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Presence10
Administrator
Posts: 127
Posted on Sat Apr 21, 2018 10:32 am

Below are the Announcements to Lordship; As they are announced this part will be updated.

 

 

-Lordship Micro-Overhaul

 

As the Lordship Overhaul is underway I wanted to start introducing what it will entitle. Lordship is becoming easier to obtain, greater benefits, and overall bigger scope. We are hoping these changes will increase community and better builds

 

  • New Requirements
  • New Titles
  • New Benefits
  • Knights generate 200 Silver every 30ish minutes!

 

First off; Titles. Lordships previously used to display their town name with either green or red brackets.

 

Instead now; players will be given their title. Titles will be [Knight] [Count] [Baron] or [Duke]. Currently >>Only<< [Knight] and [Count] will be implemented.

 

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; 17x17 area with 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; 17 x 17 area with A small area designated for smelting ores and making tools and simple stuff.
  4. Pasture; 33x33 area which needs to hold mounts and animals
  5. Training Camp; 17x17 area that should be a small post for Militia to train at, some weapons and gear and places to rest up.
  6. Capital Building; 33x33 area; 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.

 

Rewards: Upon becoming a lord you will recieve the following:

 

  • [Title] in chat; this being [Count]
  • Ability to hire 2 [Knights]
  • Generate 1000 silver every 30ish or so minutes
  • Custom NPC: Knight Captain
  • Custom NPC: Courier and Mailbox
  • Custom NPC: Traveler and Traveler Wagon

 

Advancement: We spoke about Barons and Dukes; theyre still under construction. 

 

For a count to advance to a Baron; they will not only need to build more in their area; but also help 2 others become Counts. These counts will then need to vow to your service. By sending a message on Discord to Presence10. Both of these requirements when filled will allow a player to become a Baron.

 

EDIT: These counts will also have to be within the same region or area near the builder.

 

Details will be posted when this is fully fleshed out.

 

 

 

Other: Keep in mind; there will be ways to Upgrade your buildings to give benefits. Make room for expansion, there will be several dozen buildings!

 

All Lords MUST be active; this means they must either give us a heads up on their absence! Otherwise you will be stripped of title

 

 

 

Grandfathering:

 

All Lordships before this announcement date will have their builds grandfathered in. This means you wont lose anything for having less of a build.

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 50 silver. 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

Scholar's Home: 9x9 building size; [1 Per Count]

  • Regular NPC home with a study containing 3 filled bookcases.
  • Benefit: CNPC Hirable fighters and Guards: +2 Health.
  • Upgrades: Library 17x17; University 33x33

Library: 17x17 building size; [1 Per Count] [Upgrades Scholar's Home]

  • Nearby Scholar home; this area has a large room full of book cases; sorted books; and tables and chair for scribes and for reading.
  • Benefit: CNPC Hirable fighters and Guards: +3 Health.
  • Upgrades: University 33x33

 

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 150% market value. OR 1 CNPC Trader [Sapling Seller] Sells various saplings at 150% 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

 

Industrial

The following buildings are able to be constructed by Counts:

Smithy: 17x17 building size; [Upgrades Smeltery! 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. [Buys at 75% marketprice and Sells at 150% market price].
  • 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]
  • UpgradesGrainary: +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 Training Camp! 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

 Knights Estate: 33x33 building size; [Only 1 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

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

  • A Large courtyard; training area; meeting hall and sparing rooms. This is where your Knights can come to Train.
  • Benefit: Grants one the ability to build Knight Estates and hire Knights. As well this is where your Knight Captain will reside.
  • Upgrades: None

 Huntsman's Lodge: 9x9 building size; [Only 1 Per Count] 

  • A small lodging with a decent target range. The Huntsman will train individuals from here in the use of a Bow.
  • Benefit: Adds a ranged attack to CNPC Guards. 8 Damage at 32 range with 70% Accuracy. This will be switched to Melee when targets get close.
  • Upgrades: Archery Range 33x33

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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 2500 silver every 30ish or so minutes
  • Unlocks Baron-Level Buildings
  • Unlock Specialized Industry [2 Maximum]

Residential:

The following buildings are able to be constructed by Counts:

To advance to a Duke; you must ensure that 60% of all structures, or rooms if you built a fortress, are for Residents.

