(Note - This thread has not been updated in a while to reflect the latest changes in snapshots, as I haven't really been active on the forums lately. Furthermore, my acronym tags are broken again. I'll get around to updating it soon, sorry for the current outdatedness/unreadability) --The Empire building challenge--
[color=#4b0082]1. Disclaimer
While I know this bears a similar name, and probably some similarities, to the city construction challenge ([/color]http://www.minecraft...tion-challenge/[color=#4b0082]), I took no inspiration whatsoever from it, and had these ideas before I even knew that thread existed. If you read the thread, you will find that they are different.
Most of these ideas, I'll have you know, came from playing Microsoft's "Age of Empires II: Age of Kings". Which is an awesome game.[/color]
[color=#4b0082]Also, I have not tried nor do I have the time to try this challenge myself - I need feedback on whether something is too hard, too easy, unbalanced, etc. so that I can improve this challenge.[/color]
[color=#4b0082]If you want to make a spinoff of this challenge, or an additional add-on challenge (as a separate thread), it is allowed, as long as you link to this thread somewhere relatively obvious.[/color]
[color=#4b0082]2. Introduction/contents
Ok, boring disclaimer over . Let's get on with this.
The Empire challenge is age-based. There are 8 ages in the challenge, each which may only be reached after certain fulfillments have been reached. This requires you to pace your progress.
The Empire challenge is also profession-based. This means you may not complete certain tasks (e.g. smelting iron) until you build a house for the person with the respective profession (e.g. blacksmith). More on this in the next section!
The Empire challenge separates resources based on type. These include: Wood (logs and planks), Stone (cobble + smooth), Iron (iron ingots), Gold (gold ingots), Gems (diamonds and emeralds), Tech (redstone), and Food (non-poisonous food)
The Empire challenge is compatible in single player and multiplayer - even multiplayer PvP!
The challenge presented here is a guideline. While you can play it as-is, you can change some stuff. You don't have to call redstone tech, for instance - or, if you think the fisher belongs one age earlier, you can change that.
This challenge is mod-compatible - there's a section on this further down.[/color]
[color=#ff0000]4. Professions explained[/color]
[color=#ff0000]As mentioned in the previous section, this challenge is profession-based. What this means is that there are imaginary villagers in your village who have different professions - each profession has a different task - and if you don't have a "villager" with a certain profession, you cannot perform the corresponding task.[/color]
[color=#ff0000]The villagers, of course, require their own house/workshop in order to work - and the respective age they are unlocked in. Here's an example:[/color]
[color=#ff0000]Example 1: The "blacksmith" profession is linked to smelting iron and gold - meaning if you don't have a blacksmith in your village, you cannot smelt iron and gold. In order to get a blacksmith, however, you must first build a house/workshop for the blacksmith - and in order to do that, you must have "blacksmith" as an available profession. Seeing as the profession "blacksmith" is unlocked in the "Age of Determination", you will have to wait until you reach that age to build the house.[/color]
[color=#ff0000]As you can see in section 6, all professions are unlocked at a certain age. As mentioned previously, the blacksmith is unlocked in the "Age of Determination". Other examples include: The wheat farmer is unlocked in the "Age of Beginnings", the alchemist in the "Age of Enlightenment", and so on.[/color]
[color=#ff0000]Here's another example.[/color]
[color=#ff0000]Example 2: In order to travel more than 500 blocks from your village, you will need an "Explorer". However, the explorer is not available until the "Age of Journeys". So first, you will need to advance to the "Age of Journeys", and then build a house for the explorer. After you have done that, you may now travel more than 500 blocks from your village.[/color]
[color=#ff0000]Ending note: The building corresponding to a certain profession should look it - e.g. the fisher's house should be by the river, with maybe a deck for fishing - and the blacksmith's could have a lava forge.[/color]
[color=#8b4513]5. Rules (these will be reviewed at the end, so don't worry if you don't get all of them)
Once you have a treasurer, you MUST store all the basic resource items (wood, stone, food, tech, etc) in chests in the treasury.
You may collect items that you cannot use yet, however you may not use them. (example: if you are in the Age of Progress, you may mine iron, and collect ingots from chests, but you may not smelt or use any of the iron) (example 2: if you come across redstone in the Age of Determination, you may collect it but not use it)
Once you have a trader, you may trade items that you cannot acquire yet - but as above, you may not use them.
Keep everything limited to the respective profession - don't smelt gold in the baker's oven![/color]
[color=#8b4513]The hunter and militia are only required to use swords and tools to kill animals/monsters - until you get them, you can still use your fists.[/color]
[color=#8B4513]Every advancement in age, the chief's house must be upgraded with at least 1 addition onto it. This can be another room, another floor, or simply a garden.[/color]
[color=#8B4513]Buildings for professions do not have to be separated from eachother - they can even be the same building, as long as each "villager" has their own room in the house.[/color]
[color=#800000]6. Ages/The challenge
From here, the challenge starts. This is the format used:
--Age name-- Requirements: Requirements to enter age[/color]
[color=#ff0000]-Buildings from previous age: includes both items listed under "buildings" and houses from villagers.[/color]
[color=#ff0000]-Food: Store the said amount of food (note: see chart at bottom of post for value of food) in the treasury; you may use it in emergencies but must be brought back up to said level as quickly as possible.[/color]
[color=#ff0000]-Wood/Stone: Use the amount of materials listed to upgrade your houses and buildings. Be creative with how you use them, but the full amount must be used. Note: Some of it must be used in upgrading the chief's house.[/color]
[color=#ff0000]-Iron: Use iron to make any sort of protective block - from iron bars to iron blocks to iron doors to iron golems. At least 2 iron blocks must be used on the chief/king's house whenever iron is required.[/color]
[color=#ff0000]-Gold: Use gold blocks to upgrade the chief/king's house.[/color]
[color=#ff0000]-Gems: Used for various purposes according to the age.[/color]
[color=#ff0000]-Tech: Use tech to make various contraptions. Note: Not all redstone has to be used if there is not enough. Contraptions can be anything from a lamp to a 3x3 piston gate with a combination lock.[/color]
[color=#800000]Tools: New tools that may be crafted (providing you have the respective profession) Professions: New professions that may be used. Hover over one to see what it does. Buildings: Non-profession buildings that may be constructed. Hover over one to see what it is.
You might want to open these tech trees in the background, as everything will make more sense EDIT: I try to update these as frequently as possible with new things added in snapshots, but sometimes I forget and they may be slightly behind what is shown in the thread below. Keep that in mind!
Professions: [/color]http://i.imgur.com/Ce0vd.png
[color=#800000]Buildings: [/color]http://i.imgur.com/2K6cM.png
[color=#800000]You can ignore the black/red/blue lines for now, you will learn about those more for the "tech tree" add-on.[/color]
[color=#800000]Please note that "villagers" are imaginary![/color]
[color=#000080]--Age of Darkness/Dark Age-- Requirements: Start a new world. You may settle on any place you want for your village, but you may not move it once you have chosen a place (unless you get lost after dying) Tools: Wooden sword (for Hunter and Militia). No beds in this age! Professions: Chief, Crafter, Treasurer, Hunter, Militia Buildings: None. Carry all non-primary resources in your inventory.[/color]
[color=#0000cd]--Age of Beginnings-- Requirements: 2 buildings from Age of Darkness, 10 wood, 15 food. Tools: All wooden tools and leather armor. Beds may be crafted now. Professions: Lumberjack, Butcher, ' class='bbc'>Baker, Miner I, Farmer, Tailor, Charcoal burner Buildings: Fence, storage shed, Path.[/color]
[color=#006400]--Age of Progress-- Requirements: 3 buildings from Age of Beginnings, 80 wood, 100 stone, 30 food. Tools: All stone tools, buckets if found in chest. Professions: Dyer, Breeder, Animal Tamer, Archer, Brick maker, Fisher, Mushroom farmer, Gardener, Guard, Dungeoneer, Calvary, Miner II Buildings: Palisade wall, Outpost, Garden, /color' class='bbc'>[color=#006400]']Bridge[/color]
I'm really sorry about the acronyms (the hover-over text) after this. They aren't working even though they're exactly the same as the ones above here... I've tried everything, they just aren't working. If anyone knows a solution please let me know...
