Aftermath was a nations-survival server started by Griskard, who, about a month before his death, passed the server down to Typical_Name. He has tried to fulfill his/our dream of maintaining an active, somewhat realistic political simulator. The server is relatively new to Tekkit, and is running on a fresh new world.
General Mod Info
In general, we try to maintain a fun and challenging environment on the server. To this end, we have entirely removed Equivalent Exchange, as it is so imbalanced and overpowered that attempting to fix it is likely more trouble than it is worth. EnderStorage and the server side of Not Enough Items have also been removed (To avoid the bug allowing players to spawn items).
Other mods are mostly untouched, with a few notable exceptions, such as nano sabers, quantum armour, and nuclear bombs being disabled. Additionally, we plan to have nuclear reactors be greylisted in the future (think of it as applying for a construction permit).
The above information is subject to change as I discover new exploits and problems (or fixes for said exploits and problems).
The Nations System
The gameplay of Aftermath revolves around the ability of players to set up their own political entities. To make the system fair to both new players and veterans, there are various levels of settlements that players can create: Hamlets are small plots with an area of 32x32 blocks. They require at least two people to create, and cannot attack nor be attacked in an act of warfare. Additionally, hamlets cannot maintain fiefs. Towns are larger than hamlets, encompassing an area of 64x64 blocks and requiring at least three people to create. Like hamlets, towns are immune to warfare. Notably, unlike hamlets, towns are able to divide their land into fiefs. Manors are the same size as towns, but only require one person to create. Manors are notable because they are the only settlement in which the citizenship is allowed to overlap with the citizenship of other settlements. This allows them to act as outposts for cities and nations. Additionally, they are able to maintain fiefs. They are able to participate in warfare (voluntarily or not), but are not able to go on the offensive unless aligned with an entity that is (a city or a nation). Additionally, a confederation of at least three manors is treated as a nation for game mechanics. Cities maintain a sizable area of 96x96 blocks, and require three people to create. Like towns, cities can divide land into fiefs, but unlike towns and hamlets, cities are able to participate in wars (voluntarily or not). (Note that the population requirement on cities is relatively new, so you may run across cities that still have less than the stated requirement.) Nations are large areas of the countryside (256x256) that overlap with smaller settlements, uniting them under one political banner. A nation requires four people to start. Newly purchased nations come with a city inside them and have all of the abilities a city does. Fiefs are small (16x16) plots of land that only exist within larger settlements. Their purpose is to allocate private plots to players instead of trusting everyone within the larger area to honor each other's property.
These are the prices of each settlement tier; upkeep occurs every two weeks:
Fief - 500 * x^2, with x being the current amount of fiefs within the larger area (if more than one larger area is involved, such as a city within a nation, use the larger number). Upkeep of 350 per two weeks.
Hamlets - 3000, upkeep of 500
Towns - 10,000, upkeep of 1,250
Manors - 20,000, upkeep of 3,000
Cities - 50,000, upkeep of 5,000
Nations - 100,000, upkeep of 10,000
Everything within the nations system is done with the simple, reliable Worldguard plugin. To purchase territory, simply let an admin know (such as by a message on the forums or ingame) and he will create the area for you manually. You can either mark out the exact area that you want or simply indicate to the admin which block you want to be the center of the area, and he will create the area around that.
The world is still relatively new, so not a lot has been built yet, but here are some screenshots of what exists so far:
Rules
0.) Attempt to maintain an acceptable level of decency and common sense at all times.
a.) This is interpreted broadly at the admin's discretion. It encompasses spam, racism, anti-gay bigotry, stupidity in general, and more.
1.) I really shouldn't need to say this, but exploiting glitches and hacking are also against the rules (obsidian generators are ok).
2.) You may not make shop chests for the sole purpose of protecting your items. Shop chests must only be used for shopping, and should only be made within towns.
3.) Pvp (and griefing) is allowed, but it is subject to Rule Zero and Rule One. This means that you shall not attempt to circumvent pvp restrictions such as pvplogger, worldguard, etc.
4.) If I give you powers to help you with a special task (ie, if I give you creative mode to build something for me), these powers are NOT to be used to give you an advantage in your regular gameplay. Again, this should be pretty obvious, but it needed stating anyway.
For your greylist applications, enter in the following information:
Your In-game Name
(When you register on our forums, please make your username there the same as this.)
What you like to do on Minecraft (pvping, building, socializing, slaughtering monsters, etc)
Which number has a larger positive value, -1500 or 1000? [Optional] An essay of any length on your favorite historical figure
This thread will be updated as more features are added and clarified.
REMEMBER: This server is tekkit, which requires the Tekkit launcher. It is very simple to use and requires you to do nothing but download 1 thing.
