First off I want to say that I LOVE Minecraft. However, over time the open world sandbox can lead to a lack of direction in what I'm doing. To remedy this I started playing around with some alternate rules to help give me direction. One thing lead to another and now I'm writing up all sorts of rules and even throwing some RPG elements into it.
The short version: Take Minecraft, throw in Sim City, with just a hint of Sacrifice. You build up a city by means of specific buildings. Each building produces and consumes certain types of resources that you must balance and prioritize. Meanwhile you have 4 advisers, each with a very different agenda, suggesting new directions for the cities and offering new patterns for buildings and attachments for being in their favor. (That is the RPGish element)
The Long Version:
Each building has a pattern that you must loosely adhere to. Specifically, it gives you minimum requirements and beyond that you can design and customize the look of it to your liking.
Buildings
In Legacy Craft, you have recipes for buildings. Rather than making a specific tool or object, you combine various blocks to make a functional structure. Rather than combining the blocks on a crafting bench, you are arranging them in game. Let us run through the recipe for a simple house. The premise of Legacy Craft is that the world you are in runs parallel to a mirror universe populated by a race of people (Haven't determined what to call them). Their world is exactly like the world you see, other than the fact that you cannot directly interact. However, when you make changes to your world, those changes show up in theirs. More to the point, they are physically unable to alter the landscape on their own, so they rely on you to build their city.
Name: Simple house
The name of the structure.
Materials: Any
The materials section will tell you with what specific blocks you must construct your building with. If more than one type of material is needed, it will be listed here. Our simple house is a versatile structure so you may use any materials to build it.
Foundation: Any non-sand, non-glass
The foundation simply states what sort of material can hold this structure. Our simple house isn’t a terribly heavy building, so anything other than sand or glass can be used as its base. Note that, unless the foundation specifically says you can, structures have to be built on something and can’t just float in mid air or hang off a ledge.
Size: 6X5X3
The first number is how many blocks long the structure is, the second is how wide, the third is how tall (or deep). Bear in mind that these are the Minimum sizes for a structure to count as a simple house. There is nothing saying you can’t build it larger if you want to.
Components: 1 torch, 1 door, 1 bed
Components are items that must be included within the structure for it to be complete. In basic structures like the Simple House, these are often crafted items. As you get into larger in more complex structures, the components will become more difficult to obtain or create. Like with size, these components are minimums.
Accessories: 1 slot
Accessories are additional structures you can build in/on or near the base building to improve it. These are optional and are not required to complete the structure, but may improve the structure slightly if you decide to build them. The slots determine how many different accessories may be built with this structure. Our simple house can benefit from only a single accessory.
Requirements: None
Requirements are more advanced prerequisites (besides the obvious building materials) needed to construct this building. We will delve into requirements in a later section. The simple house is low-tech enough not to need any requirements.
Provides: 1 population, 1 wealth (when connected by road)
Structures provide benefits just for existing. We will cover what ‘population’ and ‘wealth’ are in a later section
Quality: 1 (1 quality rating).
The quality trait determines how desireable this dwelling is to live in. It ranges from a scale of 1-10 with 10 being the best. The quality rating is merely the total quality divided by the number of occupants.
Consumes: 2 food, 1 security
Buildings use up resources. Normally you cannot build a new building if you don’t have the required resources on hand, but ignore this restriction for now.
Accessory: Flagpole
Accessories are modular components that are placed in, on or near buildings. They are meaningless on their own, but plugged into an open accessory slot on a building, can improve the building. Accessories are built in the same manner as buildings. Here is how to construct a flagpole.
Name: Simple Flagpole
Materials: Wood (pole), Wool (at least two seperate colors)
Size: 1X1X10 (pole) 5X1X3 (flag)
Instructions
May be on building or on ground within 3 tiles of building. Flag must be composed of at least 2 separate colors of wool arranged in a pattern of your choosing. All subsequent flags must follow the same pattern and color set used for your original. Attach flag to the top three blocks of the pole.
