Progress continues to be made on the Challenge (seeProgress continues to be made on the Challenge (seeFTB thread for details), and this Challenge will be reposted to the Minecraft Forums shortly. It will be begun in a new thread so I can have an extra post or two so there's room to post as much of it as possible. for details), and this Challenge will be reposted to the Minecraft Forums shortly. It will be begun in a new thread so I can have an extra post or two so there's room to post as much of it as possible.
Once the new thread is up I will edit this post to send people to the new thread. I apologize for the inconvenience.
This Challenge is not yet complete. It has a hell of a lot to do, but is nowhere near complete. The old wikispace is unusable, now that that particular site has changed to a subscription model. The new wiki is here. However, for those of you still following the old rules, a ' class='bbc'>complete backup was made before wikispaces went the way of the subscription model. This is not the main thread of the Refugee to Regent Challenge. That would be the Main thread on the Feed the Beast Forums.
Have you ever wanted to build a complete Kingdom from scratch in Minecraft? Let me guess, you got bored and quit, or you just got overwhelmed and ragequit. While I can't help too much with the former, I am here to help with the latter.
You begin as a simple refugee, running from Jeb knows what. You are starving, you are desparate, and can barely manage to build a Dirt Hovel to keep yourself from the mobs that roam the night. But as you get your feet under you, you slowly build up a Settlement, and others come and join you. Slowly, you and your Town get larger. Other Settlements begin to appear near yours, and your main City becomes a Capital. And before you know it, you are Emperor of a vast Empire.
The Refugee to Regent Empire Building Challenge is intended for is the uncreative, or those that have just gotten bored building yet another all-in-one superbase that, while functional, is nothing more than a hole carved into the side of a mountain. It is not something that can be completed in a day, and will be pretty big if you play any difficulty but Fast Track. It is a self-policing challenge where you intentionally withold some of the better tools from yourself.
But then, if you wanted something easy, you REALLY shouldn't be reading any further.
I'm not going to pull my punches. If you accept this Challenge, you will be building. A lot. This Challenge is intended for Survival Difficulty, and not for any Creative shenanigans. But, of course, the Rule of Cool applies to everything.
Just follow the ten-step program, and you will soon (relatively speaking) have a complete Kingdom, from a Dirt Hovel to a Diamond Capital! Advance through many stages, at each stage unlocking new materials and tools for use. Every stage you advance requires more and more Houses, Community Buildings, expansions to your Village Center/Town, City Hall/etc tools, food stockpiles, resource stockpiles, eventually additional towns and villages, and more.
There are three difficulty settings currently. Fast-Track, Normal, and Hardcore.
Fast-Track is more of an excuse for me to insult you because you're wimping out of the challenge of actually BUILDING things. You'll want a square kilometer in total, probably.
Normal is where the Challenge really starts to come into play. You'll be wanting at least 10 square kilometers. No, not really kidding. It may end up less than that, but you'll be doing a LOT of building.
Hardcore--I'm just trying to crush your soul. If you can manage to make it through the entire Challenge, you have my respect. How much land do you need? I honestly have no idea. Let's just say All of It.
What began as a simple Minecraft-with-mods port of IamChris27's City Building Challenge quickly spiralled into something entirely new, and entirely bigger. I hope to pay tribute to an AMAZING challenge, and to make mod support simultaneously built into the core of the Challenge and at the same time superfluous for our Vanilla brethren. It is not intended to be easy, nor short.
Therer are 7 main areas that you will build up your Capital, and, eventually, your Empire:
Residential--Everyone has to live somewhere
Player Estates--Each Player lives in their own house, which eventually grows to become an estate. Much later on, an entirely new Outlier is constructed specifically to house their needs.
Elders--Purely an early-Challenge device, during the early days of your Settlement/Hamlet, you will have Elders. They assist you in the Administrative tasks of running your town. They don't have homes as nice as yours, but they are better than the commoners.
Nobles--A late-Challenge resident, the Nobles are the elite. The rich, the powerful, the well-bred--the Reality TV stars. They demand excellent accomodations, and return little to the community.
Residents--The working-class citizens that make the world go round. They live in houses or apartments, and do the jobs that you are too busy to do.
Slum Residents--If you choose to build Slums, then these residents live in crappy, tightly-packed buildings. The introduction of Slums increases the level of Crime in your city.
Commercial--A sort of catch-all for everything that doesn't fit anywhere else, and includes various administration buildings and buildings that will increase your citizens' quality of life.
Administrative Center--If the citizens are the lifeblood of your city, the Administrative Center is the heart, keeping everything running smoothly. All of your Elders, leaders of various Guilds, every Player, and Item and Food Banks are all housed inside the Administrative Center.
Tribulation Tower--Controlled mob spawner.
Town Mines--Not your own, personal mines, but the official Town Mines
Hospitals
Schools and Colleges
Stores
Entertainment
You get the Idea
Transportation--Roads, Railcarts, and Nexuses oh my!
Roads and Pathways--You need some way to get around.
Railways--who doesn't love a roller coaster between towns?
Livery Stables--You need a place to store horses
Other, similar means of transport
Agriculture--They're responsible for putting food on the tables.
Farms--Crops that can feed your population
Plantations--Crops that don't feed your population, but are otherwise useful. Cotton, Cactus, Sugar Cane, etc.
Ranches--Breeding, care, and slaughter of Livestock. Sheep, Cows, Pigs, Chickens, and more.....?
Kennels/Stables--Breeding and care of pets. Dogs, Cats, Horses, and more........?
Apiculture/Lepidopticulture--The breeding and care of Bees and Butterflies.
Arboriculture--The care, breeding, harvesting, and processing of wood, saplings, fruit, and all other tree products.
Outliers--You're not just building a City-State. You're also building all the Cities that pay tribute to your Capital. You're going to be an Emperor, after all!