Abbey: 33x33 building size; [Only 1 Per Baron] [Upgraded Church] [Required for Duke]

  • Larger prayer area; small rooms off to the side; and at least 3 small bedrooms in the church for Priests to sleep in.
  • Benefit: Total of 2 CNPC: Priest [Hirable]; +1 CNPC: Abbot [Hirable]: Stronger form of the Priest; better healing and 10 Damage attack with 40% damage reduction.
  • Upgrades: Cathedral [65x65]. Enables more hirable Priests, with better stats. Unlocks Bishop

Bath House: 33x33 building size;

  • Large room with baths; smaller side rooms for changing of clothes; private baths; and a place to check in.
  • Benefit: 1 NPC spawner to give life to the area
  • Upgrades: None

Universtiy: 33x33 building size; [1 Per Baron] [Upgrades Library]

  • Nearby at least 3 Scholar's Homes [Build but will not give more benefits]. Larger central library; class rooms to the sides with seating to teach.
  • Benefit: CNPC Hirable fighters and Guards: +4 Health.
  • Upgrades: None

 

Commercial

The following buildings are able to be constructed by Barons:

Trade House: 33x33 building size; [Upgrades Marketplace! Necessary for Duke!] [Only 1 Per Baron]

  • Built at the >Edge< of your region near a road. [If a road is not there, then place between a nearby Fast Travel point and between it and your base. Should be the first building a player sees when traveling to your Lordship] Requires a small stable; place to rest; and some Market Stalls.
  • Benefit: All Trader CNPCs will have their Prices changed to 100% of market Price. 3 Faction Traders will be placed into the stalls you provided. 1 CNPC Patrol Officer will be placed here as well.
  • Upgrades: None

Exotic Stables: 33x33 building size; [Upgrades Stables! Necessary for Duke!] [Only 1 Per Baron]

  • Room for a Special mount type [Rhino, etc.]
  • Benefit: 1 CNPC Trader [Exotic/Wargs]; These Exotic Mounts will be the 'best' possible mount achievable but with a much higher cost.
  • Upgrades: None

Banker: 17x17 building size; [Only 1 Per Baron]

  • Small lobby; teller area; staff room in the back. Small locked room for coin.
  • Benefit: 1 CNPC: Coin Exchange]; 1 CNPC Interest Collector [Generates 300silver per hour] Players in your Lordship can come by to collect this extra income.
  • Upgrades: None

Vault: 9x9 building size; [Only 1 Per Baron]

  • Attached to a secure area; the Vault is a protected room with no access besides the Lord.
  • Benefit: 1 CNPC Vault Keeper [Vault System]; Allows players in your Lordship to use the CNPC Vaults. These are vaults where no one can access. Maximum of 4 Double Chests worth of Storage. [Player will need to individually upgrade their own.]
  • Upgrades: None

Fletcher & Bowyer: 17x17 building size; [Only 1 Per Baron]

  • Commerical Building for the making and selling of Bows and Arrows
  • Benefit: 1 CNPC Trader [Bows and Arrows]. The Bows will always be of your faction and will be upgraded with modifiers already. [Plain, Good, Best] with associated costs.
  • Upgrades: None

 

Industrial: [Unspecialized]

The following buildings are able to be constructed by Barons:

Orchard: 33x33 building size [Only 1 per Baron]

  • Small Orchard NPC home; Large field neatly adorned with Fruit or Nut bearing Trees. Home must meet NPC Home requirements
  • Benefit: 1 CNPC Item Generator [Fruit/Nut of your field]; generates a Market Value of 300s per hour of the trees you have.
  • Upgrades: None

Vineyard: 33x33 building size [Only 1 per Baron]

  • Small Vineyard NPC home; Large field neatly adorned with Grapes. Home must meet NPC Home requirements
  • Benefit: 1 CNPC Item Generator [Grapes]; generates a Market Value of 300s per hour of the grapes you have.
  • Upgrades: None

Glass Blower: 9x9 building size [Only 1 per Baron]

  • Small forge nearby a NPC House that has some space to make glassworks
  • Benefit: 1 CNPC Trader [Sand/Glass]; Buys sand and sells Glass.
  • Upgrades: None

 

Specialized Industrial: [2 Only]

Barons may choose from the following 7 Specialized Industry; All industry will generate about 2000 silver worth of products [If they generate any] per Hour.
StoneMining, AlcoholTradersForestrySmithing, and Shepparding.

You can only have 2 of these. Choose carefully.

Stone: 

-Quarry: 33x33

  • Large quarry made into the surrounding terrain with areas to store the stone; extracting equipment like cranes; and ways to move the stone to the surface. Home for the miners [Dormitory Style]
  • Benefit: 1 CNPC Trader [Stone]; 1 CNPC Item Giver [Stone].
  • Upgrades: Masonry

-Masonry: 17x17

  • Building for tools and equipment; large yard full of stones to be processed into blocks and bricks.
  • Benefit: 1 CNPC Trader [Brick]; 1 CNPC Item Giver [Brick].
  • Upgrades: Mason's Guild

-Mason's Guild: 65x65 [Surrounding the two above]

  • Surrounding the Masonry and the Quarry; A decent sized wall and some other quality of life buildings as well as a 'main' Hall for the workers to relax.
  • Benefit: 50% Increase on production [~3000 silver worth of material from each giver per hour]
  • Upgrades: None

