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Presence10
Administrator
Posts: 54
Posted on Thu Apr 19, 2018 10:06 am

Countship Overhaul!

In continuation of the Lordship Overhaul, I present to you all the full overhaul of the first tier of Lords! The continuation of Counts!

Questions; Comments; or Feedback - Post below!

I rely on you and the community to give feedback about lordship and ask questions. What I feel may be understandable may confuse you. Your question may help answer questions others may have. Theres no such thing as a stupid question.

In the previous announcement I mentioned only how to obtain the status of Count. To do so one merely must have a claimed area, build a base, and have the buildings and structures listed on the previous announcement.

 

Lordship; You must meet the new Requirements below. Note that these requirements are more about Quality, than Quantity. The requirements are not written in stone and can shape with the aesthetics of the place. IE: Orcs probably dont have much "pastures" so think of how to contain wargs and spiders.

 

  1. 2 Player Houses; 17x17 plot of land consisting of a home or a vacant plot that a player may live in. Usually designated to your Knights.
  2. Marketplace; Several small stalls containing either Traders and Trade Booths, or just Trade Booths. This is for players to sell and buy from, including ones in your lordship. You too should sell something here for players.
  3. Smeltery; A small area designated for smelting ores and making tools and simple stuff.
  4. Pasture; To replace Stables; the pasture just needs to hold mounts and animals
  5. Training Camp; To replace Barracks; this should be a small post for Militia to train at, some weapons and gear and places to rest up.
  6. Capital Building; This is your main structure, a fortress, town hall, castle, etc. Should have the feel of it and be rather massive.
  7. Active Player; You must be active on Discord and the Server; absence over 3 months will result in rank and title being stripped.

But now for Part II: Structures!

Structures

Structures are buildings, duh, but these are specific to Lordship themselves. Some are Aesthetic only, these are ones that basically are listed as Ideas for you to break up a town or include things not usually necessary in them. They have no benefits, no real requirements, and are merely suggestions.
The rest come in 4 Categories. ResidentialIndustrialCommercial, and Military

  • Residential: These buildings are for residences and living quarters for Players, npcs, and custom npcs [from the mod]. For counts these houses rarely matter. But for Barons, they are necessary. 
  • Industrial: Buildings that produce resources or materials that are unprocessed. For counts, these do not do much. But when you are given the title of Baron you will be able to specialize your lordship to 2 special industries!
  • Commercial: As described these will be your traders. On a general note; traders will Always sell things at least 200% more expensive than other traders, and will only buy things at 50% of usual traders!
  • Military: These will benefit CNPC Guards, ones added in specifically by other buildings and may increase their health and damage.

Building Sizes

Each structure has a certain building size. While this doesnt mean the whole of a structure must fill this space, it does suggest a certain size the build must be. For example a Church is 17x17 or a "Bronze sized Claim". It later can upgrade to a Abbey [33x33] then into a Cathedral [65x65]. These "Upgrades" are explained later. The suggested size is merely to reflect the epicness of the structure. 

As a lord, you are looking to make Epic and Awesome buildings. Focus on each building and leave room for Expansion and upgrades!

You may also notice [Only 1 Per Lord]. This means for your specific area, you can only have 1 benefit from this structure. For example, you can make 8 smiths, but only 1 will have the CNPC there. The rest do nothing.

Upgrades

As you advance from Count to Baron and then to Duke you may notice Upgrades become availible for your buildings. The most common are the Core buildings. As a count you already built Training Grounds, but to become a Baron you must upgrade them to a Barracks.

This means one can build more onto the original structure, for this example the Training Grounds merely needs to have a structure near it that can house the platoon of soldiers and guards. Or if you didn't plan for expansion you just have to build the Upgrade Nearby.

Benefits

The best part of Structures are their benefits; to get the Benefit of a structure the Lord must do 1 thing. He must post the X, Y and Z coordinate of his build to their Lordship Application. The build will come under review, and finally will be either Accepted or Denied; with a reason why.

Once fully accepted you will be given your benefit. This can take some time, and due to the nature you will only be reviewed Once a week. No more than that.

Residential:

The following buildings are able to be constructed by Counts:

To advance to a Baron; you must ensure that 60% of all structures, or rooms if you built a fortress, are for Residents. This means that for every 10 Structures you build, 6 of them must be NPC Houses. These are squalid residents for the NPCs that will spawn nearby.