The instructions section tells you how to include this accessory with a building.
Provides: +1 Control
Accessories often add to what a building produces naturally. So in addition to having 1 population and 1 wealth (with a road), this house now also produces 1 control.
Now normal houses only have one accessory slot, but over time you will learn how to make dozens of different accessories, each with their own benefits and drawbacks. The aim is to make what accessory you give to any given house a meaningful and strategic decision.
In addition to places to live, you build places for your people to work. This is where the wealth that you gain is spent, in the form of wages. As with houses, there are many different types and many more that would unlock as you progressed through the game. Here are a few:
New Building Unlocked: Simple Guard Post
Materials: Any Stone, steep stone stairs,glass,1 wooden chest
Foundation: Any Non-sand,non-glass
Size: 6X6X7
Components: 2 torches, Spiral staircase, lookout tower with windows
Supplies: 2 Swords (stone or better), 4 rations (any health-restoring food)
Supplies are items that are required for a building to function. If a building has a supplies listing, you must include a single 1-square wooden chest to store the supplies in the building. A building is not complete until it has all of its supplies left in the chest. You may ‘borrow’ the supplies for yourself, but must restore them in order for the building to remain functional.
Accessories: 1
Provides: 32 security
Consumes: 2 unemployed population, 1 control,2 wealth
Connections: Any Road
Some buildings, (like our simple houses) don’t require connections by road, though they give extra benefits if they do. Other buildings, like this, cannot be completed unless it is connected to the road network. At the very least the two population who work in the tower must be able to reach it by road.
Simple Farm
Materials: Wood, dirt, water
Foundation: Dirt
Size:
4 4x4 plots of tilled earth, planted with seeds with access to water.
3X3X9 silo.
4X4X3 tool shed
Components: Torch X4, Door, Fencing (around the fields)
Supplies: Hoe X2 (any material)
Connections: Any Road
Supplies: 8 food
Consumes: 1 wealth, 1 population, 4 security, 1 control
Here is one of your advisers, Athieania, explaining what some of the resources do and what they mean to the people.
Athieania: Allows us to explain what the various resources of the kingdom provide and consume mean to us.
Food: Everybody needs food to survive. On average, a normal family will consume 2 food. We cannot build new housing if we don’t have enough food to feed the incoming population. For now,
Security: How safe are our streets? Our security rating can determine that. When you place buildings like the guard post, the soldiers there will patrol and make us more secure. As you build more and more non-military structures, the soldiers have to spread their patrols thinner and thinner, until they are unable to keep everyone safe. Note that security is a binary state. You are either secure or you are not. Having high excess security has no additional benefits, despite what Timeron might tell you.
Wealth: How much cash flow the city has. We gain wealth from taxes and spend it on salaries. As the city develops you will find new ways to generate wealth. I’m sure Kyre is busy on that task as we speak. While there is no direct benefit to having excess wealth, it does give us the flexibility to fund big projects down the line. If we don’t have the weath to pay the salaries, you cannot build a new building that employs people.
Population: The total population of your city. Note that the number actually represents the number of families, not necessarily individuals. This sign also lists how many of those people are employed and how many are free and available. While it is always good to have a few people unemployed, you would do well to avoid having too many without work. At the moment, everyone who lives here has a job, so we need to get more people before we can build another structure that employs people.
Control: How much governmental influence we exert. While we are not in the business of micro-managing the citizens of this realm, there are some tasks and jobs that require coordination to be done properly. As such we must direct such operations. Doing so consumes control. Like the other resources, you cannot build a building that requires control if you don’t have enough of it available. Right now we have plenty.
This is just the tip of the iceberg. In time you will learn of other aspects of the city which will be recorded here in the Mayor’s office. As a suggestion. I would highly recommend updating these signs every time you complete a building. That way you can always be sure your numbers are correct before planning your next project.