[color=#696969]--Age of Determination/Feudal Age-- Requirements: 4 buildings from Age of Progress, 120 wood, 300 stone, 45 food. Tools: All iron-made tools (including shears), iron armor.[/color]
Professions: Blacksmith, Glass maker, Mason, Animal farmer, Explosives Engineer, Trader, Pumpkin farmer, Melon farmer, Trapper I, Miner III, ' class='bbc'>Sugarcane farmer, Cocoa bean farmer, Pearl hunter
Buildings: Stone wall, Guard Tower, Well, Cannon
[color=#0000ff]--Age of Journeys--[/color]
[color=#0000ff]Requirements: 6 Buildings from Age of Determination, 150 food.[/color]
[color=#0000ff]Tools: Compass, clock, map, books, boats[/color]
[color=#0000ff]Professions: Explorer, Mushroom farmer II, Clockmaker, Librarian, Portal builder, Glowstone harvester, Flame breather[/color]
[color=#0000ff]Buildings: Mushroom house, Dock, Landmarks, Outpost village[/color]
[color=#daa520]--Age of Enlightenment/Castle Age--[/color]
[color=#daa520]Requirements: 300 stone, 81 iron, 100 tech, 100 food, one golden throne (in the chief's house), 9 gem blocks (emerald and/or diamond) anywhere in the village to be used as a beacon once the beacon crafter is unlocked[/color]
[color=#daa520]Tools: Redstone[/color]
[color=#daa520]Professions: Netherwart farmer, Alchemist, Enchanter, Engineer, Musician, Golem engineer, Lamp maker, Artist, Trapper II, ' class='bbc'>Summoner, Beacon Crafter, Monk[/color]
[color=#daa520]Buildings: Keep, Lighthouse[/color]
[color=#8b4513]--Age of Kings/Imperial Age--[/color]
[color=#8b4513]Requirements: 5 buildings from Age of Enlightenment, 180 iron, 500 stone, 90 gold to be used in the chief/king's house and/or as an extension to the beacon, 150 tech, 250 food, 2 gem blocks to be used as decoration[/color]
[color=#8b4513]Tools: All diamond tools and armor (once you have a gem cutter)[/color]
[color=#8b4513]Professions: ' class='bbc'>King, Gem cutter, Seer, Netherlord, Mob farmer, ' class='bbc'>Dungeon master[/color]
[color=#8b4513]Buildings: Fortified wall, Turret, Dungeon, Stronghold entrance, Labyrinth, Nether stronghold, Bombard Tower[/color]
[color=#800080]--End of Ages-- Requirements: 5 Age of Kings buildings, 360 iron, 189 gold to be used as all but 4 blocks for the second layer of the village beacon, 4 gem blocks to complete the second layer of the village beacon, 150 tech, 400 food, stronghold entrance[/color]
[color=#800080]Professions: Portal master, Slayer, Egg keeper, Enderlord[/color]
[color=#800080]Buildings: End village, Floating islands, ' class='bbc'>Warp zone[/color]
7. Add-on Challenges Add-on challenges are additional challenges that are all fully compatible with eachother, but also work fine as standalones - meaning you can mix 'n' match to get what you want.
7a: Population-based add-on.
[color=#b22222]You can now have more than 1 of each profession per village.[/color]
[color=#b22222]The reason for this is because work efficiency is now based on population.[/color]
[color=#b22222]The way this works is that, unless it's a special case (which are explained below), a single "worker" can only produce a certain amount of items in a single trip/day.[/color]
[color=#b22222]Example: A miner will only be able to carry 1 stack of coal and 1 stack of iron in a single mining trip before dropping of his/her load and resting for 1 full night. However, if there are 4 miners in said village, you may carry 4 stacks of coal/iron before "resting".
Example 2: One pearl hunter may only collect 1 enderpearl (including from trading) in a night. However, if there are 3 pearl hunters, you may collect up to 3 in a single night.
Example 3: One trader may only complete 2 trades per day - however, 6 traders will be able to complete 12 trades per day.
Example 4: One blacksmith may only operate 1 furnace at a time, but 3 blacksmiths will allow you to operate 3 furnaces at once.
Example 5: One enchanter may only enchant up to level 5, but 4 enchanters will let you enchant up to level 20.[/color]
[color=#008080]Of course, you can't just say "I have 100 miners now!". There are restrictions on population.[/color]
[color=#008080]The building relating to a certain profession will increase the population by 1 (example: building a blacksmith will increase your population by 1, thus allowing a blacksmith to be "hired".[/color]
[color=#008080]Plain old houses can be built now, which will increase population. The way houses are counted are:[/color]
[color=#008080]A "house" must be one of the following:[/color]
[color=#008080]Shortest length at least 5 blocks: 1-2 doors, at least 1 glass block, 1 chest, 1 bed[/color]
[color=#008080]Shortest length at least 10 blocks: 1-2 doors, at least 2 glass blocks, double chest, 1-2 beds[/color]
[color=#008080]Shortest length at least 15: 2 doors, at least 4 glass blocks, double chest, 1-3 beds[/color]
[color=#008080]Any bigger: 3 doors, at least 8 glass blocks, 2 double chests, 1-10 beds[/color]
[color=#008080]Each bed in a house will add 1 to the population. That extra population point may be used for an extra person in a profession - eg if you build a house with 2 beds, you may (as an example) "hire" an extra miner and an extra blacksmith.[/color]
[color=#800080]Affected professions (remember, each profession talks about you, the people are imaginary):
Each Soldier may only produce 16 items of monster drops per hunt. Each Hunter may only produce 16 animal products per day. Each Wheatfarmer may only have 18 seeds planted at once. Each Butcher may only use 1 furnace at a time to cook meat. Each Lumberjack may only produce 1 stack of wood per day. Each Baker may only produce 32 food items in a day. Each Miner I may only produce 1 stack of cobble and 32 of each ore in one trip. Each Innkeeper may only have 10 rooms in an inn. (additional innkeepers may expand their rooms on the first end or build a new one) Each Archer may only carry 1 stack of arrows. Each Fisher may only produce 16 fish per day. Each Tamer may only tame 3 "pets" per day. Each Brick maker may only use 1 furnace at a time. Each Guard only allows the construction of 1 tower Each Trader may only trade twice per day. Each Glassmaker may only use 1 furnace at a time. Each Blacksmith may only use 1 furnace at a time. Each Trapper may only set 2 traps. Each Pearl hunter may only gather 1 pearl per trip. Each Sugarcane farmer may only have 64 sugarcane planted at the same time. Each Explorer may only explore in 1 direction (North, East, South, West) Each Enchanter (or enchantress) adds 5 to the maximum enchanting level, starting at 0 (see example 5 above) Each Netherwart farmer may only have 10 Netherwart growing at once. Each Alchemist may only operate 1 brewing stand at a time. Each Golem engineer may only construct 1 golem per day. Each Mob farmer may only build 1 mob farm Each Slayer may only slay 1 dragon. (This is incase you get the SMP glitch where more than 1 dragon spawns) (This doesn't effect the egg keeper)[/color]
[color=#800000]You probably recognize them from earlier. See those black/red/blue lines connecting some of the branches? That's what this add-on is about.[/color]
Playing the challenge without this add-on does not require you to do things in any logical order, as long as the game engine allows it (e.g. you still have to have a miner to have a blacksmith - otherwise the blacksmith will have nothing to do).
This add-on, however, makes a little logical order to the tech tree. Branches connected by lines means that the lower branch requires the higher branch's profession to be present in order to work. (example: as you can see, using this add-on, netherwart farmer requires mushroom farmer II - whereas without this addon you could jump straight to netherwart farmer)
[color=#800000]Example (looking at the professions tree):[/color]
[color=#800000]Egg keeper requires Slayer requires Portal master requires Portal builder requires Explorer requires Dungeoneer requires Miner and Soldier which jointly require Woodcutter and Crafter. And, of course, everything requires a Chief.[/color]
[color=#800000]Talk about a mouthful...[/color]
[color=#800000]Red and blue lines are simply to differentiate for cases where it intersects another line, so as to avoid confusion.[/color]
[/color]
[color=#008000]In this add-on, instead of just "managing" your villagers, you actually play as all your different villagers as they do their tasks. Like the other add-ons, this may be used as a standalone add-on but is also fully compatible with the other add-ons.
Here are the main changes, which will be explained in turn:
-Each villager now has their own inventory (single-player only)
-When performing a certain villager's task, you must actually play as that villager, using their inventory.
-When you die while performing a certain villager's task, that villager also dies, and you must pay a penalty before hiring another.
-New graveyard building
-Villagers can now trade with eachother, either with a currency of your choice or a barter system (or both)
-Villagers are now paid (again, either using currency or barter systems) for when they place items in the bank/storage shed, but must also buy them back to take them
1. Each villager now has their own inventory:
Each "villager" will now have their own inventory. This inventory consists of any starting inventory items (see below), items that they have collected (according to their profession), or items they have acquired by trading.
Example 1: A Miner is "hired" in the village, starting with a stone pickaxe. After mining for some time, he acquires 1 and a half stacks of cobblestone. Using a currency system, he trades 1 stack for a gold nugget. He then trades the gold nugget for an iron pickaxe from the blacksmith's. Using that pickaxe, he mines even more cobblestone, which he then trades for some bread. etc...
2. When performing a certain villager's task you must play as that villager, using only their inventory items. Example 2: You decide to fish. Providing that you already have a fisher, you unequip all items you (chief, or whatever profession you previously played) had, and equip all needed supplies from the fisher's inventory. Let's say that the fisher has 2 pieces of leather armor, a wood sword, a fishing rod, and some fish. You equip the armor, and take the sword and rod (deciding you don't need the fish, as you are collecting fish). After fishing for a bit, you get attacked by a skeleton. Now, even if you have a soldier who has full iron armor, a bow, and a diamond sword, you may not use them since you are playing as the fisher - who only has leather armor and a wood sword.
You may, of course, only carry around one profession's inventory at a time - however, there are two exceptions: A: If using the population add-on in SSP, you may carry all inventory items of the same professions - e.g. if you have 4 miners, you can can carry all 4 miner's inventories at once. (or, you can just make similar professions share inventory) B: If using the roleplay multiplayer version, you may carry all inventory items from the professions you play (so if you play as a miner and a sugarcane farmer, you may carry around both inventories), however, you may only use items from one inventory at a time.
3. When you die while playing as a certain villager, that villager also dies, and you must pay a penalty before hiring another: Example 3: If you are playing as a miner, and a skeleton attacks you and murders your face, that miner is "dead". Depending on the age you are in, you will have to wait and/or pay gems.
Penalties: Age of Darkness: If a villager dies, you must start over. You may use the same seed and location, but you must start over. In otherwords, don't die. Age of Beginnings: Providing you have a graveyard (see below), you must wait 3 days before hiring another one of the villager that died (e.g. if your woodcutter dies, you must wait 3 days before cutting wood again). If you don't have a graveyard, start over. Age of Progress: 4 day penalty. Age of Determination: 1 week penalty or pay 2 gems. Age of Journeys: 3 day penalty + 1 gem or 3 gems. Age of Enlightenment: 5 day penalty + 1 gem or 5 gems. Age of Kings: 5 day penalty + 2 gems or 7 gems. End of Ages: 5 gems.