Mining: 

-Mine: 33x33

  • Deep mine into the center of the world with well lit and decorated like a mining shaft with at least a small office at the bottom of the stair or mine shaft. Worker dormitory at the surface, or entry to the mine if you are built into the ground already.
  • Benefit: 1 CNPC Trader [Ores]; 1 CNPC Item Giver [Ores].
  • Upgrades: Ore Smelter

-Ore Smelter: 33x33

  • Outside the mine; this area processes ores into the ingots. 
  • Benefit: 1 CNPC Trader [Ingots]; 1 CNPC Item Giver [Ingots].
  • Upgrades: Miner's Guild

-Miner's Guild: 65x65

  • Surrounding the area of the Mine and the Ore Smelter; contains a Main Hall and other life luxuries. Walled in and protected from the rest of your lordship.
  • Benefit: 50% Increase on production [~3000 silver worth of material from each giver per hour]
  • Upgrades: None

Alcohol: 

-Alehouse: 17x17

  • Small place for customers to visit and drink your brews. Generates and sells several brews of your choice [Non special; IE: Dwarf Brew or Athelas]
  • Benefit: 1 CNPC Trader [Drinks]; 1 CNPC Item Giver [Drinks].
  • Upgrades: Brewery

-Brewery: 17x17

  • Building made for mass production and refining drinks into barrels
  • Benefit: 1 CNPC Trader [Barrels]; 1 CNPC Item Giver [Barrels]. Traders at Alehouse now sell and generate potent drinks.
  • Upgrades: Brewer's Guild

-Brewer's Guild:

  • Decorative wall and small garden around the Alehouse and Brewery. This area should look warm and inviting.
  • Benefit: Brewers will now sell Athelas and similiar drinks [Orcs for their Draught, Elves get their special; Dwarves get their special.] If the Lordship is not in one of these locations; they will get whichever is closest to them factionwise.
  • Upgrades: None

Traders: [Near River, Lake, or Ocean only]

-Fisher's Hut: 9x9

  • Small hut for a fisherman
  • Benefit: 1 CNPC Trader [Fish]; 1 CNPC Item Giver [Fish].
  • Upgrades: Docks

-Docks: 17x17

  • Docks with a nice designed ship.
  • Benefit: Upgrades the Fisher with Pearls and Coral.
  • Upgrades: Shipping Center

-Shipping Centre: 33x33

  • Several Market stalls [10] where traders can come in and sell items. This waterway must be attached to the Sea on the map. This can be build outside your lordship but must have a road connection.
  • Benefit:  10 NPC traders will be placed at the stalls. These are from factions outside of your own.
  • Upgrades: None

 

Forestry: [Near a natural or player-made forest]

-Logger's Cabin: 9x9

  • Small cabin in a forest; needs 4 types of trees in the forest of which to extract wood from. If more are availible the player chooses only 4 for the Traders.
  • Benefit: 1 CNPC Trader [Wood]; 1 CNPC Item Giver [Wood].
  • Upgrades: Logging Mill

-Logger's Mill: 33x33 [Upgrades from Logger's Cabin]

  • Saw-mill, home, and a stockpile center or warehouse nearby.
  • Benefit: Traders now produce another 2 types of wood. Increasing production 50%
  • Upgrades: Woodsman's Guild

-Woodsman's Guild: 33x33

  • Logger's Mill surrounded with a sturdy wall and the nearby forest is walled in. The home is larger and has a dining hall and dormitory for many loggers.
  • Benefit: +50% Production
  • Upgrades: None

Smithing:

-Armorer's Workshop: 17x17

  • Secure vault to store products; area to work and armor stands. Requires his own home nearby.
  • Benefit: 1 CNPC Trader [Armorer]. Sells Steel armor with Modifiers.
  • Upgrades: Castle Smithy

-Weapon Master's Workshop: 17x17

  • Secure vault to store products; area to work and Weapon stands. Requires his own home nearby.
  • Benefit:1 CNPC Trader [Weapons]. Sells Steel Weapons with Modifiers.
  • Upgrades: Castle Smithy

-Castle Smithy: 33x33 [Upgrades Smithy]

  • Larger room and several areas to produce multiple tools for your empire.
  • Benefit: 1 CNPC Trader [Tools]. Steel Tools with modifiers. Also upgrades the Weapon Master and Armor Master to have the best achievable Armor and Weapons. [Prices will be high]
  • Upgrades: None

Sheppard: [Near a natural or player-made forest]

-Hunter's Lodge; 9x9 [Outside of area, nearby woods or natural areas.]