This is just the early stages of the game. As you progress and depending on how your city devlops, you will be given patterns for more and more complex, larger and more powerful buildings and accessories. What patterns you learn depend on how well liked you are by each adviser. For example, if you please Kyre, the aspect of Prosperity, he will teach you patterns to buildings like the forum (Roman style) Banks and other wealth-specialized structures. The other three advisers are Athieania (Aspect of Knowledge), Timeron (Aspect of Might) and Cappie (Aspect of Community).
Put in more modern terms, you are dealing with a militarist, a liberalist, a capitalist and a communist.
For those of you who took the time and iron picks to mine your way through my wall of text, please let me know your feedback, good bad or indifferent.
Your idea has already been suggested before. Please make use of the search function or, if you are not in the searcher usergroup (which you can apply to by clicking on your user control panel and accessing the usergroup tab) you can use the google search also found at the default search link, which will provide a search specifically of this site that is quite effective.
It is generally a good policy to read the stickies before posting in any website, and this site is no exception. Particularly important to read are the following:
And, just as importantly, check the List of Already-Suggested Topics. It's not complete, but will save you time sorting through search results if you ctrl-f and find it right away. If something has already been suggested, and you aren't contributing some sort of massive radical change to the notion, don't make a new thread for it, just contribute to an already existing thread.
Thank you, and I hope you continue to contribute to minecraftforum.net.
My apologies. I was unable to locate any threads regarding this style of play in the link of already suggested items. There was one regarding RPGs, but the way they describe their suggestion for an RPG was much different than the RPGish element to mine.
If there is an existing Sim City like topic and I've just missed it completely, please point me in that direction so that I may add to the discussion.
I think this would do better as a mod, as many players enjoy the feeling of being alone.
Oh I wasn't suggesting this as an alteration of core gameplay. A mod would be ideal. Do you think it would be feasible given that Minecraft can recognize a pattern of obsidian as the makings of a portal, could it not be taught to do the same with each of the building or add-on patterns?
It's possible. But if this is a mod suggestion then it needs to go to Mod Requests.
Rollback Post to RevisionRollBack
Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
The short version: Take Minecraft, throw in Sim City, with just a hint of Sacrifice. You build up a city by means of specific buildings. Each building produces and consumes certain types of resources that you must balance and prioritize. Meanwhile you have 4 advisers, each with a very different agenda, suggesting new directions for the cities and offering new patterns for buildings and attachments for being in their favor. (That is the RPGish element)
The Long Version:
Each building has a pattern that you must loosely adhere to. Specifically, it gives you minimum requirements and beyond that you can design and customize the look of it to your liking.
Buildings
In Legacy Craft, you have recipes for buildings. Rather than making a specific tool or object, you combine various blocks to make a functional structure. Rather than combining the blocks on a crafting bench, you are arranging them in game. Let us run through the recipe for a simple house. The premise of Legacy Craft is that the world you are in runs parallel to a mirror universe populated by a race of people (Haven't determined what to call them). Their world is exactly like the world you see, other than the fact that you cannot directly interact. However, when you make changes to your world, those changes show up in theirs. More to the point, they are physically unable to alter the landscape on their own, so they rely on you to build their city.
Name: Simple house
The name of the structure.
Materials: Any
The materials section will tell you with what specific blocks you must construct your building with. If more than one type of material is needed, it will be listed here. Our simple house is a versatile structure so you may use any materials to build it.
Foundation: Any non-sand, non-glass
The foundation simply states what sort of material can hold this structure. Our simple house isn’t a terribly heavy building, so anything other than sand or glass can be used as its base. Note that, unless the foundation specifically says you can, structures have to be built on something and can’t just float in mid air or hang off a ledge.
Size: 6X5X3
The first number is how many blocks long the structure is, the second is how wide, the third is how tall (or deep). Bear in mind that these are the Minimum sizes for a structure to count as a simple house. There is nothing saying you can’t build it larger if you want to.