Fortifications--What, you thought you could just leave a massive empire alone, and those nasty mobs would play nice? Take a bath, hippy! This covers offense, defense, and everything in between. From Watchmen to mobile TNT cannons, it's all going to be covered here.
Officers--They make the army run smoothly.
Regulars--Meat for the grinder.
Watchmen--Sound the alarm if trouble comes near
Royal Guard--Somebody needs to help keep you safe.
Magic--Thaumaturgy, Enchanting, Portals of all shapes and varieties (except for Aperture Labs Portals), Blood Magic--you name it, it's covered here.
Technology--Quarries, Minecarts, Pistons, Drills, Solar Panels, and more. If it's technological, it belongs here.
There are 10 main stages to the Refugee to Regent Challenge, each affiliated with a different Minecraft substance.:
Dirt Hovel
1) Dirt Hovel
No tools, no wood, mo' problems. Survive with just your fists and your wits, and fight to survive.
Not a full list, see the Wiki for full list.
Skip this Stage
Residential:
Build a Dirt Hovel out of Dirt, Sand, Gravel, or Clay.
Agriculture
Get some food. Plants that require tilled soil may only be planted in Testificate Villages.
Residential
Build a Dirt Hovel out of Clay
For Bonus points, build 3 Hovels. The people who dwell in these Hovels will be your Elders in the Wooden Settlement stage.
Furnish all Dwellings. This can be Crafting Benches, Filled Item Frames, Paintings, etc.
Commercial
Build a Granary building to store all your food.
Technology
Get as many Tinker's Construct books as you can.
Magic
Build a shrine to the Bearded Creator
Build a shrine to Jeb.
Get an Ars Magica Arcane Compendium
Transportation
Connect all buildings together via pathways
Agriculture
Farms
Plant some crops. Crops that need tilled soil may only be planted in Testificate Villages.
Your small hamlet is beginning to thrive. Your new Stone Tools are just what the doctor ordered, and the Stone you're mining below the surface is just the thing to reinforce the buildings in the village.
It's time to put the metals you've found in your mining forays beneath the town to good use. Start down the path of Magic, the path of Technology, or both, with the help of your new metal tools, but don't forget your people. Make sure that they are healthy, happy, safe, and well educated.
Your newly educated populace is rapidly discovering more and more ways to use Magic and Technology, and how to apply them to their everyday lives. Essence, Aura, Mega-Joules, Electrical Units.....the terms fly quickly and the terms fly furiously. There are few citizens whose lives and livelihoods the new discoveries do not touch.
Having come to terms with the new discoveries, your citizens have pushed themselves to further refining their discoveries. People are coming from all over just to see what you have rediscovered of the ancient arts of Technology and Magic. Many are coming to stay, while others are content to build embassies. There are whispers from what few tomes of the Ancients that have been recovered of a hellish landscape that lies not that far from our own. Of horrors--and treasures. What could that possibly mean?
You have breached the Nether. And while you stare into it, it lobs fire and lava right back at you through the Portal! It will take nerves of steel to settle and conquer this savage place. It will not be easy, but you know that it can be worth it.
Though there are 10 Stages to the Challenge, there are 5 major upgrade points in the Challenge, where you get a significant boost beyond what you've had before.
1) Wood Settlement: You get to use tools
2) Iron Village: The use of ALL Metals is unlocked. No, you don't need to wait for the Gold stage to start using Gold. Limited use of Redstone, mainly Redstone Dust and some vanilla machines is available as well.
3) Redstone Discovery: Tech mods begin to kick in
4) Gold City: Diamonds are unlocked
5): Glowstone Expansion: The Nether is unlocked.
This is a small taste of the massive undertaking I have begun. I have big plans for it, and am adding new stuff all the time. Whether it's being inspired by the Fantasy City Build and adding in new, Minecraft/Dwarf Fortress amalgam races to add a little spice, or adding in Bonus Points for bragging rights, I keep trying to push the limits of what I'm capable of. Then there's the whiny Nobles who insist on being treated extremely well, the problem of Criminals, and possibly even Rebellions?
Lore:
actually fits perfectly into the lore. It was not intended to do so, and the Lore was not inspired by it.
Long ago, when the Seed was first named, there lived a man. He was a simple man, and worked by the sweat of his brow. Over the course of his life, he attracted a large following, and eventually founded Cities and Kingdoms. His men delved beneath the earth, their Mineshafts seeking the riches of the ground. They built Strongholds deep underground, and mastered the art of creating new worlds. He and his mystics discovered the Nether, and then found a way to travel there. They built massive Fortresses to keep his people safe.
When at last his work was complete, he was named the Nether Star Emperor, and for a time he rested. Secure in the knowledge that his fair laws were applied equally to all his subjects, human and Testificate alike, across his entire world. and the worlds beyond.
But trouble brewed. Some of his Kingdoms decided to rebel, that THEY wanted to become the Nether Star Emperor. The war saw terrible magics cast from both sides. But in the end, the Emperor Ended the wars. From this point on, he was known as the Ender Emperor--the man that ended the fighting. His elite warriors that fought at his side became known as his Ender Men.
Years later, trouble again brewed. Some of his Ender Men were jealous of his power, and decided to challenge his throne yet again.
The Empire split apart as the Ender Emperor fought his Endermen, twisted by horrible magics. They summoned dragons, and harnessed the proud beasts with magic. This was the evolution of the Ender Dragons. The Emperor denounced the magics his foes unleashed, and returned to his former title of Nether Star Emperor, only to see one of the rebels take up the title of Ender Emperor. The two Emperors clashed in one of the last Written Ages that remained in the last battle of the war.
With the last of his strength, the Nether Star Emperor destroyed nearly the entire Age, wiping out all Linking Books that connected the two Ages. The Nether Star Emperor and all of his men were killed, and most of the Ender Emperor's men were killed as well--trapped in a void of an age, wrecked by the foul magics they had conjured.
But the Endermen found their way back to this world. They found they could not speak as they once could, and grew jealous of the forms that they had formerly had.