Once you achieve this balance of 60%, you will be given 4 evenly spaced NPC Spawners. These are part of the LotR mod and allow NPCs like Orcs, Southrons, or Gondorians [Any mob] to spawn inside your area. Thus making it look more populated. They will still follow normal spawning, which means you may have to have grass and sunlight for some.

Church: 17x17 building size; [Only 1 Per Count]

  • Including area to pray, side room for confessions, and a small adjacent room for the priest to speak with others.
  • Benefit: 1 CNPC: Priest [Hirable]; though a man of pious faith he attack meekly with his club, having 30% damage reduction and dealing about 9 damage a hit. The one thing he is useful for is his healing. Players nearby are healed by him slowly. Can be hired per day at 50silver. Once his time is over he returns back to the Church to await.
  • Upgrades: Abbey [33x33], Cathedral [65x65]. Enables more hirable Priests, with better stats.

NPC House: 9x9 building size;

  • Somewhere to cook, Bed, Table, some storage [Can all be in one room]
  • Benefit: None
  • Upgrades: None

Healer's Hut: 9x9 building size; [Only 1 Per Count]

  • Somewhere to cook, Bed, Table, some storage [Can all be in one room]. Includes Herbs and medicines about
  • Benefit: 1 CNPC Healer; Rapidly heals anyone who comes into her tent.
  • Upgrades: None

Knights Estate: 33x33 building size; [Only 2 Per Count] [Requires: Knight's Guild]

Different than your [Knights] these knights are CNPCs who do nothing but practice their skills and wait for you to hire them.

  • A larger CNPC house; that consists of basic living, bedroom, storage, cook, and a servant's quarters with a bed.
  • Benefit: 1 CNPC Warrior [Knight; Hirable]: For the low cost of 1,000 a day, the Knight follows you, fighting everything nearby with a powerful 12 damage attack and defending with an admirable 70% reduction. These hirable knights are your protectors.
  • Upgrades: None

 

Commercial

The following buildings are able to be constructed by Counts:

Market Shoppe: 17x17 building size; [Upgrades Marketplace! Necessary for Baron!] [Only 2 Per Count]

  • Built nearby the Marketplace, including a place to sell, storage, and counter to do business.
  • Benefit: 1 CNPC Trader [Flowers]; Sells various flowers at 200% market value. OR 1 CNPC Trader [Sapling Seller] Sells various saplings at 200% market value
  • Upgrades: Castle Smithy [33x33]

Stables: 17x17 building size; [Upgrades Pastures! Necessary for Baron!] [Only 1 Per Count]

  • Can be build in the Pasture structure, or build nearby.
  • Benefit: 1 CNPC Trader [Horses/Wargs]; Sells several breeds of horses with various stats. Strong and Slow, Swift and Weak, Well Rounded. Additionally for Evil players may sell Wargs [Orc factions only].
  • Upgrades: Exotic Stables [33x33]

Tavern: 33x33 building size; [Only 1 Per Count]

  • Includes a Bar, Area to wine and dine, drink mead, etc; Kitchen/Storage for booze; Stage for a Bard
  • Benefit: 1 CNPC: Bard [Bard]; An entertainer from the lands of [Your Choice]. Playing just one song. They're not paid well enough because of this.
  • Upgrades: None

Inn: 33x33 building size; [Only 1 Per Count]

  • Has a dozen rooms of varying sizes [Singles, doubles, 3 or 4 beds] Lounge, Kitchen/Storage, Desk.
  • Benefit: 1 CNPC Inn-Keeper. She keeps track of your inn which generates an income of 100 Silver every hour. A player in your Lordship of [Knight] or higher can walk up and collect it. Multiple people can collect at the same time as its 100 silver per each member of your Lordship.
  • Upgrades: None

Clothier/Cobbler/Shrubber: 9x9 to 17x17 building size; [Aesthetic]

  • Looms, places to store fabrics, shop area.
  • Benefit: None, but is a place for npcs to 'get their clothes'
  • Upgrades: None

 

Industrial

The following buildings are able to be constructed by Counts:

Smithy: 17x17 building size; [Upgrades Pastures! Necessary for Baron!] [Only 1 Per Count]

  • Structure around or nearby Smeltery, Includes house for NPC, Storage for smelted ingots, Storage for unsmelted Ores, 
  • Benefit: 1 CNPC Item Giver [Copper Ingots, Tin Ingots]; Generates 5 Copper Ingot, 4 Tin Ingot every Hour.  A player in your Lordship of [Knight] or higher can walk up and collect it. Multiple people can collect at the same time.
  • Upgrades: Castle Smithy [33x33]

Windmill: 17x17 building size; [Only 1 Per Count]

  • Windmill, Above Ground, Milling area, Storage for Grain.
  • Benefit: +5 Bread generated at the Bakery.
  • Upgrades: None

Grainary: 9x9 building size; [Only 1 Per Count]

  • Storage Silo to store wheat.
  • Benefit: +5 Bread generated at the Bakery.
  • Upgrades: None

Grainfields: 65x65 building size; [Only 1 Per Count]

  • Farmers [slaves], Wheat fields Closed in with a fence, Above Ground.
  • Benefit: +5 Bread generated at the Bakery; 1 CNPC Trader [Grain and Starch]; Buys Wheat, Corn, and Potatos at 50% what NPC traders will. [40 wheat for 10 silver, 40 potato for 10 silver, 60 Corn for 30 Silver].
  • Upgrades: None

Vegetable Patch: 65x65 building size; [Only 1 Per Count]

  • Farmers [slaves], Any Vegetable or Other food is grown here, Closed in with a fence, Above Ground.
  • Benefit: 1 CNPC Trader [Vegetable Trader]; Buys a variety of food [64 (All trades) for 10 Silver].
  • Upgrades: None

Warehouse: 17x17 building size; [Aesthetic]

  • A desk for Logistics, Places to store items
  • Benefit: None
  • Upgrades: None

Bakery: 17x17 building size; [Only 1 Per Count]

  • Ovens, Delievery area, Food storage, Shop area and counter.
  • Benefit: 1 CNPC Item Giver [Bread]; Generates 5 Bread every 30 minutes. 1 CNPC Trader [Bread]; Sells Bread [8 Bread for 70 silver, 16 Bread for 140 silver, 32 Bread for 280 silver, 64 Bread for 560 silver]
  • Upgrades: Grainary: +5 Bread for Item Giver. Windmill: +5 Bread for Item Giver. Grainfields: +5 Bread for Item Giver

 

Military

The following buildings are able to be constructed by Counts:

Barracks: 33x33 building size; [Upgrades Pastures! Necessary for Baron!] [Only 1 Per Count]

  • 18 beds, training area, armory, Patrol Office [For Captain], Mess Hall, Kitchen, Storage. 
  • Special: Need to mark 2 paths in your base for Patrol Officers to move through. There is a size limit to them, this will be determined. 
  • Benefit: 1 CNPC Captain; Does nothing. 2 CNPC Patrol Officers [Spawners]; When faced against a threat, these Officers summon 2 CNPC Warriors [Guard]; All three having a base 10 damage and 50% reduction. They patrol the routes noted in Special.
  • Upgrades: Garrison [65x65]; allowing for 5 Patrol Officers

 

 

 

Barony

To become a Baron you must have the following:

Baron 

  1. 3 Player Houses; 17x17 plot of land consisting of a home or a vacant plot that a player may live in. Usually designated to your Knights.
  2. Market Shoppe
  3. Smithy
  4. Stables
  5. Barracks
  6. 60% Residents to 40% Structures; For every 4 structures you make, you must ensure 6 residents exist. This symbolizes the npcs and cnpcs that live in your town have places to live and sleep.
  7. 2 Counts: Bring two other Players to Countship and have them message Presence10 directly to confirm this on Discord [@presence10] or as responses to your thread.
  8. Active Player; You must be active on Discord and the Server; absence over 3 months will result in rank and title being stripped.

Benefits

  • [Baron] in chat
  • Ability to hire 3 [Knights] total
  • Generate 1000 silver every 30ish or so minutes
  • Unlocks Baron-Level Buildings
  • Unlock Specialized Industry [2 Maximum]


Last edited by Presence10 - Thu Apr 19, 2018 11:16 am
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