With population add-on: If you have others of the villager that died, you may either... A: Pay double the amount of gems and keep going with the other villagers of like profession or B: Pay normal penalty, but the other villagers of like profession cannot work until done waiting.
Example 4: While playing as a fisher, a creeper blows you up. Providing you are in the Age of Journeys, you decide you cannot wait 3 days to fish again - so instead you pay 3 gems, and your fisher is resurrected.\
Items that the dead villager dropped may be collected, but must either be placed in the bank or in the storage shed, depending on what it is (wood, stone, etc goes in bank, while swords, dirt, etc goes in storage shed)
Example 5: Using the above example, let's say the fisher had a wood sword, 2 fishing rods, 13 fish, and 1 stack of dirt. Once the villager died, his/her sword, fishing rods, and dirt are placed in the storage shed, while the fish are placed in the bank (food). Once a new fisher is hired, he/she must purchase (see below) all the items again.
4. New graveyard building
Of course, with deaths involved, we simply must have a graveyard.
The graveyard is "unlocked" in the Age of Beginnings, and is required if you don't want to start over when a villager dies.
5. Villagers can now trade with eachother:
I have mentioned trading several times - here I will explain it.
Having inventories for villagers isn't much fun if they can only have items that they have collected. It's also virtually impossible, as the villagers who can't collect food would die of hunger - and of course, if they can't make their own tools, then they can't perform their task.
Trading is relatively simple - trade one item for another. Either a barter (item for item) system may be used, or a currency (item for gold/emerald/etc). They can be used interchangeably.
Example 6 (currency): A miner needs to mine, but has no pickaxe (assuming their free wood/stone one broke) and is hungry. He/she does, however, have 2 stacks of cobblestone. Using a currency-based system, The miner trades both stacks, for, let's say, 2 gold nuggets. He/she then purchases an iron pick from the blacksmith using one of them, and some fish from the fisher with the other one.
Example 7 (barter): A hunter wants some leather armor to protect him/herself better when hunting at night/early morning. However, (s)he cannot make this armor him/herself - (s)he must purchase it from a tailor. In turn, the tailor cannot make leather armor without leather, which only the hunter can gather. So, the hunter goes and kills some cows, and gets leather and some beef. (s)he then trades the leather and some beef for a piece of leather armor.
Barter systems will, of course, work better in roleplay multiplayer - as it's not just a single person deciding what items are worth.
6. Villagers must buy/sell items to the bank/storage shed
Of course, for some resources, it wouldn't be practical to trade them - and for some, they should go in the bank (iron, stone, wood). However, they shouldn't have to give them away for free - and that is why the banker pays them for them. In turn, the villagers can't just take stuff out of the bank/storage shed willy-nilly - they must purchase them.
Example 7: You are trying to advance to the next age - but don't have enough food in the bank. Now, you just happen to have a fisher who has a whole stack of fish. But, unless you're an evil dictator, you aren't going to just take it away. So, your banker may buy the fish from the fisher for, say, 1 gem. You now have enough food to advance.
Example 8: A dungeon keeper wants some moss stone for his dungeon. The storage shed has a stack of moss stone that the dungeoneer collected and "sold" to the storage shed. However, the dungeon keeper unless he's a dirty thief can't just take the moss stone from the shed - he must trade it for something. So, he takes the moss stone, but he leaves 10 stacks of dirt in it's place.[/color]
[color=#222222]
[/color]
[color=#0000cd]8. Public Multiplayer
If you plan on hosting a server running this challenge, here are some recommendations on what it could have.[/color]
[color=#800000]Multiplayer PvP "normal" variant:
Key:
No plugin required
Plugin would make it easier
Plugin required
To ensure maturity of players, it is recommended a whitelist be used. Only the tech tree add-on may be used.
When the server first starts, there should be one "village" in the Age of Darkness. New players spawn here. The owner should be chief.
All players should be able to store and take items from chests, and be able to fight and collect any resource - as long as they place items collected in the correct chests.
Once a King is established, players may start their own villages - starting, of course, in the Age of Darkness.
From here, new players will spawn in a random town to ensure fairness.
However, they may be kicked by the owner of the town, in which case they would be teleported to another random town.
Towns will then progress normally, however only 1 king may exist in the world (the king from the first village).
Towns can either be in a state of alliance, peace, or war.
Towns in a state of alliance may trade with eachother (providing both have a "trader" profession).
Optionally, allies would be unable to hurt eachother.
Towns in a state of peace have nothing to do with eachother.
Towns in a state of war may destroy eachother's buildings with TNT cannons and fire charges (and any other form of siege weapon).
Warring towns must attack the other town's golems. To ensure this happens, a plugin that keeps track of the state between villages may be used that makes golems attack enemy village members.
Victory is declared when either: A. One town surrenders or B. One town is completely razed.
In the event of A, the defeated town may pick one of the following: 1) The victors will help rebuild, but the defeated town must pay 1/2 of all earnings as tribute. 2) Half of the defeated town's population are transferred to the winner's town. 3) The population of the town must take nothing, and rebuild another village at least 500 blocks from the previous one.
In the event of B, Either both options 1 and 2 must be chosen (tribute + slavery), or option 3.
Villages that have not reached the Age of Progress may not enter in a state of war against any other village.
[/color]
[color=#a52a2a] To ensure maturity of players, it is recommended a whitelist be used.[/color]
[color=#a52a2a] It should be a roleplay server - obviously.[/color]
[color=#a52a2a] The Population add-on must be used, the other add-ons may also be used but are optional.[/color]
[color=#a52a2a] If using the roleplay/trading addon, a deathban plugin is recommended for the death penalty.[/color]
[color=#a52a2a] When the server first starts, there should be one "village" in the Age of Darkness. New players spawn here. The owner should be chief.[/color]
[color=#a52a2a] When a player joins a village, he/she must choose a profession (that the village can use). Then, according to the population challenge, he/she must act accordingly (a player who chose a blacksmith may smelt ores in a single furnace)[/color]
[color=#a52a2a] Once a King is established, players may start their own villages - starting, of course, in the Age of Darkness.[/color]
[color=#a52a2a] Then, new players will spawn in a random village that has available housing. A custom plugin would be the best way to use this.[/color]
[color=#a52a2a] Players within a village may trade with eachother, either by using a item-based (meaning non-iconomy based) currency or by item trading.[/color]
[color=#a52a2a] A player may "rank up" by doing helpful things for the village. Players with higher ranks may choose additional professions to keep things from getting boring.[/color]
[color=#a52a2a] All villagers may have a stone sword, and may trade for armor. (of course, if the village is in earlier ages, then it would be limited to a wood sword)[/color]
[color=#a52a2a] Professions are now actually professions - only gardeners may use bonemeal on grass, only archers may fire arrows, etc. (however, as said earlier, ranking up will allow you to have more than one profession)[/color]
[color=#a52a2a] Plugins that have things like mob attacks should be used to give guards a use.[/color]
[color=#a52a2a] Only soldiers may use iron and higher swords and armor.[/color]
[color=#a52a2a] As in the "normal" variant, the war, peace, and alliance states exist.[/color]
[color=#a52a2a]
[/color]
To make these non-PvP, simply remove the "war" and "peace" states, so towns may only be in alliance.
9. Mods
Mods may be used as long as they don't let you "cheat".
Examples of allowed mods: Better than Wolves, Buildcraft, SDK's gun mod, Cheese mod, Planes mod Examples of not-allowed mods: TMI, NEI, SPC, xray
You will, however, have to add new professions/buildings/ages accordingly (e.g. Cheese maker profession for cheese mod, Airfield building for planes mod, Modern age for SDK's mod).
If you want to make tech trees for mods to make it easier on yourself, if you have photoshop, you may download the current tech trees in layered form here: Professions Buildings
Edit: Above tech trees are out of date.
10. Resource guide Of course, when I talk about resources like food, tech, etc, you won't get anywhere without knowing the values. Here you are:
[color=#ff0000]Food:[/color]
[color=#ff0000]Poisonous food may not be used. The value of "food" that a certain food item is worth is determined by how many full hunger points it heals, rounded down. Example: Cooked porkchops=4 food, apples=2 food, cookies=0 food, watermelon=1 food[/color]
[color=#40e0d0]Gems:[/color]
[color=#40E0D0]9 diamonds or emeralds = 1 gem block[/color]
[color=#b22222]Tech:[/color]
[color=#b22222]1 Redstone dust=1 tech. Adds up when used in crafting (e.g. redstone lamp = 4 tech, piston = 1 tech, repeater = 2 tech, etc)[/color]
11. Rules revision
[color=#8B4513] Once you have a treasurer, you MUST store all the basic resource items (wood, stone, food, tech, etc) in chests in the treasury.
You may collect items that you cannot use yet, however you may not use them. (example: if you are in the Age of Progress, you may mine iron, and collect ingots from chests, but you may not smelt or use any of the iron) (example 2: if you come across redstone in the Age of Determination, you may collect it but not use it)
Once you have a trader, you may trade items that you cannot acquire yet - but as above, you may not use them.
Keep everything limited to the respective profession - don't smelt gold in the baker's oven![/color] (new)[color=#8B4513]The hunter and militia are only required to use swords and tools to kill animals/monsters - until you get them, you can use your fists.[/color] (new)[color=#8B4513]Every advancement in age, the chief's house must be upgraded with at least 1 addition onto it. This can be another room, another floor, or simply a garden.[/color] (new)[color=#8B4513]Buildings for professions do not have to be separated from eachother - they can even be the same building, as long as each "villager" has their own room.[/color]
12. Outside tools
To accompany this challenge, if you're having trouble remembering what you've done, I've made a program to help you out.