The Empire, without the Emperor, withered and died. The magics that had been unleashed were largely lost. But their effects remained--the dead did not always stay dead. They sometimes returned to life as zombies or even as skeletons. The creatures known as Creepers, created by one or both sides during the war as living weapons, continue to roam the land in their lonely wanderings. There are few creatures that have been unaffected by the sheer volume of magic that was unleashed.
But the Nether Star Emperor was not entirely vanquished. His physical body utterly destroyed, it's said that he still travels the Overworld, looking for the human or Testificate that might one day raise up a city, a Kingdom, or an Empire that might equal his own. The one to slay the final Ender Dragon that still lingers where he met his End.
It's said that he possesses books--and that through them teaches what needs to be done to bring the kingdom back to its former glory.
Rough Outline of Races that I plan to incorporate
Note: This list is nowhere near complete, and is just a rough suggestion if you want to add some flavor to your challenge.
The Rules on the Wiki are the base rules. Each Race modifies the required number of buildings needed. Apply the changes required to the base rules to find what you will actually need to build.
This can and probably will be changed before it is finalized. I try to have one main race and a sub-race that is the polar opposite--the exception being Goblins and Kobolds. They were inspired by Dwarf Fortress' Goblins and the Dwarf Fortress Kobolds. The Kobolds are sort of the Goblin sub-race.
Humans
Humans: Greedy, Expansionistic, and Militaristic, they want to own or lay claim to every last Chunk on this Jeb-forsaken Cube. Their militaries tend to be 125% stronger than the average, and tend to have more Outliers than any other Race. Unfortunately, in their mad dash to have everything, they are very sloppy in their Agricultural techniques, and have to build 125% more Food Sources per population.
Humans have 125% more soldiers in their Military (Includes Watchmen)
Starting at Iron village, Humans build 2 Outliers every other Stage (Iron Village, Gold City, Lapis Lazuli, Diamond Capital).
Humans suck at farming. They need 125% more Food Sources per population than any other Race.
Human Sub-Race: Investment Bankers
Investment Bankers are the most hated creatures on the face of this Cube. These humans care only for themselves, and build massive, opulent Estates for themselves. They tax whatever poor workers happen to live in their towns, and keep them all in poverty.
Investment Bankers may not make Outliers
Investment Bankers quadruple the number of Nobles in a given Stage.
If there are no Nobles in a given Stage (from Wooden Settlement on), there must be at least 2-4 Baron/esses.
All Buildings in Investment Bankers towns must be built to Slum standards.
All Dwellings in Investment Bankers towns must be based on the "Settler's Shack" "Refugee Refugee Refuge" or "Settler's Shanty"
Testificates--Pacifist, Agricultural
Testificates are a quiet, hard-working people. They are always willing to lend a helping hand, and will gladly help anyone in need. They are by far the most skilled healers on this Cube, so they are at peace with nearly every single other Race out there. They are content to farm their land, and smelt what little ore they need for their tasks. Both their farming fields and Furnaces are free for all to use.
Testificates may not build any Military
Testificates may not build Walls
Testificates only need half as many Food Sources per population than the standard.
Up to 4 Testificates may live in any Dwelling (Max 2 per Bedroom)
Testificate Sub-Race: Witches
The Testificate Witches have gotten a bad rap since the Great Ending War. It is true that many fought with the Endermen and the Ender Dragon, but many forget that many Witches also fought against those self-same forces. They spend their days in Magical pursuits, and tend to try to hide their settlements. Nearly any Race that happens across the Witches attack them, so the Witches tend to make the first strike.
Witches may start Magic at the Wooden Settlement Stage.
Witches may be used to found a Capital.
The Maximum Population for a Witch Settlement is 75. Any more than that and other Races tend to come together and wipe them out. Once the Settlement Population Cap is reached, an Outlier must be founded to progress.
Witches may not have Nobles.
Witch Player Characters may not have Estates. Witches have to pool all their resources in order to survive.
Dwarves are a newer race to the Cube. Nobody knows quite when they appeared, but everyone agrees that they build the finest weapons around. They are most commonly spotted by their short height and voluminous amounts of body hair. 90% of a newborn Dwarf's body weight is hair, though that ratio tends to even out at about 50/50 when fully grown. Dwarves are very fond of alcohol, and can literally make alcohol out of anything. Grass, Wheat, Barley, Pebbles, Dirt, Stone, Clay. Anything. Dwarves are actually born drunk, and need alcohol to get through the working day. They are very protective of their Mountainhomes, and while they do not generally venture out much, they defend their Mountainhomes to the Death.
You must build 7 Hovels in the Dirt Hovel stage.
Dwarves may not build traditional Outliers.
Dwarven Outliers must be built to the Iron Village stage after a brief Hovel stage.
Dwarven Outliers may only be built in the Gold City, Emerald Megalopolis, and Diamond Capital stages.
Only 7 Dwarves are sent out to colonize each new Mountainhome. Migrants come by the Creeperload once it is successful, however.
The Dwarven Capital and Outliers are known as the "Mountainhomes."
Dwarves may start with Technology mods at the Wooden Settlement Stage.
Dwarves may use tools, weapons, and armor that are one Stage higher than their current stage. (Wooden Tools in Hovel Stage, Stone Tools in Wooden Settlement, etc).
90% of all Dwarven Buildings must be underground.
All Entrances to Dwarf Fortresses should be thoroughly trapped against intruders.
Dwarves should have 125% more military than standard.
Dwarf Sub-race: Sober Dwarves
Every so often, the most horrible thing imaginable happens to Dwarves--they lose all alcohol from their bodies, and become sober. This is a most terrible affliction, and Sober Dwarves are instantly called "Boring" or "Squares" and cast out from the Mountainhomes. Sadly, once Sober, Dwarves are immune to the effects of alcohol. Sober Dwarves are far more friendly than standard Dwarves, though they maintain their Technological edge, and their ability to make superior tools.