Aftermath was a nations-survival server started by Griskard, who, about a month before his death, passed the server down to Typical_Name. He has tried to fulfill his/our dream of maintaining an active, somewhat realistic political simulator. The server is relatively new to Tekkit, and is running on a fresh new world.
In general, we try to maintain a fun and challenging environment on the server. To this end, we have entirely removed Equivalent Exchange, as it is so imbalanced and overpowered that attempting to fix it is likely more trouble than it is worth. EnderStorage and the server side of Not Enough Items have also been removed (To avoid the bug allowing players to spawn items).
Other mods are mostly untouched, with a few notable exceptions, such as nano sabers, quantum armour, and nuclear bombs being disabled. Additionally, we plan to have nuclear reactors be greylisted in the future (think of it as applying for a construction permit).
The above information is subject to change as I discover new exploits and problems (or fixes for said exploits and problems).
The gameplay of Aftermath revolves around the ability of players to set up their own political entities. To make the system fair to both new players and veterans, there are various levels of settlements that players can create:
Hamlets are small plots with an area of 32x32 blocks. They require at least two people to create, and cannot attack nor be attacked in an act of warfare. Additionally, hamlets cannot maintain fiefs.
Towns are larger than hamlets, encompassing an area of 64x64 blocks and requiring at least three people to create. Like hamlets, towns are immune to warfare. Notably, unlike hamlets, towns are able to divide their land into fiefs.
Manors are the same size as towns, but only require one person to create. Manors are notable because they are the only settlement in which the citizenship is allowed to overlap with the citizenship of other settlements. This allows them to act as outposts for cities and nations. Additionally, they are able to maintain fiefs. They are able to participate in warfare (voluntarily or not), but are not able to go on the offensive unless aligned with an entity that is (a city or a nation). Additionally, a confederation of at least three manors is treated as a nation for game mechanics.
Cities maintain a sizable area of 96x96 blocks, and require three people to create. Like towns, cities can divide land into fiefs, but unlike towns and hamlets, cities are able to participate in wars (voluntarily or not). (Note that the population requirement on cities is relatively new, so you may run across cities that still have less than the stated requirement.)
Nations are large areas of the countryside (256x256) that overlap with smaller settlements, uniting them under one political banner. A nation requires four people to start. Newly purchased nations come with a city inside them and have all of the abilities a city does.
Fiefs are small (16x16) plots of land that only exist within larger settlements. Their purpose is to allocate private plots to players instead of trusting everyone within the larger area to honor each other's property.
These are the prices of each settlement tier; upkeep occurs every two weeks:
Fief - 500 * x^2, with x being the current amount of fiefs within the larger area (if more than one larger area is involved, such as a city within a nation, use the larger number). Upkeep of 350 per two weeks.
Hamlets - 3000, upkeep of 500
Towns - 10,000, upkeep of 1,250
Manors - 20,000, upkeep of 3,000
Cities - 50,000, upkeep of 5,000
Nations - 100,000, upkeep of 10,000
Everything within the nations system is done with the simple, reliable Worldguard plugin. To purchase territory, simply let an admin know (such as by a message on the forums or ingame) and he will create the area for you manually. You can either mark out the exact area that you want or simply indicate to the admin which block you want to be the center of the area, and he will create the area around that.
The world is still relatively new, so not a lot has been built yet, but here are some screenshots of what exists so far:
a.) This is interpreted broadly at the admin's discretion. It encompasses spam, racism, anti-gay bigotry, stupidity in general, and more.
1.) I really shouldn't need to say this, but exploiting glitches and hacking are also against the rules (obsidian generators are ok).
2.) You may not make shop chests for the sole purpose of protecting your items. Shop chests must only be used for shopping, and should only be made within towns.
3.) Pvp (and griefing) is allowed, but it is subject to Rule Zero and Rule One. This means that you shall not attempt to circumvent pvp restrictions such as pvplogger, worldguard, etc.
4.) If I give you powers to help you with a special task (ie, if I give you creative mode to build something for me), these powers are NOT to be used to give you an advantage in your regular gameplay. Again, this should be pretty obvious, but it needed stating anyway.
For your greylist applications, enter in the following information:
Your In-game Name
(When you register on our forums, please make your username there the same as this.)
What you like to do on Minecraft (pvping, building, socializing, slaughtering monsters, etc)
Which number has a larger positive value, -1500 or 1000?
[Optional] An essay of any length on your favorite historical figure
This thread will be updated as more features are added and clarified.
REMEMBER: This server is tekkit, which requires the Tekkit launcher. It is very simple to use and requires you to do nothing but download 1 thing.