Screenshots & guide:
Feel free to comment - it helps more than you think. If you want to try this challenge, it would be greatly appreciated it if you could post progress on this thread - it benefits both of us!
You mean like saying what they do or how they work? Because the tech trees already show what they do, as well as hovering over the names.
Thanks for the compliment.
no it says tech tree add on challange, you put a lot of effort into this and its cool, but you need to make these things more simpler, for example if a redstone dust mean tech, why not just call it redstone? This might be a cool mod, but as a challange its not worth it because theres so many terms you have to learn.
no it says tech tree add on challange, you put a lot of effort into this and its cool, but you need to make these things more simpler, for example if a redstone dust mean tech, why not just call it redstone? This might be a cool mod, but as a challange its not worth it because theres so many terms you have to learn.
The tech tree add-on challenge is only for the you-must-have-profession-x-before-profession-y lines in the tech tree (like needing mushroom farmer in order to get a netherwart farmer), however, without the add-on, you can just jump straight to netherwart farmer without the mushroom farmer.
Also, you don't have to call redstone tech, as I said, it's just a guidline, so you could go ahead and call food "edibles" if you wanted
It's really well thought, I like it
But I recommend to explain it little bit more.
And I would love to see some updates
I will be trying to think of more add-ons as time goes on - I want this to be a flexible challenge, which is why I'm using "addons" that are compatible with each other instead of "easy", "medium", "hard", etc...
Nice, but I dont understand how the ages work... Do you require the buildings/professions? or is that what you can make? or you can get every thing lower than them? But over all nice job!
Heres some diamonds
Rollback Post to RevisionRollBack
“One arrow alone can be easily broken but many arrows are indestructible.” -Genghis Khan
this is a really well thought out and amazing challenge, but you should make the tech tree for building easier to read. Like on each stage next to say "Chief" you should include the building you need.
The house you build for your villagers is completely up to you.
Nice, but I dont understand how the ages work... Do you require the buildings/professions? or is that what you can make? or you can get every thing lower than them? But over all nice job!
Heres some diamonds
Hm... let me try to explain.
--Age of Determination-- Requirements: 5 buildings from Age of Progress *By buildings, I mean not only the things listed under "buildings", but also houses from professions (e.g. A Fisher's house), 400 wood, 300 stone, 80 food. *Resources that you need to "pay" (aka use in upgrades) Tools: All iron-made tools (including shears), iron armor. *New tools/armor that you can equip Professions: Blacksmith, Glass maker, Mason, Animal farmer, Explosives Engineer, Trader, Pumpkin farmer, Melon farmer, Trapper I, Miner III, Sugarcane farmer, Cocoa bean farmer, Pearl hunter *New professions that you can have in this age Buildings: Short wall, Tower, Well, Cannon *New non-profession specific buildings that you can use
It's really well thought, I like it
But I recommend to explain it little bit more. And I would love to see some updates
Update? Will do! Now presenting...
7C: Trading/roleplay-based add-on
In this add-on, instead of just "managing" your villagers, you actually play as all your different villagers as they do their tasks. Like the other add-ons, this may be used as a standalone add-on but is also fully compatible with the other add-ons.
Here are the main changes, which will be explained in turn:
-Each villager now has their own inventory (single-player only)
-When performing a certain villager's task, you must actually play as that villager, using their inventory.
-When you die while performing a certain villager's task, that villager also dies, and you must pay a penalty before hiring another.
-New graveyard building
-Villagers can now trade with eachother, either with a currency of your choice or a barter system (or both)
-Villagers are now paid (again, either using currency or barter systems) for when they place items in the bank/storage shed, but must also buy them back to take them
1. Each villager now has their own inventory:
Each "villager" will now have their own inventory. This inventory consists of any starting inventory items (see below), items that they have collected (according to their profession), or items they have acquired by trading.
Example 1: A Miner is "hired" in the village, starting with a stone pickaxe. After mining for some time, he acquires 1 and a half stacks of cobblestone. Using a currency system, he trades 1 stack for a gold nugget. He then trades the gold nugget for an iron pickaxe from the blacksmith's. Using that pickaxe, he mines even more cobblestone, which he then trades for some bread. etc...
2. When performing a certain villager's task you must play as that villager, using only their inventory items. Example 2: You decide to fish. Providing that you already have a fisher, you unequip all items you (chief, or whatever profession you previously played) had, and equip all needed supplies from the fisher's inventory. Let's say that the fisher has 2 pieces of leather armor, a wood sword, a fishing rod, and some fish. You equip the armor, and take the sword and rod (deciding you don't need the fish, as you are collecting fish). After fishing for a bit, you get attacked by a skeleton. Now, even if you have a soldier who has full iron armor, a bow, and a diamond sword, you may not use them since you are playing as the fisher - who only has leather armor and a wood sword.
You may, of course, only carry around one profession's inventory at a time - however, there are two exceptions: A: If using the population add-on in SSP, you may carry all inventory items of the same professions - e.g. if you have 4 miners, you can can carry all 4 miner's inventories at once. (or, you can just make similar professions share inventory) B: If using the roleplay multiplayer version, you may carry all inventory items from the professions you play (so if you play as a miner and a sugarcane farmer, you may carry around both inventories), however, you may only use items from one inventory at a time.
3. When you die while playing as a certain villager, that villager also dies, and you must pay a penalty before hiring another: Example 3: If you are playing as a miner, and a skeleton attacks you and murders your face, that miner is "dead". Depending on the age you are in, you will have to wait and/or pay gems.
Penalties: Age of Darkness: If a villager dies, you must start over. You may use the same seed and location, but you must start over. In otherwords, don't die. Age of Beginnings: Providing you have a graveyard (see below), you must wait 3 days before hiring another one of the villager that died (e.g. if your woodcutter dies, you must wait 3 days before cutting wood again). If you don't have a graveyard, start over. Age of Progress: 4 day penalty. Age of Determination: 1 week penalty or pay 2 gems. Age of Journeys: 3 day penalty + 1 gem or 3 gems. Age of Enlightenment: 5 day penalty + 1 gem or 5 gems. Age of Kings: 5 day penalty + 2 gems or 7 gems. End of Ages: 5 gems.
With population add-on: If you have others of the villager that died, you may either... A: Pay double the amount of gems and keep going with the other villagers of like profession or B: Pay normal penalty, but the other villagers of like profession cannot work until done waiting.
Example 4: While playing as a fisher, a creeper blows you up. Providing you are in the Age of Journeys, you decide you cannot wait 3 days to fish again - so instead you pay 3 gems, and your fisher is resurrected.\
Items that the dead villager dropped may be collected, but must either be placed in the bank or in the storage shed, depending on what it is (wood, stone, etc goes in bank, while swords, dirt, etc goes in storage shed)
Example 5: Using the above example, let's say the fisher had a wood sword, 2 fishing rods, 13 fish, and 1 stack of dirt. Once the villager died, his/her sword, fishing rods, and dirt are placed in the storage shed, while the fish are placed in the bank (food). Once a new fisher is hired, he/she must purchase (see below) all the items again.
4. New graveyard building
Of course, with deaths involved, we simply must have a graveyard.
The graveyard is "unlocked" in the Age of Beginnings, and is required if you don't want to start over when a villager dies.
5. Villagers can now trade with eachother:
I have mentioned trading several times - here I will explain it.
Having inventories for villagers isn't much fun if they can only have items that they have collected. It's also virtually impossible, as the villagers who can't collect food would die of hunger - and of course, if they can't make their own tools, then they can't perform their task.
Trading is relatively simple - trade one item for another. Either a barter (item for item) system may be used, or a currency (item for gold/emerald/etc). They can be used interchangeably.
Example 6 (currency): A miner needs to mine, but has no pickaxe (assuming their free wood/stone one broke) and is hungry. He/she does, however, have 2 stacks of cobblestone. Using a currency-based system, The miner trades both stacks, for, let's say, 2 gold nuggets. He/she then purchases an iron pick from the blacksmith using one of them, and some fish from the fisher with the other one.
Example 7 (barter): A hunter wants some leather armor to protect him/herself better when hunting at night/early morning. However, (s)he cannot make this armor him/herself - (s)he must purchase it from a tailor. In turn, the tailor cannot make leather armor without leather, which only the hunter can gather. So, the hunter goes and kills some cows, and gets leather and some beef. (s)he then trades the leather and some beef for a piece of leather armor.
Barter systems will, of course, work better in roleplay multiplayer - as it's not just a single person deciding what items are worth.
6. Villagers must buy/sell items to the bank/storage shed
Of course, for some resources, it wouldn't be practical to trade them - and for some, they should go in the bank (iron, stone, wood). However, they shouldn't have to give them away for free - and that is why the banker pays them for them. In turn, the villagers can't just take stuff out of the bank/storage shed willy-nilly - they must purchase them.
Example 7: You are trying to advance to the next age - but don't have enough food in the bank. Now, you just happen to have a fisher who has a whole stack of fish. But, unless you're an evil dictator, you aren't going to just take it away. So, your banker may buy the fish from the fisher for, say, 1 gem. You now have enough food to advance.
Example 8: A dungeon keeper wants some moss stone for his dungeon. The storage shed has a stack of moss stone that the dungeoneer collected and "sold" to the storage shed. However, the dungeon keeper unless he's a dirty thief can't just take the moss stone from the shed - he must trade it for something. So, he takes the moss stone, but he leaves 10 stacks of dirt in it's place.
Adding this to the OP. If there's anything I forgot, please tell me!
That's the most complicated challenge I've ever seen.
Depends on which/how many addons you use, if at all. The basic challenge is essentially: separate your resources into different categories, build houses for villagers, each with a profession that enables you to do something. Use aforementioned resources to advance in ages, with each age unlocking new professions.