7 Hovels are required in the Dirt Hovel stage.
Sober Dwarves build half the standard military
Sober Dwarves may start Technology at the Wooden Settlement Stage.
Sober Dwarves may use tools, weapons, and armor that are one Stage higher than their current stage. (Wooden Tools in Hovel Stage, Stone Tools in Wooden Settlement, etc).
Sober Dwarves follow standard Outlier ruleset
Sober Dwarves build 1 extra Outlier in the Iron Village, Gold city Stages (from standard ruleset).
Sober Dwarves may build above or below the surface--up to you.
Elves--Frumpy, Hippy Tree-huggers
Elves are amongst the most stuck-up creatures that walk this cube, second only to Investment Bankers and Used Kar Kobolds. They are blessed with an extraordinarily long life, and for some reason have become overly attached to nature. Because they live so long, they learn skills far faster than the average person, and don't need as many people per Settlement. Also, they institute a tree-cutting quota to themselves and anyone they trade with.
Double the amount of nobles in any given Stage.
1 Baron/ess must move into the Wooden Settlement.
2 Barons/ess must move into the Stone Hamlet.
2 Baron/ess and a Count/ess move into the Iron Village.
2 Baron/ess and 2 Count/esses move in during the Redstone Discovery.
Elves need only half the Agricultural Resources per person than the standard ruleset.
only 1 Tree may be cut down in the Dirt Hovel stage.
Only 4 Trees may be cut down in the Wooden Settlement.
Only 10 Trees may be cut down in the Stone Hamlet
Only 15 Trees maybe cut down in the Iron Village.
Only 20 Trees may be cut down in the Redstone Discovery.
Only 25 Trees may be cut down in the Gold City.
Only 30 Trees may be cut down in the Glowstone Expansion.
Only 45 Trees may be cut down in any subsequent stage.
Elf Sub-race: Necrotic Elves
Another race left to suffer after the Great Ending War, the Necrotic Elves were ensorcelled by both sides to become masters of the Necromantic arts. Their skin was permanently stained black or grey, their lifespan shortened to that of a mere human, and were hunted nearly to extinction in the years since the Great Ending War. However, because of the powers granted to them as a direct tradeoff during the War, and the fact that Elves are not naturally peaceful like the Testificates, they have proven to be far more resilient than the Witches. Their magical powers are incredible, but as a result Technology tends to malfunction when Necrotic Elves are around. They were among the most powerful of the enchanted races in the Great Ending War, and remain to be a powerful, albeit rare, force to be reckoned with.
Necrotic Elves may begin Magic at the Dirt Hovel Stage.
Necrotic Elves may not begin Tech until the Gold City Stage.
Necrotic Elves build 150% more military than standard.
Necrotic Elves must build walls around everything they build in every stage.
Pigmen: Endangered Forerunners
The Pigmen race was nearly wiped out in the Great Ending War, but were among the first of the Races to walk the face of this Cube. both sides used their Magics on the Pigmen to make them stronger but different. There are only a few pockets of Pigmen left anywhere on this Cube. What few Pigmen remain are incredibly powerful in the Magical arts, and still remember the ancient Crafting secrets.
Pigmen may use Tools 2 Stages above their Current Stage.
Pigmen may use Magic starting at the Dirt Hovel Stage.
Pigmen may only build an Outlier during the Gold City and Diamond Capital Stages.
Pigmen build only 50% of standard constructions.
Pigmen may build only 25% of the standard Residences.
Pigmen Sub-Race: Zombie Pigmen
Out of all the races that were scarred by the Great Ending War, the Zombie Pigmen are actually the best off of them all. They still retain their mental faculties, are effectively immortal unless slain in battle, and retain much of the Magical potential they had as Pigmen. Though the fact that they are now Zombies does lessen their Magical Potential somewhat. Though they have been largely driven out of the Overworld because of their Zombie appearance, they are content to live in the Nether, and welcome all travelers. However, if attacked, the entire Zombie Pigmen community will attack the offending party. Never underestimate the fury of a Zombie Pigman.
Zombie Pigmen may only be used as an Outlier Race at or after Glowstone Expansion.
Zombie Pigmen build 150% magic than standard
Zombie Pigmen learn magic 150% faster than standard.
Zombie Pigmen build 125% more military than Standard.
Zombie Pigmen standard armament is Iron Armor with a Golden Helmet, enchanted Golden Sword.
Goblins: Pillaging Murder Machines
Goblins do not set down very many roots. They are motivated by only one thing: War. They love it. They crave it. They would do anything to have it. While they will attack nearby weak races, they prefer to fight people at or above their current strength level.
Goblins Must build 175% more Agriculture per population.
Goblins may only build Slums
Goblins may use Tools that are a Stage Higher than they are (Wood Tools in Dirt Hovel, Stone Tools in Wood Settlement, etc)
Goblins may not build walls.
Goblins build 150% more military than standard.
Goblin "Sub-race": Kobolds
While not technically the same race as Goblins, Kobolds are generally considered the same as Goblins--a nuisance. Kobolds are weak creatures that survive by stealing from stronger parties They are generally scared off by a show of force, but are quick to exploit any weaknesses they find.
Kobolds may not build Outliers
Kobolds have a population cap of 50.
Kobolds must build 200% more Agriculture than standard
Kobolds are generally found harassing trade routes between other race's Outliers.
Kobolds aren't really intended as a Player race.
Kobolds are intended to be used interchangeably with Bandits in the Crime section.
Part of the inspiration for this challenge came from Gregtech. Well, Gregtech before it was ing everybody off. It was big, it was hard, but in the end the results were worth it.
And I know this isn't for everyone. I'm good with that. But even if you only do the first 3-5 stages, you'll still have a really decent build to show off. The whole point of this Challenge is more to help you have fun, and kickstart your creativity. Which is why the Rule of Cool is so damn important to me. Because while I am trying to crush your soul if you do Hardcore because of all the building, I sincererly hope you have fun doing it.
