- Aug 30, 2015
The ‘Settlement and Building’ System
The settlement and building system is designed to give players the chance to create their own villages and towns for roleplay and item storage whilst still remaining true to Tale of Banners theme of an ever changing physical and political landscape. It also speaks about our standard of builds for the server.
This is one of the three fundamental systems of Tale of Banners, the other two being the “Nations System”, and the “War and Combat System”.
Link to the ‘Nations’ system
Link to the ‘War and Combat’ system
The definition and requirements of a “Settlement”
A settlement is a “safe” area of the map designated for roleplay and is independently governed by a group of players OOC.
Settlements are independent and individually organized OOC, but in-game and in-character are under the control of whichever nation lays claim to the county the settlement is located in.
Settlements can be protected by nation who they choose to pay taxes to. When a settlement pays the annual in game tax (every 2 weeks IRL) to a noble family who have claimed the county, the ruling monarch has the option to make it against the server rules for villains to openly attack in groups larger than 5 people (effectively preventing PvP raids) until the tax is renewed again the next in-game year (Combat rule 4.a). This ensures safe towns that pay regular taxes to the King.
Settlements cannot be directly attacked as a result of warfare in the lands, however they can be raided if situated inside a “warzone” despite protection. The settlements can also be attacked by the owner of the land if they go rogue (i.e by starting a rebellion / revolution). In that case the settlement must instigate the war. The settlement can never be attacked directly (Any direct attack against a settlement is an open-field battle instead of a siege).
Settlements can be one of three sizes: a hamlet, a village or a town.
Settlements start off at the standard hamlet size (50x50) and can be extended by applying for more land on the forums as the settlement grows.
Settlements must strive to keep true to the building theme of the server, the primary aim of the settlement system is to create diverse roleplay areas for fellow players to develop vibrant communities, for these areas to be valid in rp they must fit the server theme.
Settlements are a separate entity to the Nation they are located in, but the two must interact if the settlement wishes to be “protected” from villain raids. The current monarch (Be it emperor or grand/petty king) can annually choose to protect each settlement in their realm for that year in-game (two weeks IRL). A protected settlement is protected by “Combat rule 4.a” and cannot be attacked by villainous groups of five or more, which means they cannot be attacked by PvP default raids.
The ruling monarch can choose to revoke protection from a settlement they are currently protecting each annual in game tax phase, for example if the settlement refuses to pay taxes and the monarch cannot afford to protect them the settlement loses its protection. With this system it is beneficial for a settlement to pay tax to a monarch but it is not required.
When a settlement loses its protection, players are notified each time they enter the region and when a settlement loses protection an announcement is made in game and on discord.
Settlement Leaders (Mayor)
When a Settlement is created an OOC player is chosen to become the registered leader, this person then takes on the appropriate title for their settlement referred to OOC as a “Mayor”. The mayor of a settlement essentially becomes the settlement, if this player is inactive for longer than one month without giving the responsibility to another player the position of mayor becomes available for any player who wishes to take it. If the settlement is without a mayor for another two months (for a total of three) the settlement falls into ruin (General rule 12.a.).
How to form a Settlement
In order to form a new settlement there is a few things that has to be in place. First of all the settlement requires at least 5 active players to be allowed to be created. Secondly it’s a great benefit to own land (noble) or have granted permission to build upon said land. Without either of those you will require a very good reason to create the settlement. The most important person required to start a settlement however is a builder. You can either get a builder to build for you or undertake the simple application process of becoming a builder yourself, take into consideration that you still have to provide resources to the builders if you want them to build for you.
To apply for a land expansion simply make a new post in the original settlements forum post. Your settlement must follow the three building guidelines or land expansions will not be permitted.
Please take note that even if you have a valid reason to create a settlement, it may still be denied if there are too many settlements for the server population to handle. We do not want to spread the roleplay so thin that finding roleplay becomes a struggle.
Hamlet size of land ( 50 x 50 ) - 5,000 Kuras.
Expansion to village size of land ( 100 x 100 ) - 10,000 Kuras.
Expansion to town size of land ( 150 x 150 ) - 20,000 Kuras.
Link to settlement application format
The Building System
The building sub-system was designed to keep a realistic medieval theme across the server. Anyone who wishes to build on the server at all must first fill out a simple application and then they can be given perms to various areas of the map.
The building system is based around three guidelines that make up the “Tale of Banners Theme”. Buildings should be built from the “Appropriate Materials”, no sand and gravel in the walls. “Structural Integrity” is vital, no stone roofs over wooden supports, buildings must be able to stand if they were in the real world. And finally “Realism”, this blanket term covers simple things such as water supplies and fireplaces necessary for winter months in a realistic setting.
Link to the builder application format
The “Tale of Banners Theme”
The Tale of Banners building theme is officially described as “Semi-Realistic Low Fantasy, Messy Medieval” which is a spinoff from the widely loved “Messy Medieval” developed by Cirdanoth. Buildings are built to a high standard to make roleplay more enjoyable, and because of this all builds should fit the wider theme of the server.
If a building is built by a player with accepted build permissions breaks all three building guidelines, it can “flagged”. Buildings are flagged by members of the separate staff build team. If three or more members of the build team agree that a building needs to be changed as it breaks the building guidelines, a post is made on the forums and an attempt to contact the builder in question is made.
If the builder does not fix the issues within three weeks IRL the buildings may be destroyed or altered by staff depending on the circumstances.
If a builder has three of these flag events result in their buildings being forcibly removed from the server, it may lead to them having their building perms suspended.
The Three Building Guidelines
1. “Appropriate” Materials
On Tale of Banners certain in-game blocks are considered “loose”. This simply means that blocks such as gravel and sand cannot be used to build walls as they are loose stones and would crumble.
Appropriate use of materials ties in very heavily to guideline two “Structural Integrity”. For example, stone cannot be used for roofs supported by wooden beams as it is too heavy and would collapse.
One important thing stressed under this guideline is correct use of stone and wood, building a castle entirely out of sandstone in the north for example is against the guidelines. Materials used for builds must be available in the local vicinity, wood however is much more relaxed as it is much easier to transport for repairs.
By thinking logically about the materials you use and the weight and stress they are going to be under the higher you build, the better your builds will fit the Tale of Banners theme.
2. Structural Integrity
Can a building realistically support its own weight if it was built in the real world? Structural integrity is based around the idea that a structure needs to have sufficient foundations to support upper areas.
Structural Integrity and Materials go hand in hand, wood is too weak to support stone, wood rots when touching the ground. This means most buildings should have stone foundations and wooden upper areas, cloth and clay are also used as decorative materials.
Certain blocks also have special traits here too, anything large and cobble must have stone brick texturing it or it will be considered insecure. Support beams can also only be made from logs or stone brick/cobblestone depending on the circumstances, wooden planks are considered not strong enough on their own to support a structure.
Structural integrity is based around physics, think realistically about supports and use of wood and stone and buildings will fit the server theme structurally.
How well does the building represent a realistic medieval setting? Realism is a deliberately vague guideline that covers anything not considered “realistic”. This guideline is mainly in place to avoid unrealistic castle building, all castles should have a clear and large point of entry for example necessary for the shipment of supplies.
Realism finally ties all three guidelines together, the correct period materials are used in a realistic structure with elements of the real middle ages being necessary such as fireplaces and granaries. This creates the Tale of Banners building theme.
Realism is simply down to common sense, a castle cannot be built in the middle of a lake where basic supplies such as stone and wood could not be brought regularly. Imagine the buildings you build will be used by real middlages peasants and realism will present itself.
The three building guidelines tie into the wider server building rules which can be found here:
Link to the Rules
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