Should I try to make an expanded tech tree that includes stuff from the better than wolves mod? Edit: Probably wouldn't have time. Disregard this post.
This challenge sounds interesting! I just started a new world to test out at least the first few ages, see how I like it. I may restart if I enjoy the challenge with Harvestcraft installed so I have more farming to add onto it, just for fun.
--The Empire building challenge--
[color=#4b0082]1. Disclaimer
While I know this bears a similar name, and probably some similarities, to the city construction challenge ([/color]http://www.minecraft...tion-challenge/[color=#4b0082]), I took no inspiration whatsoever from it, and had these ideas before I even knew that thread existed. If you read the thread, you will find that they are different.
Most of these ideas, I'll have you know, came from playing Microsoft's "Age of Empires II: Age of Kings". Which is an awesome game.[/color]
[color=#4b0082]Also, I have not tried nor do I have the time to try this challenge myself - I need feedback on whether something is too hard, too easy, unbalanced, etc. so that I can improve this challenge.[/color]
[color=#4b0082]If you want to make a spinoff of this challenge, or an additional add-on challenge (as a separate thread), it is allowed, as long as you link to this thread somewhere relatively obvious.[/color]
[color=#4b0082]2. Introduction/contents
Ok, boring disclaimer over . Let's get on with this.
1. Disclaimer
2. Introduction/contents
3. Gameplay[/color]
[color=#4b0082]4. Professions explained
5. Rules
6. Ages/The challenge[/color]
[color=#4b0082]7. Add-on challenges[/color]
[color=#ee82ee]a. Population-based additional challenge
b. Tech tree additional challenge[/color]
[color=#ee82ee]c. Roleplay-based additional challenge[/color]
[color=#4b0082]8. Multiplayer
9. Mods
10. Resource guide
11. Rules review[/color]
[color=#4b0082]12. Tech tree application[/color]
[color=#696969]3. Gameplay
The Empire challenge is age-based. There are 8 ages in the challenge, each which may only be reached after certain fulfillments have been reached. This requires you to pace your progress.
The Empire challenge is also profession-based. This means you may not complete certain tasks (e.g. smelting iron) until you build a house for the person with the respective profession (e.g. blacksmith). More on this in the next section!
The Empire challenge separates resources based on type. These include: Wood (logs and planks), Stone (cobble + smooth), Iron (iron ingots), Gold (gold ingots), Gems (diamonds and emeralds), Tech (redstone), and Food (non-poisonous food)
The Empire challenge is compatible in single player and multiplayer - even multiplayer PvP!
The challenge presented here is a guideline. While you can play it as-is, you can change some stuff. You don't have to call redstone tech, for instance - or, if you think the fisher belongs one age earlier, you can change that.
This challenge is mod-compatible - there's a section on this further down.[/color]
[color=#ff0000]4. Professions explained[/color]
[color=#ff0000]As mentioned in the previous section, this challenge is profession-based. What this means is that there are imaginary villagers in your village who have different professions - each profession has a different task - and if you don't have a "villager" with a certain profession, you cannot perform the corresponding task.[/color]
[color=#ff0000]The villagers, of course, require their own house/workshop in order to work - and the respective age they are unlocked in. Here's an example:[/color]
[color=#ff0000]Example 1: The "blacksmith" profession is linked to smelting iron and gold - meaning if you don't have a blacksmith in your village, you cannot smelt iron and gold. In order to get a blacksmith, however, you must first build a house/workshop for the blacksmith - and in order to do that, you must have "blacksmith" as an available profession. Seeing as the profession "blacksmith" is unlocked in the "Age of Determination", you will have to wait until you reach that age to build the house.[/color]
[color=#ff0000]As you can see in section 6, all professions are unlocked at a certain age. As mentioned previously, the blacksmith is unlocked in the "Age of Determination". Other examples include: The wheat farmer is unlocked in the "Age of Beginnings", the alchemist in the "Age of Enlightenment", and so on.[/color]
[color=#ff0000]Here's another example.[/color]
[color=#ff0000]Example 2: In order to travel more than 500 blocks from your village, you will need an "Explorer". However, the explorer is not available until the "Age of Journeys". So first, you will need to advance to the "Age of Journeys", and then build a house for the explorer. After you have done that, you may now travel more than 500 blocks from your village.[/color]
[color=#ff0000]Ending note: The building corresponding to a certain profession should look it - e.g. the fisher's house should be by the river, with maybe a deck for fishing - and the blacksmith's could have a lava forge.[/color]
[color=#8b4513]5. Rules (these will be reviewed at the end, so don't worry if you don't get all of them)
Once you have a treasurer, you MUST store all the basic resource items (wood, stone, food, tech, etc) in chests in the treasury.
You may collect items that you cannot use yet, however you may not use them. (example: if you are in the Age of Progress, you may mine iron, and collect ingots from chests, but you may not smelt or use any of the iron) (example 2: if you come across redstone in the Age of Determination, you may collect it but not use it)
Once you have a trader, you may trade items that you cannot acquire yet - but as above, you may not use them.
Keep everything limited to the respective profession - don't smelt gold in the baker's oven![/color]
[color=#8b4513]The hunter and militia are only required to use swords and tools to kill animals/monsters - until you get them, you can still use your fists.[/color]
[color=#8B4513]Every advancement in age, the chief's house must be upgraded with at least 1 addition onto it. This can be another room, another floor, or simply a garden.[/color]
[color=#8B4513]Buildings for professions do not have to be separated from eachother - they can even be the same building, as long as each "villager" has their own room in the house.[/color]
[color=#800000]6. Ages/The challenge
From here, the challenge starts. This is the format used:
--Age name--
Requirements: Requirements to enter age[/color]
[color=#ff0000]-Buildings from previous age: includes both items listed under "buildings" and houses from villagers.[/color]
[color=#ff0000]-Food: Store the said amount of food (note: see chart at bottom of post for value of food) in the treasury; you may use it in emergencies but must be brought back up to said level as quickly as possible.[/color]
[color=#ff0000]-Wood/Stone: Use the amount of materials listed to upgrade your houses and buildings. Be creative with how you use them, but the full amount must be used. Note: Some of it must be used in upgrading the chief's house.[/color]
[color=#ff0000]-Iron: Use iron to make any sort of protective block - from iron bars to iron blocks to iron doors to iron golems. At least 2 iron blocks must be used on the chief/king's house whenever iron is required.[/color]
[color=#ff0000]-Gold: Use gold blocks to upgrade the chief/king's house.[/color]
[color=#ff0000]-Gems: Used for various purposes according to the age.[/color]
[color=#ff0000]-Tech: Use tech to make various contraptions. Note: Not all redstone has to be used if there is not enough. Contraptions can be anything from a lamp to a 3x3 piston gate with a combination lock.[/color]
[color=#800000]Tools: New tools that may be crafted (providing you have the respective profession)
Professions: New professions that may be used. Hover over one to see what it does.
Buildings: Non-profession buildings that may be constructed. Hover over one to see what it is.
You might want to open these tech trees in the background, as everything will make more sense EDIT: I try to update these as frequently as possible with new things added in snapshots, but sometimes I forget and they may be slightly behind what is shown in the thread below. Keep that in mind!
Professions: [/color]http://i.imgur.com/Ce0vd.png
[color=#800000]Buildings: [/color]http://i.imgur.com/2K6cM.png
[color=#800000]You can ignore the black/red/blue lines for now, you will learn about those more for the "tech tree" add-on.[/color]
[color=#800000]Please note that "villagers" are imaginary![/color]
[color=#000080]--Age of Darkness/Dark Age--
Requirements: Start a new world. You may settle on any place you want for your village, but you may not move it once you have chosen a place (unless you get lost after dying)
Tools: Wooden sword (for Hunter and Militia). No beds in this age!
Professions: Chief, Crafter, Treasurer, Hunter, Militia
Buildings: None. Carry all non-primary resources in your inventory.[/color]
[color=#0000cd]--Age of Beginnings--
Requirements: 2 buildings from Age of Darkness, 10 wood, 15 food.
Tools: All wooden tools and leather armor. Beds may be crafted now.
Professions: Lumberjack, Butcher, ' class='bbc'>Baker, Miner I, Farmer, Tailor, Charcoal burner
Buildings: Fence, storage shed, Path.[/color]
[color=#006400]--Age of Progress--
Requirements: 3 buildings from Age of Beginnings, 80 wood, 100 stone, 30 food.
Tools: All stone tools, buckets if found in chest.
Professions: Dyer, Breeder, Animal Tamer, Archer, Brick maker, Fisher, Mushroom farmer, Gardener, Guard, Dungeoneer, Calvary, Miner II
Buildings: Palisade wall, Outpost, Garden, /color' class='bbc'>[color=#006400]']Bridge[/color]
I'm really sorry about the acronyms (the hover-over text) after this. They aren't working even though they're exactly the same as the ones above here... I've tried everything, they just aren't working. If anyone knows a solution please let me know...
[color=#696969]--Age of Determination/Feudal Age--
Requirements: 4 buildings from Age of Progress, 120 wood, 300 stone, 45 food.