But there are a good number of people that like this challenge, basd on the 349 posts in the original forum thread. To my knowledge The Mobius Archives is the only Youtuber doing a Let's Play at this particular moment (66 episodes over the last 4 months, in the Iron Village stage). Though there have been a couple spinoffs of my spinoff, most notably a group of people using a Resonant Rise modpack with a custom ruleset for multiplayer.
I'm not expecting the huge numbers of people that seem to be doing the Fantasy City Build, but if I can get a handful of people to start building again, I'll be happy.
So I just restarted my own challenge with a modified Resonant Rise modpack, and I got about the best spawn ever.
I turn around and I see this:
A sweet Volcano and a Natura Redwood.
Erm, YES.
My Settlement Center is TOTALLY going to be in the Redwood, and when I build my actual house (Settlement Shanty), it's going smack dab in the middle of the Volcano.
Because, didn't I say? It's hollow!
Just had to share this because, well, I RARELY see a Natura Redwood anywhere. Makes up for the fact that I am fairly sure I forgot to turn on Biomes O Plenty world creation.
Oh well.
I got myself 4 Cooked Pork because the dumb pigs decided to play with Lava.
Holy crap, this looks amazing, will try it at some point and record it. I am playing vanilla EXCEPT for TMI because, considering the amount of work that seems to have gone into this challenge, I will probably have to edit something in. And also because I can use it to "simulate" the effect of mods.
P.S: To make the city more "alive", I'm going to use TMI to get stacks of Villager Eggs and spawn them for each residential building I have (minus my own). This won't affect as much as it sounds like, because Emeralds are pretty much impossible to come by early-game.
Servers that I play on: Hypixel's server, Drugcraft, Drug Cartel, Mafiacraft, FCB Challenge Server, Lilcraft, lihp.us, Uberminecraft, Diamond Paradise, The Emeralds, AriseFactions, The Hive, Shotbow, and Mineplex. Looking for user by the name of "luizinho". If someone finds him, PLEASE TELL ME.
Holy crap, this looks amazing, will try it at some point and record it. I am playing vanilla EXCEPT for TMI because, considering the amount of work that seems to have gone into this challenge, I will probably have to edit something in. And also because I can use it to "simulate" the effect of mods.
P.S: To make the city more "alive", I'm going to use TMI to get stacks of Villager Eggs and spawn them for each residential building I have (minus my own). This won't affect as much as it sounds like, because Emeralds are pretty much impossible to come by early-game.
Actually, you might want to check out the Custom NPCs mod.
You can set up as many NPCs as you want, have them stay in one spot, move around, even fight hostile mobs and give them items to equip! It takes a little bit to figure out how to work it, but it goes a long way towards making your town feel not as empty.
Also, you can give them any skin you want. From Testificate to Doctor Who to........whatever. And you can change their size.
But I am trying to make sure that people who only play Vanilla have something to do. Some Stages have significantly less than others, but I'm trying to make sure that modded and vanilla minecrafters both have a decent amount of stuff to do.
You can set up as many NPCs as you want, have them stay in one spot, move around, even fight hostile mobs and give them items to equip! It takes a little bit to figure out how to work it, but it goes a long way towards making your town feel not as empty.
Also, you can give them any skin you want. From Testificate to Doctor Who to........whatever. And you can change their size.
But I am trying to make sure that people who only play Vanilla have something to do. Some Stages have significantly less than others, but I'm trying to make sure that modded and vanilla minecrafters both have a decent amount of stuff to do.
Thanks, will do so when I start this mod.
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Servers that I play on: Hypixel's server, Drugcraft, Drug Cartel, Mafiacraft, FCB Challenge Server, Lilcraft, lihp.us, Uberminecraft, Diamond Paradise, The Emeralds, AriseFactions, The Hive, Shotbow, and Mineplex. Looking for user by the name of "luizinho". If someone finds him, PLEASE TELL ME.
Wow. This is quite the challenge. I bookmarked this post as well as the website and I'll try this when the new year starts.
I'll probably start doing it in Vanilla (not much of a mod person) but second time around I'll use some mods. I'm being pretty ambitious for having not started yet, aren't I? xD
So I feel like a bit of a dork. Apparently there's always been the capability to add a table of contents to the side of any page, complete with hypertexts that take you directly to the desired content. I feel like a bit of a dork, and am working on updating the wiki for far, far, FAR easier navigation.
Here's an example, including some Race-specific rules that I tacked on at the end.
Hopefully this will help everyone play this challenge far more easily.
Also, started up a page on the wiki for Community showcases. ATM it only has Let's Plays, but I have a few pictures in the FTB thread that I will be adding soon.
I also did a bit more of my own Challenge. I varied my building style up a bit, just to help show you guys that you don't have to do a 3-high [insert kind of dirt here] hovel that squats on the ground. Have fun with it!
Some houses I'm rather proud of from my current Challenge build. The Sand and Gravel Hovels measure 5x5x2 on the inside, and follow standard hovel rules regarding supports. If you're wracking your brain to figure out how the hell this could work, well, there's a hint in the picture, but you'll have to figure out the rest.
Oh, and all of the buildings either have windows now, or will have windows by the time that I'm done with them--and won't collapse, either. Posting these here as a proof-of-concept, but I don't want to just hand out the secret, given that it's one that has lasted a long time in the Dirt Hovel ruleset, and I'm not aware of anyone else really doing it.
Three distinct Building styles for the three Elders of Hardcore. They aren't furnished yet--there's much cow breeding to be done before I can get enough item frames to decorate them properly, but I do have jobs for all of them picked out.
The Dirt house in the middle will be the Mining Elder, since I actually built his house over an entrance to a cave, sealing it from the surface. When I have access to pickaxes I will be putting up a few in item holders all over his house, and building an airlock where there is currently only floor, to keep mobs from getting in. I'm particularly proud of myself for letting myself go with the terrain with this one. Though, to be honest, I did accentuate it slightly by piling some dirt on top a bit in the back.