  • Small home with a cold cellar below to store game meat.
  • Benefit: 1 CNPC Trader [Wild Game].  1 CNPC Item Giver [Wild Game]
  • Upgrades: Hunter's Guild

-Shepard: [Size varies because of pens]

  • 6 10x10 pens with various animals inside of them with feed. 
  • Benefit:1 CNPC Trader [Animals in Pens]. 1 CNPC Item Giver [Animals in Pens]
  • Upgrades: None

-Hunter's Guild: 33x33

  • Built in town; Large mess hall and several small bedrooms for trappers and hunters to rest in.
  • Benefit: 3 CNPC Hunter [Hirable] 90% accuracy bow/crossbow users who are good at hiding. [Are partially invisible] 10 Damage, 50% reduction. Does not benefit from other upgrades. 1k Per day.
  • Upgrades: None

 

Military

The following buildings are able to be constructed by Counts:

Garrison: 65x65 building size; [Upgrades Barracks! Necessary for Duke!] [Only 1 Per Baron]

  • 52 beds, training area, armory, Patrol Office [For Captain], Mess Hall, Kitchen, Storage. Larger; More impressive.
  • Special: Need to mark 3 more paths in your base for Patrol Officers to move through. There is a size limit to them, this will be determined. 
  • Benefit: Total of 5 CNPC Patrol Officers [Spawners]; When faced against a threat, these Officers summon 3 CNPC Warriors [Guard].
  • Upgrades: None

Guard Tower: 9x9 building size;

  • Tower with the basics; 10 beds, room to cook and eat; lookout post; and defensible location.
  • Benefit: 2 Guard Archers atop the roof looking out and firing on enemies. NPC Spawner of the faction which will spawn up to 20 NPC Faction Warriors. [Easy ones not Uruk Berserkers]
  • Upgrades: None

Knights Guild: 33x33 building size; [Only 3 Per Baron]

  • A Large courtyard; training area; meeting hall and sparing rooms. This is where your Knights can come to Train.
  • Benefit: Grants one the ability to build Knight Estates and hire Knights. As well this is where your Knight Captain will reside.
  • Upgrades: None

 Archery Range: 33x33 building size; [Only 1 Per Baron] [Upgrades Huntsman's Lodge]

  • A larger CNPC house; that consists of basic living, bedroom, storage, cook, and a servant's quarters with a bed.
  • Benefit: Adds a ranged attack to CNPC Guards. 8 Damage at 32 range with 70% Accuracy. This will be switched to Melee when targets get close.
  • Upgrades: Archery Range 33x33

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Dutchery

To become a Baron you must have the following:

Duke 

  1. 5 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. Exotic Stable
  3. Garrison
  4. Trade House
  5. University
  6. Abbey
  7. 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.
  8. 2 Barons: Bring two other Players to Countship and have them message Presence10 directly to confirm this on Discord [@presence10] or as responses to your thread.
  9. Active Player; You must be active on Discord and the Server; absence over 3 months will result in rank and title being stripped.

Benefits

  • [Duke] in chat
  • Ability to hire 5 [Knights] total
  • Generate 5000 silver every 30ish or so minutes
  • Unlocks Duke-Level Buildings
  • Unlock 1 more Specialized Industry [3 Maximum]


Last edited by Presence10 - Thu Jul 19, 2018 10:04 am
BanAbonnen
Regular
Posts: 13
Posted on Tue Aug 14, 2018 5:45 pm

I got a question regarding the smithing industry: how do the three buildings work together?

Armorer's Workshop + Weapon Master's Workshop + extra rooms and storage and other details = Castle smithy (with all benefits)

or

Armorer's Workshop + Weapon Master's Workshop + Castle smithy = all benefits

Thank you in advance!

BanAbonnen

Froosty11
Regular
Posts: 21
Posted on Sat Sep 1, 2018 10:52 am

Since we cant brew dwarven ale, can we brew Dankest Vodka?...

Froosty, Lord of Khazad-dûm

Froosty11
Regular
Posts: 21
Posted on Sun Sep 16, 2018 6:08 am

Suggestions:
  - Adding sounds to different npcs, such as the anvil noise to give more of an aesthethic to the smithies and/or other buildings such as marketplace smalltalk.
  - Changing voicelines when interacting with some npcs so it's not just the default 'Hello Player'.
  - Allowing for a flexible lordship linking, maybe with some sort of trade route building?
  - Adding more females so it's not all male npcs if possible.
  - Chunk loading?
  - Some building that gives us walking npcs that literally just walk around in the town and talk with you, or even like a cat or dog walking around, to give more of an alive aesthethic.
  - A pvp arena building where pvp is allowed somehow?
  - Adding faction specific buildings, maybe including a commander there for hiring troops etc.
-Using actual CNPCs instead of the models from the mod, that way u can have custom skins on each one, which will have em stick out. Just have to change the proportions to fit a bit better with the lotr mod for let's say dwarves

 



Last edited by Froosty11 - Fri Sep 21, 2018 8:48 am

Froosty, Lord of Khazad-dûm