Tools: All iron-made tools (including shears), iron armor.[/color]
Professions: Blacksmith, Glass maker, Mason, Animal farmer, Explosives Engineer, Trader, Pumpkin farmer, Melon farmer, Trapper I, Miner III, ' class='bbc'>Sugarcane farmer, Cocoa bean farmer, Pearl hunter
Buildings: Stone wall, Guard Tower, Well, Cannon
[color=#0000ff]--Age of Journeys--[/color]
[color=#0000ff]Requirements: 6 Buildings from Age of Determination, 150 food.[/color]
[color=#0000ff]Tools: Compass, clock, map, books, boats[/color]
[color=#0000ff]Professions: Explorer, Mushroom farmer II, Clockmaker, Librarian, Portal builder, Glowstone harvester, Flame breather[/color]
[color=#0000ff]Buildings: Mushroom house, Dock, Landmarks, Outpost village[/color]
[color=#daa520]--Age of Enlightenment/Castle Age--[/color]
[color=#daa520]Requirements: 300 stone, 81 iron, 100 tech, 100 food, one golden throne (in the chief's house), 9 gem blocks (emerald and/or diamond) anywhere in the village to be used as a beacon once the beacon crafter is unlocked[/color]
[color=#daa520]Tools: Redstone[/color]
[color=#daa520]Professions: Netherwart farmer, Alchemist, Enchanter, Engineer, Musician, Golem engineer, Lamp maker, Artist, Trapper II, ' class='bbc'>Summoner, Beacon Crafter, Monk[/color]
[color=#daa520]Buildings: Keep, Lighthouse[/color]
[color=#8b4513]--Age of Kings/Imperial Age--[/color]
[color=#8b4513]Requirements: 5 buildings from Age of Enlightenment, 180 iron, 500 stone, 90 gold to be used in the chief/king's house and/or as an extension to the beacon, 150 tech, 250 food, 2 gem blocks to be used as decoration[/color]
[color=#8b4513]Tools: All diamond tools and armor (once you have a gem cutter)[/color]
[color=#8b4513]Professions: ' class='bbc'>King, Gem cutter, Seer, Netherlord, Mob farmer, ' class='bbc'>Dungeon master[/color]
[color=#8b4513]Buildings: Fortified wall, Turret, Dungeon, Stronghold entrance, Labyrinth, Nether stronghold, Bombard Tower[/color]
[color=#800080]--End of Ages--
Requirements: 5 Age of Kings buildings, 360 iron, 189 gold to be used as all but 4 blocks for the second layer of the village beacon, 4 gem blocks to complete the second layer of the village beacon, 150 tech, 400 food, stronghold entrance[/color]
[color=#800080]Professions: Portal master, Slayer, Egg keeper, Enderlord[/color]
[color=#800080]Buildings: End village, Floating islands, ' class='bbc'>Warp zone[/color]
7. Add-on Challenges
Add-on challenges are additional challenges that are all fully compatible with eachother, but also work fine as standalones - meaning you can mix 'n' match to get what you want.
7a: Population-based add-on.
Example 2: One pearl hunter may only collect 1 enderpearl (including from trading) in a night. However, if there are 3 pearl hunters, you may collect up to 3 in a single night.
Example 3: One trader may only complete 2 trades per day - however, 6 traders will be able to complete 12 trades per day.
Example 4: One blacksmith may only operate 1 furnace at a time, but 3 blacksmiths will allow you to operate 3 furnaces at once.
Example 5: One enchanter may only enchant up to level 5, but 4 enchanters will let you enchant up to level 20.[/color]
[color=#800080]Affected professions (remember, each profession talks about you, the people are imaginary):
Each Soldier may only produce 16 items of monster drops per hunt.
Each Hunter may only produce 16 animal products per day.
Each Wheat farmer may only have 18 seeds planted at once.
Each Butcher may only use 1 furnace at a time to cook meat.
Each Lumberjack may only produce 1 stack of wood per day.
Each Baker may only produce 32 food items in a day.
Each Miner I may only produce 1 stack of cobble and 32 of each ore in one trip.
Each Innkeeper may only have 10 rooms in an inn. (additional innkeepers may expand their rooms on the first end or build a new one)
Each Archer may only carry 1 stack of arrows.
Each Fisher may only produce 16 fish per day.
Each Tamer may only tame 3 "pets" per day.
Each Brick maker may only use 1 furnace at a time.
Each Guard only allows the construction of 1 tower
Each Trader may only trade twice per day.
Each Glass maker may only use 1 furnace at a time.
Each Blacksmith may only use 1 furnace at a time.
Each Trapper may only set 2 traps.
Each Pearl hunter may only gather 1 pearl per trip.
Each Sugarcane farmer may only have 64 sugarcane planted at the same time.
Each Explorer may only explore in 1 direction (North, East, South, West)
Each Enchanter (or enchantress) adds 5 to the maximum enchanting level, starting at 0 (see example 5 above)
Each Netherwart farmer may only have 10 Netherwart growing at once.
Each Alchemist may only operate 1 brewing stand at a time.
Each Golem engineer may only construct 1 golem per day.
Each Mob farmer may only build 1 mob farm
Each Slayer may only slay 1 dragon. (This is incase you get the SMP glitch where more than 1 dragon spawns) (This doesn't effect the egg keeper)[/color]
7b: Tech tree add-on challenge
[color=#800000]See these tech trees?[/color]
http://i.imgur.com/Ce0vd.png
http://i.imgur.com/2K6cM.png
(edit: above tech trees may be out of date)
[color=#800000]You probably recognize them from earlier. See those black/red/blue lines connecting some of the branches? That's what this add-on is about.[/color]
Playing the challenge without this add-on does not require you to do things in any logical order, as long as the game engine allows it (e.g. you still have to have a miner to have a blacksmith - otherwise the blacksmith will have nothing to do).
This add-on, however, makes a little logical order to the tech tree. Branches connected by lines means that the lower branch requires the higher branch's profession to be present in order to work. (example: as you can see, using this add-on, netherwart farmer requires mushroom farmer II - whereas without this addon you could jump straight to netherwart farmer)
[color=#800000]Example (looking at the professions tree):[/color]
[color=#800000]Egg keeper requires Slayer requires Portal master requires Portal builder requires Explorer requires Dungeoneer requires Miner and Soldier which jointly require Woodcutter and Crafter. And, of course, everything requires a Chief.[/color]
[color=#800000]Talk about a mouthful...[/color]
[color=#800000]Red and blue lines are simply to differentiate for cases where it intersects another line, so as to avoid confusion.[/color]
[color=#222222]7C: Trading/roleplay-based add-on[/color]
[color=#222222]
[color=#008000]In this add-on, instead of just "managing" your villagers, you actually play as all your different villagers as they do their tasks. Like the other add-ons, this may be used as a standalone add-on but is also fully compatible with the other add-ons.
Here are the main changes, which will be explained in turn:
-Each villager now has their own inventory (single-player only)
-When performing a certain villager's task, you must actually play as that villager, using their inventory.
-When you die while performing a certain villager's task, that villager also dies, and you must pay a penalty before hiring another.
-New graveyard building
-Villagers can now trade with eachother, either with a currency of your choice or a barter system (or both)
-Villagers are now paid (again, either using currency or barter systems) for when they place items in the bank/storage shed, but must also buy them back to take them
1. Each villager now has their own inventory:
Each "villager" will now have their own inventory. This inventory consists of any starting inventory items (see below), items that they have collected (according to their profession), or items they have acquired by trading.
Example 1: A Miner is "hired" in the village, starting with a stone pickaxe. After mining for some time, he acquires 1 and a half stacks of cobblestone. Using a currency system, he trades 1 stack for a gold nugget. He then trades the gold nugget for an iron pickaxe from the blacksmith's. Using that pickaxe, he mines even more cobblestone, which he then trades for some bread. etc...
2. When performing a certain villager's task you must play as that villager, using only their inventory items.
Example 2: You decide to fish. Providing that you already have a fisher, you unequip all items you (chief, or whatever profession you previously played) had, and equip all needed supplies from the fisher's inventory. Let's say that the fisher has 2 pieces of leather armor, a wood sword, a fishing rod, and some fish. You equip the armor, and take the sword and rod (deciding you don't need the fish, as you are collecting fish). After fishing for a bit, you get attacked by a skeleton. Now, even if you have a soldier who has full iron armor, a bow, and a diamond sword, you may not use them since you are playing as the fisher - who only has leather armor and a wood sword.
You may, of course, only carry around one profession's inventory at a time - however, there are two exceptions:
A: If using the population add-on in SSP, you may carry all inventory items of the same professions - e.g. if you have 4 miners, you can can carry all 4 miner's inventories at once. (or, you can just make similar professions share inventory)
B: If using the roleplay multiplayer version, you may carry all inventory items from the professions you play (so if you play as a miner and a sugarcane farmer, you may carry around both inventories), however, you may only use items from one inventory at a time.
3. When you die while playing as a certain villager, that villager also dies, and you must pay a penalty before hiring another:
Example 3: If you are playing as a miner, and a skeleton attacks you and murders your face, that miner is "dead". Depending on the age you are in, you will have to wait and/or pay gems.
Penalties:
Age of Darkness: If a villager dies, you must start over. You may use the same seed and location, but you must start over. In otherwords, don't die.
Age of Beginnings: Providing you have a graveyard (see below), you must wait 3 days before hiring another one of the villager that died (e.g. if your woodcutter dies, you must wait 3 days before cutting wood again). If you don't have a graveyard, start over.
Age of Progress: 4 day penalty.
Age of Determination: 1 week penalty or pay 2 gems.
Age of Journeys: 3 day penalty + 1 gem or 3 gems.
Age of Enlightenment: 5 day penalty + 1 gem or 5 gems.
Age of Kings: 5 day penalty + 2 gems or 7 gems.
End of Ages: 5 gems.
With population add-on: If you have others of the villager that died, you may either...
A: Pay double the amount of gems and keep going with the other villagers of like profession or
B: Pay normal penalty, but the other villagers of like profession cannot work until done waiting.