Components: 1 torch, 1 door, 1 bed
Components are items that must be included within the structure for it to be complete. In basic structures like the Simple House, these are often crafted items. As you get into larger in more complex structures, the components will become more difficult to obtain or create. Like with size, these components are minimums.
Accessories: 1 slot
Accessories are additional structures you can build in/on or near the base building to improve it. These are optional and are not required to complete the structure, but may improve the structure slightly if you decide to build them. The slots determine how many different accessories may be built with this structure. Our simple house can benefit from only a single accessory.
Requirements: None
Requirements are more advanced prerequisites (besides the obvious building materials) needed to construct this building. We will delve into requirements in a later section. The simple house is low-tech enough not to need any requirements.
Provides: 1 population, 1 wealth (when connected by road)
Structures provide benefits just for existing. We will cover what ‘population’ and ‘wealth’ are in a later section
Quality: 1 (1 quality rating).
The quality trait determines how desireable this dwelling is to live in. It ranges from a scale of 1-10 with 10 being the best. The quality rating is merely the total quality divided by the number of occupants.
Consumes: 2 food, 1 security
Buildings use up resources. Normally you cannot build a new building if you don’t have the required resources on hand, but ignore this restriction for now.
Accessory: Flagpole
Accessories are modular components that are placed in, on or near buildings. They are meaningless on their own, but plugged into an open accessory slot on a building, can improve the building. Accessories are built in the same manner as buildings. Here is how to construct a flagpole.
Name: Simple Flagpole
Materials: Wood (pole), Wool (at least two seperate colors)
Size: 1X1X10 (pole) 5X1X3 (flag)
Instructions
May be on building or on ground within 3 tiles of building. Flag must be composed of at least 2 separate colors of wool arranged in a pattern of your choosing. All subsequent flags must follow the same pattern and color set used for your original. Attach flag to the top three blocks of the pole.
The instructions section tells you how to include this accessory with a building.
Provides: +1 Control
Accessories often add to what a building produces naturally. So in addition to having 1 population and 1 wealth (with a road), this house now also produces 1 control.
Now normal houses only have one accessory slot, but over time you will learn how to make dozens of different accessories, each with their own benefits and drawbacks. The aim is to make what accessory you give to any given house a meaningful and strategic decision.
In addition to places to live, you build places for your people to work. This is where the wealth that you gain is spent, in the form of wages. As with houses, there are many different types and many more that would unlock as you progressed through the game. Here are a few:
New Building Unlocked: Simple Guard Post
Materials: Any Stone, steep stone stairs,glass,1 wooden chest
Foundation: Any Non-sand,non-glass
Size: 6X6X7
Components: 2 torches, Spiral staircase, lookout tower with windows
Supplies: 2 Swords (stone or better), 4 rations (any health-restoring food)
Supplies are items that are required for a building to function. If a building has a supplies listing, you must include a single 1-square wooden chest to store the supplies in the building. A building is not complete until it has all of its supplies left in the chest. You may ‘borrow’ the supplies for yourself, but must restore them in order for the building to remain functional.
Accessories: 1
Provides: 32 security
Consumes: 2 unemployed population, 1 control,2 wealth
Connections: Any Road
Some buildings, (like our simple houses) don’t require connections by road, though they give extra benefits if they do. Other buildings, like this, cannot be completed unless it is connected to the road network. At the very least the two population who work in the tower must be able to reach it by road.
Simple Farm
Materials: Wood, dirt, water
Foundation: Dirt
Size:
4 4x4 plots of tilled earth, planted with seeds with access to water.
3X3X9 silo.
4X4X3 tool shed
Components: Torch X4, Door, Fencing (around the fields)
Supplies: Hoe X2 (any material)
Connections: Any Road
Supplies: 8 food
Consumes: 1 wealth, 1 population, 4 security, 1 control
Here is one of your advisers, Athieania, explaining what some of the resources do and what they mean to the people.
Athieania: Allows us to explain what the various resources of the kingdom provide and consume mean to us.