It's not much, but I set up a small square where the three Elder's paths meet, and plan to decorate it nicely. Not sure if I want to give the Gravel Hovel a specialty like I have given the other two, but if I do he'd probably focus more on the military, given the crenellations on his roof that I gave him.
You may not be able to see it in the photo below, but I have three different kinds of berries growing around the sand Elder's house. He's going to be the Agriculture Elder in my headcanon. For the sand house I wanted to go for a semi-Egyptian theme, thus the pyramid on the roof (and a gravel capstone), and sort of sphinx-arms coming out the front. The *arms* are going to be extended one more block out, I think. Not sure where the arch that goes up comes from. I think it was either from watching Mulan or from Skyrim.
I'm confused about the Elders. Is it every stage, all the villagers you have become Elders?
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Elders are purely a small village mechanic. Hardcore has them in Dirt Hovel-Stone Hamlet, Normal has them in Wooden Settlement-Stone Hamlet.
In Normal Difficulty the Elders come into play in Wooden Settlement, and you only build your Hovel in the Dirt Hovel stage.
In Hardcore you can (if you want) build hovels for the people that will become Elders in the Wooden Settlement stage. Technically they aren't Elders at the moment in my Challenge, but they'll become Elders next stage.
Is there any mod pack that would work best for this challenge? Will start asap once I know what mods to use
going to play with the ftb 1.6.4 horizons pack with some other mods instaled
This is designed to work with any mod set, but also potentially without mods. Personally I have used no mods, DW20 pack (where the challenge started, actually), a couple FTB packs, and am currently using a modified Resonant Rise pack.
Short Answer:
Use this challenge with whatever mods (or no mods) that you want to. It's all about having fun building, instead of focusing purely on power grind and/or "teching up"
At one point I did have a private mod pack set up, but I quickly became afflicted with config conflict fever. I still have a deep and chronic loathing of modifying configs for ID conflicts. Now I'm content to use other packs with a few mods added in/taken out.
That said, I very much want more, more, many more magic mods to even out the disparity between the number of magic and technology mods.
Of course, there are a few mods for this challenge that I highly recommend.
a couple NPC mods like Custom NPCs or Better than Villagers. I personally prefer Custom NPCs because I like the Testificates. Oh crap, BTV isn't updated past 1.2.5?
I personally consider Bibliocraft mandatory for myself, and Openblocks/Extrautilities are high on my priority list. I like Better Storage for the giant crate storage (and it's built-in Storage PVP). I LOVE Underground Biomes, but not the lag it causes when it spawns new chunks. I'm a Bee guy, so I consider Forestry/Extra Bees/Magic Bees to be important. And Thaumcraft. and Calaclavia's MFFS (inchworm drive FTW), and Steve's Carts/Railcraft. As far as Tech mods go, Buildcraft, maybe IC2, TE, TiC, Nuclear Control (I love me some big-ass displays), Backpacks.....most of it pretty standard.
I haven't spent much time with them, but Witchery, Ars Magica 2 (yay not so much building spam!!!!!!), and Blood Magic to be fascinating mods that I'm sure I will be using a lot of once I start experimenting with them.
I'm actually thinking of dropping Factorization now that I've discovered JABBA though. I only ever used it for the barrels.
If you had to make me pick a particular mod pack, at this particular moment in time I'd say either go with DW20--he usually has some REALLY good mods, and spotlights nearly every single one--or Resonant Rise. Because holy crap that has an excellent collection of mods. Though you're going to want a really hefty computer to pull this one off. around 170 mods or so IIRC.
OOH, and Dimensional Doors. It's in heavy beta mode for 1.6 atm, but it's a great mod.
So I've come to realize that I've really neglected sea/river/etc-faring content. Mainly in the Agricultural and Transportation sections, with one or two Fortification additions. To that end, for the next little bit my focus for writing new stuff for this challenge will be largely maritime. These won't be required but will be highly recommended if you live near an ocean.
Houseboats, pleasure yachts, oil derricks, and all kinds of fishing.....it's what I'd like to focus on.
Quick note on Minecraft physics--in the Minecraft world, there is 0 reason to build a ship with a keel that goes beneath the water, and every reason to build ships with flat bottoms where the bottom is the block above the water. Namely, that if they actually moved, water would be destroyed in the Minecraft Cube, anyway. Whether you want to build Minecraft realistic ships or IRL realistic ships is up to you.
I plan on including a lot of fishing ideas, from fishing huts/villages to lighthouses, ships in a harbor, Harbor defense ports, Calclavia (or other mod) Inchworm ships that can actually roam the oceans (probably flat-keeled to deal with Minecraft physics), to ships that can't really move and are more like buildings. Default ruleset will run more along the line of the 1800's-era shipping where nearly every ship was armed.
To that end, I have been inspired by watching videos of lately, and totally want to include something like that. Say, in later stages in port towns they must be defended by a *moored* ship that is capable of sending a broadside off of either their port or starboard sides with TNT cannons. Said ships would by necessity be a bit bulkier than mere model ships, but I think they'd be pretty neat to have. Especially if you had a flat-keeled inchworm ship of the line with 2-block thick Obsidian armor complete with TNT cannons and arrow Dispensers ready to be activated to ward off swimming boarders.
The TNT cannon concept is actually something I've wanted to do for a long time in the challenge. It's briefly mentioned in one or two stages, but not really. TNT Cannon testing Outlier anyone? It can be far out of the way, and it can literally be a place where you wreck the local landscape as you practice cannons. Or, if you know TNT cannons, for show, etc.