Example 4: While playing as a fisher, a creeper blows you up. Providing you are in the Age of Journeys, you decide you cannot wait 3 days to fish again - so instead you pay 3 gems, and your fisher is resurrected.\
Items that the dead villager dropped may be collected, but must either be placed in the bank or in the storage shed, depending on what it is (wood, stone, etc goes in bank, while swords, dirt, etc goes in storage shed)
Example 5: Using the above example, let's say the fisher had a wood sword, 2 fishing rods, 13 fish, and 1 stack of dirt. Once the villager died, his/her sword, fishing rods, and dirt are placed in the storage shed, while the fish are placed in the bank (food). Once a new fisher is hired, he/she must purchase (see below) all the items again.
4. New graveyard building
Of course, with deaths involved, we simply must have a graveyard.
The graveyard is "unlocked" in the Age of Beginnings, and is required if you don't want to start over when a villager dies.
5. Villagers can now trade with eachother:
I have mentioned trading several times - here I will explain it.
Having inventories for villagers isn't much fun if they can only have items that they have collected. It's also virtually impossible, as the villagers who can't collect food would die of hunger - and of course, if they can't make their own tools, then they can't perform their task.
Trading is relatively simple - trade one item for another. Either a barter (item for item) system may be used, or a currency (item for gold/emerald/etc). They can be used interchangeably.
Example 6 (currency): A miner needs to mine, but has no pickaxe (assuming their free wood/stone one broke) and is hungry. He/she does, however, have 2 stacks of cobblestone. Using a currency-based system, The miner trades both stacks, for, let's say, 2 gold nuggets. He/she then purchases an iron pick from the blacksmith using one of them, and some fish from the fisher with the other one.
Example 7 (barter): A hunter wants some leather armor to protect him/herself better when hunting at night/early morning. However, (s)he cannot make this armor him/herself - (s)he must purchase it from a tailor. In turn, the tailor cannot make leather armor without leather, which only the hunter can gather. So, the hunter goes and kills some cows, and gets leather and some beef. (s)he then trades the leather and some beef for a piece of leather armor.
Barter systems will, of course, work better in roleplay multiplayer - as it's not just a single person deciding what items are worth.
6. Villagers must buy/sell items to the bank/storage shed
Of course, for some resources, it wouldn't be practical to trade them - and for some, they should go in the bank (iron, stone, wood). However, they shouldn't have to give them away for free - and that is why the banker pays them for them. In turn, the villagers can't just take stuff out of the bank/storage shed willy-nilly - they must purchase them.
Example 7: You are trying to advance to the next age - but don't have enough food in the bank. Now, you just happen to have a fisher who has a whole stack of fish. But, unless you're an evil dictator, you aren't going to just take it away. So, your banker may buy the fish from the fisher for, say, 1 gem. You now have enough food to advance.
Example 8: A dungeon keeper wants some moss stone for his dungeon. The storage shed has a stack of moss stone that the dungeoneer collected and "sold" to the storage shed. However, the dungeon keeper unless he's a dirty thief can't just take the moss stone from the shed - he must trade it for something. So, he takes the moss stone, but he leaves 10 stacks of dirt in it's place.[/color]
[color=#222222]
[color=#0000cd]8. Public Multiplayer
If you plan on hosting a server running this challenge, here are some recommendations on what it could have.[/color]
[color=#800000]Multiplayer PvP "normal" variant:
Key:
No plugin required
Plugin would make it easier
Plugin required
To ensure maturity of players, it is recommended a whitelist be used.
Only the tech tree add-on may be used.
When the server first starts, there should be one "village" in the Age of Darkness. New players spawn here. The owner should be chief.
All players should be able to store and take items from chests, and be able to fight and collect any resource - as long as they place items collected in the correct chests.
Once a King is established, players may start their own villages - starting, of course, in the Age of Darkness.
From here, new players will spawn in a random town to ensure fairness.
However, they may be kicked by the owner of the town, in which case they would be teleported to another random town.
Towns will then progress normally, however only 1 king may exist in the world (the king from the first village).
Towns can either be in a state of alliance, peace, or war.
Towns in a state of alliance may trade with eachother (providing both have a "trader" profession).
Optionally, allies would be unable to hurt eachother.
Towns in a state of peace have nothing to do with eachother.
Towns in a state of war may destroy eachother's buildings with TNT cannons and fire charges (and any other form of siege weapon).
Warring towns must attack the other town's golems. To ensure this happens, a plugin that keeps track of the state between villages may be used that makes golems attack enemy village members.
Victory is declared when either: A. One town surrenders or B. One town is completely razed.
In the event of A, the defeated town may pick one of the following: 1) The victors will help rebuild, but the defeated town must pay 1/2 of all earnings as tribute. 2) Half of the defeated town's population are transferred to the winner's town. 3) The population of the town must take nothing, and rebuild another village at least 500 blocks from the previous one.
In the event of B, Either both options 1 and 2 must be chosen (tribute + slavery), or option 3.
Villages that have not reached the Age of Progress may not enter in a state of war against any other village.
[color=#a52a2a]Multiplayer PvP "roleplay" variant:[/color]
[color=#a52a2a]
[color=#a52a2a] To ensure maturity of players, it is recommended a whitelist be used.[/color]
[color=#a52a2a] It should be a roleplay server - obviously.[/color]
[color=#a52a2a] The Population add-on must be used, the other add-ons may also be used but are optional.[/color]
[color=#a52a2a] If using the roleplay/trading addon, a deathban plugin is recommended for the death penalty.[/color]
[color=#a52a2a] When the server first starts, there should be one "village" in the Age of Darkness. New players spawn here. The owner should be chief.[/color]
[color=#a52a2a] When a player joins a village, he/she must choose a profession (that the village can use). Then, according to the population challenge, he/she must act accordingly (a player who chose a blacksmith may smelt ores in a single furnace)[/color]
[color=#a52a2a] Once a King is established, players may start their own villages - starting, of course, in the Age of Darkness.[/color]
[color=#a52a2a] Then, new players will spawn in a random village that has available housing. A custom plugin would be the best way to use this.[/color]
[color=#a52a2a] Players within a village may trade with eachother, either by using a item-based (meaning non-iconomy based) currency or by item trading.[/color]
[color=#a52a2a] A player may "rank up" by doing helpful things for the village. Players with higher ranks may choose additional professions to keep things from getting boring.[/color]
[color=#a52a2a] All villagers may have a stone sword, and may trade for armor. (of course, if the village is in earlier ages, then it would be limited to a wood sword)[/color]
[color=#a52a2a] Professions are now actually professions - only gardeners may use bonemeal on grass, only archers may fire arrows, etc. (however, as said earlier, ranking up will allow you to have more than one profession)[/color]
[color=#a52a2a] Plugins that have things like mob attacks should be used to give guards a use.[/color]
[color=#a52a2a] Only soldiers may use iron and higher swords and armor.[/color]
[color=#a52a2a] As in the "normal" variant, the war, peace, and alliance states exist.[/color]
[color=#a52a2a]
To make these non-PvP, simply remove the "war" and "peace" states, so towns may only be in alliance.
9. Mods
Mods may be used as long as they don't let you "cheat".
Examples of allowed mods: Better than Wolves, Buildcraft, SDK's gun mod, Cheese mod, Planes mod
Examples of not-allowed mods: TMI, NEI, SPC, xray
You will, however, have to add new professions/buildings/ages accordingly (e.g. Cheese maker profession for cheese mod, Airfield building for planes mod, Modern age for SDK's mod).
If you want to make tech trees for mods to make it easier on yourself, if you have photoshop, you may download the current tech trees in layered form here:
Professions
Buildings
Edit: Above tech trees are out of date.
10. Resource guide
Of course, when I talk about resources like food, tech, etc, you won't get anywhere without knowing the values. Here you are:
[color=#ff0000]Food:[/color]
[color=#ff0000]Poisonous food may not be used. The value of "food" that a certain food item is worth is determined by how many full hunger points it heals, rounded down. Example: Cooked porkchops=4 food, apples=2 food, cookies=0 food, watermelon=1 food[/color]
[color=#8b4513]Wood:[/color]
[color=#8B4513]1 log=4 wood[/color]
[color=#8B4513]1 plank=1 wood[/color]
[color=#8B4513]2 sticks=1 wood[/color]
[color=#696969]Stone:[/color]
[color=#696969]1 type of any stone (cobble, smooth, or bricks) = 1 stone[/color]
[color=#008080]Iron:[/color]
[color=#008080]1 iron ingot=1 iron[/color]
[color=#daa520]Gold:[/color]
[color=#daa520]1 gold ingot=1 gold[/color]
[color=#40e0d0]Gems:[/color]
[color=#40E0D0]9 diamonds or emeralds = 1 gem block[/color]
[color=#b22222]Tech:[/color]
[color=#b22222]1 Redstone dust=1 tech. Adds up when used in crafting (e.g. redstone lamp = 4 tech, piston = 1 tech, repeater = 2 tech, etc)[/color]
11. Rules revision
[color=#8B4513] Once you have a treasurer, you MUST store all the basic resource items (wood, stone, food, tech, etc) in chests in the treasury.
You may collect items that you cannot use yet, however you may not use them. (example: if you are in the Age of Progress, you may mine iron, and collect ingots from chests, but you may not smelt or use any of the iron) (example 2: if you come across redstone in the Age of Determination, you may collect it but not use it)
Once you have a trader, you may trade items that you cannot acquire yet - but as above, you may not use them.
Keep everything limited to the respective profession - don't smelt gold in the baker's oven![/color]
(new)[color=#8B4513]The hunter and militia are only required to use swords and tools to kill animals/monsters - until you get them, you can use your fists.[/color]
(new)[color=#8B4513]Every advancement in age, the chief's house must be upgraded with at least 1 addition onto it. This can be another room, another floor, or simply a garden.[/color]
(new)[color=#8B4513]Buildings for professions do not have to be separated from eachother - they can even be the same building, as long as each "villager" has their own room.[/color]
12. Outside tools
To accompany this challenge, if you're having trouble remembering what you've done, I've made a program to help you out.