Food: Everybody needs food to survive. On average, a normal family will consume 2 food. We cannot build new housing if we don’t have enough food to feed the incoming population. For now,
Security: How safe are our streets? Our security rating can determine that. When you place buildings like the guard post, the soldiers there will patrol and make us more secure. As you build more and more non-military structures, the soldiers have to spread their patrols thinner and thinner, until they are unable to keep everyone safe. Note that security is a binary state. You are either secure or you are not. Having high excess security has no additional benefits, despite what Timeron might tell you.
Wealth: How much cash flow the city has. We gain wealth from taxes and spend it on salaries. As the city develops you will find new ways to generate wealth. I’m sure Kyre is busy on that task as we speak. While there is no direct benefit to having excess wealth, it does give us the flexibility to fund big projects down the line. If we don’t have the weath to pay the salaries, you cannot build a new building that employs people.
Population: The total population of your city. Note that the number actually represents the number of families, not necessarily individuals. This sign also lists how many of those people are employed and how many are free and available. While it is always good to have a few people unemployed, you would do well to avoid having too many without work. At the moment, everyone who lives here has a job, so we need to get more people before we can build another structure that employs people.
Control: How much governmental influence we exert. While we are not in the business of micro-managing the citizens of this realm, there are some tasks and jobs that require coordination to be done properly. As such we must direct such operations. Doing so consumes control. Like the other resources, you cannot build a building that requires control if you don’t have enough of it available. Right now we have plenty.
This is just the tip of the iceberg. In time you will learn of other aspects of the city which will be recorded here in the Mayor’s office. As a suggestion. I would highly recommend updating these signs every time you complete a building. That way you can always be sure your numbers are correct before planning your next project.
This is just the early stages of the game. As you progress and depending on how your city devlops, you will be given patterns for more and more complex, larger and more powerful buildings and accessories. What patterns you learn depend on how well liked you are by each adviser. For example, if you please Kyre, the aspect of Prosperity, he will teach you patterns to buildings like the forum (Roman style) Banks and other wealth-specialized structures. The other three advisers are Athieania (Aspect of Knowledge), Timeron (Aspect of Might) and Cappie (Aspect of Community).
Put in more modern terms, you are dealing with a militarist, a liberalist, a capitalist and a communist.
For those of you who took the time and iron picks to mine your way through my wall of text, please let me know your feedback, good bad or indifferent.
Your idea has already been suggested before. Please make use of the search function or, if you are not in the searcher usergroup (which you can apply to by clicking on your user control panel and accessing the usergroup tab) you can use the google search also found at the default search link, which will provide a search specifically of this site that is quite effective.
It is generally a good policy to read the stickies before posting in any website, and this site is no exception. Particularly important to read are the following:
[*:2ipz82q0]Read Before Posting - a list of the rules and guidelines for posting in the forum.
[*:2ipz82q0]READ THIS BEFORE POSTING (suggestions specific) - specific rules for making suggestions.
[*:2ipz82q0]How to make a suggestion - the five essential steps of making a suggestion.
[*:2ipz82q0]READ: A Guide and Rules to posting/suggestions/ideas - a guide based largely on the previous one, but still very useful and informative.
And, just as importantly, check the List of Already-Suggested Topics. It's not complete, but will save you time sorting through search results if you ctrl-f and find it right away. If something has already been suggested, and you aren't contributing some sort of massive radical change to the notion, don't make a new thread for it, just contribute to an already existing thread.
Thank you, and I hope you continue to contribute to minecraftforum.net.
If there is an existing Sim City like topic and I've just missed it completely, please point me in that direction so that I may add to the discussion.
Oh I wasn't suggesting this as an alteration of core gameplay. A mod would be ideal. Do you think it would be feasible given that Minecraft can recognize a pattern of obsidian as the makings of a portal, could it not be taught to do the same with each of the building or add-on patterns?
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ModeratorWant some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2775557-guidelines-for-the-suggestions-forum
My mistake, I should have put this in the mod request section.