OFFICIAL - The Settlement and Building System v2.0 | Tale of Banners Roleplaying Community Forum

OFFICIAL The Settlement and Building System v2.0

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Tale Of Banners

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”.

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 a liege (noble who taxes the settlement) or by paying upkeep to the server (if unprotected by a liege or independent). Paying taxes to a liege ensures that your settlement is ‘Protected’ and pays its maintenance. If a town does not have protection from their lord, (either refusing to accept protection, or the lord not offering protection) the town loses ‘Protected’ status, but can still pay the server directly for maintenance. When a settlement is ‘Protected’ it is 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). All PVP fights are disabled, RP fights are allowed. In addition, a ‘Protected’ town gains fast travel to the nearest local fast travel hub. This ensures safe towns that pay regular taxes to their liege. Paying the server directly only ensures your town does not become a ruin.

Settlements cannot be directly attacked as a result of warfare, however they can be raided if situated inside a “warzone” despite protection. 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 four sizes: a starting plot, a hamlet, a village or a town.

Settlements start off at the standard starting size (25x25) 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.

Protected Settlements

Settlements are directly tied to a Nation, each Settlement can start a Nation and support themselves independently by making upkeep payments to the server or if a Vassal Nation receives protection the current liege (Be it emperor, grand/petty king or duke) who can annually choose to protect each settlement in their realm for that year in-game (two weeks IRL). A protected settlement receives a fast travel cart to the travel hub and 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 raids.

The liege 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 liege 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.

Protection allows fast travel and if a settlement chooses to pay upkeep to the server instead of being protected they lose fast travel and PvP protection.

Being protected also means your settlement will not fall into ruin, as long as your settlement is protected by a liege you have no danger of your settlement becoming ‘deserted’.

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.

Protection Summary

A Vassal Nation of a higher title, (Eg. Duke or King.) or an Independent Nation can offer and grant ‘Protection’ to Settlements directly within its control, they get a fast travel cart to the travel hub in the local server city and PvP protection which means guaranteed safety by combat rule 4.a. (see server rules.) The County the settlement is inside becomes the direct holding for the noble that grants them protection. He may or may not be a vassal of a larger nation, or an independent count.

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 month (for a total of two) the settlement falls into ruin (General rule 12.a.)

This can also happen if your settlement is four three times in direct server upkeep payments.

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 3 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. Settlements can be created anywhere on the map, there is only a limit to how many settlements are allowed in a county. (One settlement per county). Simply include some pictures of the area and a description so we know where you are referring to. Coordinates are also acceptable but not so easy on the eyes). A settlement may be built in a county that currently has a stronghold and vice versa.

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.

Development Prices:
One time payments made on land purchases or size upgrades.

Starter Plot Size ( 25 x 25 ) - 200 Kuras.

Hamlet Size (Expansion) ( 50 x 50 ) - 300 Kuras.

Village Size (Expansion) ( 75 x 75 ) - 400 Kuras.

Town Size (Expansion) ( 100 x 100 ) - 500 Kuras.

Upkeep Costs for Settlements:
Bi-Weekly upkeep costs for a Nation Leader protecting a Settlement. (These costs are the same for a settlement that pays upkeep to the server instead but this disables fast travel.)

Starter Plot Size ( 25 x 25 ) - 20 Kuras.

Hamlet Size (Expansion) ( 50 x 50 ) - 50 Kuras.

Village Size (Expansion) ( 75 x 75 ) - 100 Kuras.

Town Size (Expansion) ( 100 x 100 ) - 150 Kuras.

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.

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.

The Three Building Guidelines

In order to be granted a larger plot of land the buildings in your settlement must conform to the building regulations, when you apply for a larger plot we will asses the buildings based on these 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.

3. Realism

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 middle age peasants and realism will present itself.

The three building guidelines tie into the wider server building rules which can be found here:

System Version 2.0
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