Also, I'd like to put in rules for zeppelins and/or airships. With and without TNT cannons ready to rain destruction on the world below. With or without inchworm/other drives. Because who doesn't love giant blimps/hot air balloons/etc? In Minecraft physics, it seems to me that balloons/zeppelins make far more sense than airplanes. Given that gravity/thrust doesn't work the same as IRL. But that's just me.
And, of course, when you have airships, you'll need airship docking facilities.
Most of this would be completely optional.
If anyone has any suggestions, feel free to post them here.
EDIT: Also, I feel like swapping a couple rules around.
You can use any weapons, tools, or armor from chests (Dungeons/villages/etc) that you find. This includes iron+ tools/weapons/armor. You may not craft their replacements, but feel free to use them. The exceptions to this would be portal guns, gravity guns, and Dartcraft gloves.
the *lore* would be that while you found an incredible artifact that was for some reason left behind/lying around so you could steal it/etc, you can't build it yourself. Whether because the knowledge is lost, you don't yet have the expertise, etc. Whatever you want to tell yourself.
Also, I hadn't really done much with horses until the last few days and I hadn't realized how important saddles were. So. If you have Dartcraft installed and you have all the resources you need to make a Saddle via Force Crystals and Ingots *that you find in Dungeon/Treasure chests* feel free to do so, even if you technically aren't in the right stage to be working with metals.
Hint: Dartcraft+Chocobo mod=craftable Horse saddles at any stage.
I'm also tentatively placing Dartcraft in the Magic section, because while it does have some technological elements to it, it seems like magic a lot more. Arthur C. Clarke quotes be damned.
The Meaning of Life, the Universe, and Everything.
Join Date:
1/12/2013
Posts:
47
Member Details
I'm loving this challenge. I wanted to try and start a lp on it though, but I can't seem to find a map. I loved this one : http://www.minecraftforum.net/topic/1833071-what-minecraft-worlds-should-look-like-1500-dls-on-pmc/page__st__60 but because I want to play vanilla I'd like someone to add in with world painter a biome like the mesa(I thought of playing on 1.6 to use the custom npcs mod because it is fundamental for me). Do you know any good maps like that one or just normal seeds which are very cool?
I realize I haven't posted here in quite some time. Part of that I blame on my parent's awful internet during Christmas vacation, and then getting back into school.
So......what new things have I been putting into the mod since early December.....?
Three new pages. One dealing with Transportation, another dealing with the Nobles, another dealing with Criminals.
None of them are seriously developed yet, and, like everything else in this challenge, is currently under construction.
Transportation especially is sparse, and is having to do with ships on the water, airships, minecarts, pathways in/between cities, and horses (and similar mounts) stationed in strategic places on the borders of cities.
Next up: Crime and Nobility. The two are actually tied together. Mid-Challenge, the option of only doing Houses changes to three housing types--Houses, Apartments, and Slums.
Houses doesn't do anything special, and takes up the most room. Apartments essentially doubles the population density, and the more Apartments you have, the more Land Lords (Nobles) move into your City. For every house replaced with Apartments you need to build 2 Apartments. The last new housing type, Slums, is a VERY tiny dwelling, and increases the amount of either Criminals or Crime Lords. For every House replaced by Slums, you need to build 3 Slums.
As of now there are 3 different kinds of Crime Lords, and 3 different kinds of Criminals, though I do want to bump that up to 5 different kinds of Criminals. Each of these can be spawned by having too many Slums.
Note that these totals are not cumulative. You may pick any variety of these that you want. You could have nothing but Bosses, and no Common Criminals, or have a countryside completely overrun with Common Criminals and no Crime Lords. As long as the total number of Houses replaced by Slums matches the number of Criminals you've added into your town, you're good.
Crime Lords:
[The/A] Boss--low-level operator that generally oversees the day-to-day operations. (1 per 5 Houses replaced by Slums)
Mr. Big--mid-level Crime Lord (1 per 10 Houses replaced by Slums)
Godfather--Leads his criminal syndicate. (1 per 25 Houses replaced by Slums)
Common Criminals (4 per 2 Houses replaced by Slums)
--Bandits
--Pirates
--Smugglers
--Assassins (In the Future sometime)
--Thieves (In the Future sometime)
All the Common Criminals follow the same basic pattern, as far as their basic spawning patterns. They spawn in groups of 4 (or multiples of 4), and once they get 12 members, they get a small building of their own. From there, as they gain members, they get bigger and bigger bases.
4 Criminals--New Group
12 Criminals--Camp
24 Members--Fortress
50 Members--Stronghold
150 Members--Stronghold spawns a Criminal Outlier
And yes, the Stronghold/Outlier idea was indeed inspired by the very first Assassin's Creed.
in addition, the Smugglers and Pirates get nautical ships. Bandits don't, mainly because they tend to operate on the land, and smugglers/pirates can operate on either land or water.
THAT said, sometime in the future once I get more stages polished off I want to come back and add airships especially for landlocked races.
Current ships are:
Pirates:
Pirate Sloop--Crew of 12 Members. First is automatically built at Pirate Camp
Pirate Frigate--Crew of 24 Members. First is automatically built at Pirate Fort
Pirate Galleon--Crew of 36 Members. First is automatically built at Pirate Stronghold
Pirate Ship of the Line--Crew of 50 Members. Built Automatically at Pirate Outlier.
the Stronghold, Outliers should be defended by TNT Cannons, and the Ship of the Line should be armed with them as well, if not even the Galleon.
Smugglers get ships just like the pirates, but I haven't come up with names, and their ships will essentially be similar to the pirates, though likely will require fewer crew, smaller, and less heavily armed. After all, Smugglers need to be fast, not necessarily deadly.
The Smuggler ship types (from least amount of crew to most) will be something like Sloop, Frigate, Cutter, Clipper
Let's see......Fishing!
that's new.
Basically it's a new Agricultural section. They have to be near water (or live on the water). Though there is a cap of how many Fishermen can be in the exact same vicinity to prevent overfishing. Basically this post over on FTB (where I tend to post most of my updates, and can be found most reliably.
