron Set for 3 30 Nether travel and exploration, Netherwart Farming III 4 End Crystals, Defeat of Pelandria, Dragon Queen of the End 50 The End travel and exploration Military Operations Level Requirements Cost Unlocks I City Infrastructure I 10 Barracks, Armory II Barracks, Armory 30 Soldiers +20 per player, Castle III Castle 50 Soldiers +30 per player City Infrastructure Level Requirements Cost Unlocks I Hamlet 10 Income +1 II Village 30 Income +2 III 10 Total houses, paved streets, 3 total farms, City Specialization 50 Income +3 Industrial Innovation Level Requirements Cost Unlocks I Hamlet, 1 blacksmith 10 Iron Gear II Arcane Magic I 20 Diamond Gear III City Specialization 30 Income +2 Tech Modifiers Each level of Industrial Innovation reduces the effects of weather based damages by 10%. Each level of Arcane Magic reduces the effects of epidemic based damages by 10%. Each level of Military Operations reduces the effects of desertion based events by 10% and raider based damages reduced by 5%. Each level of City Infrastructure reduces the effects building neglect based damages by 10%. Changelog City Specialization requirement moved from CI 2 to CI 3 Military Operation unlock clarification. These are soldiers per player increases.
  23. City Progression All cities start as simply a Settlement and eventually become a village once the first set of buildings are erected. This is a WIP guide to build up to a fully fledged Barony, which usually entails a thriving city of commerce and trade. Here are the following levels and their requirements. Some requirements specify a require technology to unlock certain buildings. See Tech Trees (link Soon) for more information. LEGEND: Green - Civilian Building, Blue - Military Building, Yellow - Technology, Purple - Trait Level 1: Settlement - Land claim made by expedition commissioned by the Crown or the Lord of a County. Level 2: Hamlet - Requires 3 houses, 1 wheat farm or cattle ranch, 1 watch tower Level 3: Village - City Infrastructure I, 5 total houses, 1 Town hall, 1 market (open market stalls or general store/trading post), 1 armory, 1 blacksmith Level 4: Town - City Infrastructure II, 7 total houses, 1 tavern, 3 total farms, 1 stables, Town Specialization, 1 barracks Level 5: City - City Infrastructure III, 1 Noble House (Manor), 10 total houses, City Gate, 4 guard towers and/or city walls With every building, technology, and military installation built in your settlements, your economy will improve and your abilities to resist the damage done by random events is also increased. For instance, the event of drought may cost 10 gold to receive add from the Crown, or if your Farm Technology is up to level II, you have better irrigation and water retention systems developed and resist the drought with no losses to gold. City Level Attributes Level 1: Settlement - 100% vulnerable to events that are detrimental or damaging. Settlements have built no protections or safeguards, nor earn any income to hedge against potential threats. All problems must be aided with help from the Crown. Level 2: Hamlet - As a hamlet, your settlement is able to keep an eye for raids, bandits, and hostile groups, damages caused by events related to these groups is reduced by 25%. Level 3: Village - As a village, your settlement may now form its first standing levy (military) in the event of war. Because of this events causing damages related to thieves, bandits, and raids are reduced by 50%. Level 4: Town - Your settlement is now beginning to show some economic prowess and has begun bolstering its defenses to protect its assets, only the most daring of outlaws will even dare try raiding this defended town and related event damages are reduced by 75%. Your town is capable of joining as an ally to another City Level 5: City - As a city your military is beginning to show impressive force, your settlement has risen to seek a governor of the establishment and as such, the Title of Baron will be created. Due to the impressive size and power of your settlement, the option to revolt against your liege is now available, as well as declaring war for claim to another Barony or upper rank in the Peerage. Your settlement is considered to high risk by outside renegades and criminals to attempt riding and thus your city is considering immune from damages in related events. City Specialization Many cities become economic powerhouses by specializing in a particular industry that bolsters trade with other cities in the realm. These specializations provide increased income and depending on the specialization may reduce costs for technology or raising levies (armies). A settlement must be classified as Level 4 in order to begin receiving income from their chosen specialization. Those specializations are decided by the citizens of the settlement and are one of the following: Iron Mining - Reduced cost to raise levies by 20%. Income +3. Lumber Milling - Cost of event based reconstruction damages reduced by 20%. Income + 5. Wizards College - Cost of weather based damages reduced by 25%. Income +4. Agriculture Production - Cost of weather based damages increased by 25%. Income + 7. Cities may changed their specialization after a period of 7 days. Cities may not change specialization during times of war. Changelog Initial mechanics draft. City Specializations added Stipulations to change specs added
  24. Greetings Explorers! The time has come to begin your journeys to the designated lands. Each expedition is heading off in one direction. Check the expedition bulletins for the direction required. And with this I will appoint the leaders of each group. While these members are made leader of the group, that does not guarantee a landed title to them once the settlement has achieve the status of City. Your mission Establish a claim on new land and decide among yourselves a suitable name for the settlement. Submit this name to me for approval. I will either accept or reject the name; however, don't wait for the approval to begin building! The first goal is to get the settlement established with the following: Wheat Farm or Cattle Ranch 3 Houses 1 Watch tower After this is complete, your humble settlement will be at the "Village" stage. Since this should take a day or two for all expeditions to find a claim and begin building, I will then present the next set of goals within the next day for you all to progress. [OUT OF CHARACTER] Tech trees are almost complete! I will have those posted some time tonight or tomorrow which include how to progress after the village stage. I also will have many of the other mechanics information posted by then too so please keep an eye out for them. [IN CHARACTER] The Expedition Members The following expeditions and their leaders are as follows: Expedition One _Pande_ Kathi Soul Daunt Digital - Lead Expedition Two Korbin 20JPorter DPP - Lead medo ProfDangle Expedition Three Zippur Warwolf595 - Lead rolo_ Earthcube remy Leaders have the blank maps in their box at the gear pick up point by the parliament building! Citizens joining the RP aftwards You can still join the RP! Depending on how many more are interested, Expedition 4 may be posted or you may be sent to one of the existing expeditions, please contact me regardless! Thank you! Best of luck everyone! Good chance to you all! His Majesty, King Faceman of Everneth
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