Screenshots & guide:
Download links:
Mac: https://dl.dropbox.c...- tech tree.zip
Windows (courtesy of TheRPGLPer, may be a bit buggy due to differences in the compilers): https://dl.dropbox.c...8/techtrees.exe
Feel free to comment - it helps more than you think. If you want to try this challenge, it would be greatly appreciated it if you could post progress on this thread - it benefits both of us!
I mean , it's like showing off the village inside this challenge.
You mean like saying what they do or how they work? Because the tech trees already show what they do, as well as hovering over the names.
Thanks for the compliment.
no it says tech tree add on challange, you put a lot of effort into this and its cool, but you need to make these things more simpler, for example if a redstone dust mean tech, why not just call it redstone? This might be a cool mod, but as a challange its not worth it because theres so many terms you have to learn.
The tech tree add-on challenge is only for the you-must-have-profession-x-before-profession-y lines in the tech tree (like needing mushroom farmer in order to get a netherwart farmer), however, without the add-on, you can just jump straight to netherwart farmer without the mushroom farmer.
Also, you don't have to call redstone tech, as I said, it's just a guidline, so you could go ahead and call food "edibles" if you wanted
I will be trying to think of more add-ons as time goes on - I want this to be a flexible challenge, which is why I'm using "addons" that are compatible with each other instead of "easy", "medium", "hard", etc...
In otherwords, updates will come.
Now to edit the post some
Placeholder
Heres some diamonds
“One arrow alone can be easily broken but many arrows are indestructible.” -Genghis Khan
The house you build for your villagers is completely up to you.
Hm... let me try to explain.
--Age of Determination--
Requirements: 5 buildings from Age of Progress *By buildings, I mean not only the things listed under "buildings", but also houses from professions (e.g. A Fisher's house), 400 wood, 300 stone, 80 food. *Resources that you need to "pay" (aka use in upgrades)
Tools: All iron-made tools (including shears), iron armor. *New tools/armor that you can equip
Professions: Blacksmith, Glass maker, Mason, Animal farmer, Explosives Engineer, Trader, Pumpkin farmer, Melon farmer, Trapper I, Miner III, Sugarcane farmer, Cocoa bean farmer, Pearl hunter *New professions that you can have in this age
Buildings: Short wall, Tower, Well, Cannon *New non-profession specific buildings that you can use
I will put the diamonds in my gem bank :3
Update? Will do! Now presenting...
7C: Trading/roleplay-based add-on
In this add-on, instead of just "managing" your villagers, you actually play as all your different villagers as they do their tasks. Like the other add-ons, this may be used as a standalone add-on but is also fully compatible with the other add-ons.
Here are the main changes, which will be explained in turn:
-Each villager now has their own inventory (single-player only)
-When performing a certain villager's task, you must actually play as that villager, using their inventory.
-When you die while performing a certain villager's task, that villager also dies, and you must pay a penalty before hiring another.
-New graveyard building
-Villagers can now trade with eachother, either with a currency of your choice or a barter system (or both)
-Villagers are now paid (again, either using currency or barter systems) for when they place items in the bank/storage shed, but must also buy them back to take them
1. Each villager now has their own inventory:
Each "villager" will now have their own inventory. This inventory consists of any starting inventory items (see below), items that they have collected (according to their profession), or items they have acquired by trading.
Example 1: A Miner is "hired" in the village, starting with a stone pickaxe. After mining for some time, he acquires 1 and a half stacks of cobblestone. Using a currency system, he trades 1 stack for a gold nugget. He then trades the gold nugget for an iron pickaxe from the blacksmith's. Using that pickaxe, he mines even more cobblestone, which he then trades for some bread. etc...
2. When performing a certain villager's task you must play as that villager, using only their inventory items.
Example 2: You decide to fish. Providing that you already have a fisher, you unequip all items you (chief, or whatever profession you previously played) had, and equip all needed supplies from the fisher's inventory. Let's say that the fisher has 2 pieces of leather armor, a wood sword, a fishing rod, and some fish. You equip the armor, and take the sword and rod (deciding you don't need the fish, as you are collecting fish). After fishing for a bit, you get attacked by a skeleton. Now, even if you have a soldier who has full iron armor, a bow, and a diamond sword, you may not use them since you are playing as the fisher - who only has leather armor and a wood sword.
You may, of course, only carry around one profession's inventory at a time - however, there are two exceptions:
A: If using the population add-on in SSP, you may carry all inventory items of the same professions - e.g. if you have 4 miners, you can can carry all 4 miner's inventories at once. (or, you can just make similar professions share inventory)
B: If using the roleplay multiplayer version, you may carry all inventory items from the professions you play (so if you play as a miner and a sugarcane farmer, you may carry around both inventories), however, you may only use items from one inventory at a time.
3. When you die while playing as a certain villager, that villager also dies, and you must pay a penalty before hiring another:
Example 3: If you are playing as a miner, and a skeleton attacks you and murders your face, that miner is "dead". Depending on the age you are in, you will have to wait and/or pay gems.
Penalties:
Age of Darkness: If a villager dies, you must start over. You may use the same seed and location, but you must start over. In otherwords, don't die.
Age of Beginnings: Providing you have a graveyard (see below), you must wait 3 days before hiring another one of the villager that died (e.g. if your woodcutter dies, you must wait 3 days before cutting wood again). If you don't have a graveyard, start over.
Age of Progress: 4 day penalty.
Age of Determination: 1 week penalty or pay 2 gems.
Age of Journeys: 3 day penalty + 1 gem or 3 gems.
Age of Enlightenment: 5 day penalty + 1 gem or 5 gems.
Age of Kings: 5 day penalty + 2 gems or 7 gems.
End of Ages: 5 gems.
With population add-on: If you have others of the villager that died, you may either...
A: Pay double the amount of gems and keep going with the other villagers of like profession or
B: Pay normal penalty, but the other villagers of like profession cannot work until done waiting.
Example 4: While playing as a fisher, a creeper blows you up. Providing you are in the Age of Journeys, you decide you cannot wait 3 days to fish again - so instead you pay 3 gems, and your fisher is resurrected.\
Items that the dead villager dropped may be collected, but must either be placed in the bank or in the storage shed, depending on what it is (wood, stone, etc goes in bank, while swords, dirt, etc goes in storage shed)
Example 5: Using the above example, let's say the fisher had a wood sword, 2 fishing rods, 13 fish, and 1 stack of dirt. Once the villager died, his/her sword, fishing rods, and dirt are placed in the storage shed, while the fish are placed in the bank (food). Once a new fisher is hired, he/she must purchase (see below) all the items again.
4. New graveyard building
Of course, with deaths involved, we simply must have a graveyard.
The graveyard is "unlocked" in the Age of Beginnings, and is required if you don't want to start over when a villager dies.
5. Villagers can now trade with eachother:
I have mentioned trading several times - here I will explain it.
Having inventories for villagers isn't much fun if they can only have items that they have collected. It's also virtually impossible, as the villagers who can't collect food would die of hunger - and of course, if they can't make their own tools, then they can't perform their task.
Trading is relatively simple - trade one item for another. Either a barter (item for item) system may be used, or a currency (item for gold/emerald/etc). They can be used interchangeably.
Example 6 (currency): A miner needs to mine, but has no pickaxe (assuming their free wood/stone one broke) and is hungry. He/she does, however, have 2 stacks of cobblestone. Using a currency-based system, The miner trades both stacks, for, let's say, 2 gold nuggets. He/she then purchases an iron pick from the blacksmith using one of them, and some fish from the fisher with the other one.
Example 7 (barter): A hunter wants some leather armor to protect him/herself better when hunting at night/early morning. However, (s)he cannot make this armor him/herself - (s)he must purchase it from a tailor. In turn, the tailor cannot make leather armor without leather, which only the hunter can gather. So, the hunter goes and kills some cows, and gets leather and some beef. (s)he then trades the leather and some beef for a piece of leather armor.
Barter systems will, of course, work better in roleplay multiplayer - as it's not just a single person deciding what items are worth.
6. Villagers must buy/sell items to the bank/storage shed
Of course, for some resources, it wouldn't be practical to trade them - and for some, they should go in the bank (iron, stone, wood). However, they shouldn't have to give them away for free - and that is why the banker pays them for them. In turn, the villagers can't just take stuff out of the bank/storage shed willy-nilly - they must purchase them.
Example 7: You are trying to advance to the next age - but don't have enough food in the bank. Now, you just happen to have a fisher who has a whole stack of fish. But, unless you're an evil dictator, you aren't going to just take it away. So, your banker may buy the fish from the fisher for, say, 1 gem. You now have enough food to advance.
Example 8: A dungeon keeper wants some moss stone for his dungeon. The storage shed has a stack of moss stone that the dungeoneer collected and "sold" to the storage shed. However, the dungeon keeper unless he's a dirty thief can't just take the moss stone from the shed - he must trade it for something. So, he takes the moss stone, but he leaves 10 stacks of dirt in it's place.
Adding this to the OP. If there's anything I forgot, please tell me!
“One arrow alone can be easily broken but many arrows are indestructible.” -Genghis Khan
Depends on which/how many addons you use, if at all. The basic challenge is essentially: separate your resources into different categories, build houses for villagers, each with a profession that enables you to do something. Use aforementioned resources to advance in ages, with each age unlocking new professions.
Done.
No problem.
Thanks!
Should I try to make an expanded tech tree that includes stuff from the better than wolves mod? Edit: Probably wouldn't have time. Disregard this post.“One arrow alone can be easily broken but many arrows are indestructible.” -Genghis Khan
PM Warlock274 or I for more information.