Also on that post--a rewrite of a new race that I may or may not have mentioned over here before--Merdorfs. Half dwarves, half Merfolk (who are currently extinct because lore). The Merdorfs are basically the fishing race.
What else....
I'm going to be swapping out the Recruit/Regular/Veteran categorization of the militia/army soldiers for soldier "classes" that may in fact be heavily inspired by Fire Emblem.
Right. Nobles. Land Lords
Basically they're similar to the Crime Lords. The number of Land Lords (above those dictated by the Stage) you get is decided by the number of Houses replaced by Apartments.
Unlike Criminals, there's no common Nobles. Those are just citizens. However, there are the mercenaries that serve the Nobles.
Current Land Lords are:
Baron/ess (1 per 10 Houses replaced by Apartments, have roughly 10 mercs as personal guards)
Count/ess (1 per 20 Houses replaced by Apartments, have roughly 25 mercs as personal guards)
Marquis/Marquess (1 per 30 Houses replaced by Apartments, have roughly 50 mercs as personal guards)
Duke/Duchess (1 per 40 Houses replaced by Apartments, have roughly 80 mercs as personal guard)
Again, like the Criminals, you can pick and choose. You could get nothing but Barons, or only Dukes.
Mercenaries, if they're part of the same company, band together like the Criminals, and can eventually form Strongholds and Outliers around the Strongholds, just like the Criminals. However, some Nobles prefer to have their mercs live on their estates. Only mercs not living on a Noble's estate count towards the Stronghold/Outlier number. In addition, the numbers required for the Stronghold, etc are much (almost 3x) higher.
These are highly trained, professional soldiers, after all, not a bunch of scruffy criminals preying on helpless travellers.
In addition, I have plans for Prince/ss and King/Queen Nobles, but those would only appear if sufficient numbers of Nobles and/or Outliers rebelled against the Capital.
That should just about catch you up to what I've been doing for the last couple weeks. I'll try to keep this thread updated too, but I know it's not going to be getting the attention of the FTB forums thread.
Apologies for any spelling mistakes. Keyboard isn't wanting to behave today. Pretty sure I got most of them.
.
Progress continues to be made on the Challenge (seeProgress continues to be made on the Challenge (seeFTB thread for details), and this Challenge will be reposted to the Minecraft Forums shortly. It will be begun in a new thread so I can have an extra post or two so there's room to post as much of it as possible. for details), and this Challenge will be reposted to the Minecraft Forums shortly. It will be begun in a new thread so I can have an extra post or two so there's room to post as much of it as possible.
Once the new thread is up I will edit this post to send people to the new thread. I apologize for the inconvenience.
Have you ever wanted to build a complete Kingdom from scratch in Minecraft? Let me guess, you got bored and quit, or you just got overwhelmed and ragequit. While I can't help too much with the former, I am here to help with the latter.
You begin as a simple refugee, running from Jeb knows what. You are starving, you are desparate, and can barely manage to build a Dirt Hovel to keep yourself from the mobs that roam the night. But as you get your feet under you, you slowly build up a Settlement, and others come and join you. Slowly, you and your Town get larger. Other Settlements begin to appear near yours, and your main City becomes a Capital. And before you know it, you are Emperor of a vast Empire.
The Refugee to Regent Empire Building Challenge is intended for is the uncreative, or those that have just gotten bored building yet another all-in-one superbase that, while functional, is nothing more than a hole carved into the side of a mountain. It is not something that can be completed in a day, and will be pretty big if you play any difficulty but Fast Track. It is a self-policing challenge where you intentionally withold some of the better tools from yourself.
But then, if you wanted something easy, you REALLY shouldn't be reading any further.
I'm not going to pull my punches. If you accept this Challenge, you will be building. A lot. This Challenge is intended for Survival Difficulty, and not for any Creative shenanigans. But, of course, the Rule of Cool applies to everything.
Just follow the ten-step program, and you will soon (relatively speaking) have a complete Kingdom, from a Dirt Hovel to a Diamond Capital! Advance through many stages, at each stage unlocking new materials and tools for use. Every stage you advance requires more and more Houses, Community Buildings, expansions to your Village Center/Town, City Hall/etc tools, food stockpiles, resource stockpiles, eventually additional towns and villages, and more.
There are three difficulty settings currently. Fast-Track, Normal, and Hardcore.
Normal is where the Challenge really starts to come into play. You'll be wanting at least 10 square kilometers. No, not really kidding. It may end up less than that, but you'll be doing a LOT of building.
Hardcore--I'm just trying to crush your soul. If you can manage to make it through the entire Challenge, you have my respect. How much land do you need? I honestly have no idea. Let's just say All of It.
Therer are 7 main areas that you will build up your Capital, and, eventually, your Empire:
Elders--Purely an early-Challenge device, during the early days of your Settlement/Hamlet, you will have Elders. They assist you in the Administrative tasks of running your town. They don't have homes as nice as yours, but they are better than the commoners.
Nobles--A late-Challenge resident, the Nobles are the elite. The rich, the powerful, the well-bred--the Reality TV stars. They demand excellent accomodations, and return little to the community.
Residents--The working-class citizens that make the world go round. They live in houses or apartments, and do the jobs that you are too busy to do.
Slum Residents--If you choose to build Slums, then these residents live in crappy, tightly-packed buildings. The introduction of Slums increases the level of Crime in your city.
Commercial--A sort of catch-all for everything that doesn't fit anywhere else, and includes various administration buildings and buildings that will increase your citizens' quality of life.
Tribulation Tower--Controlled mob spawner.
Town Mines--Not your own, personal mines, but the official Town Mines
Hospitals
Schools and Colleges
Stores
Entertainment
You get the Idea
Transportation--Roads, Railcarts, and Nexuses oh my!
Railways--who doesn't love a roller coaster between towns?
Livery Stables--You need a place to store horses
Other, similar means of transport
Agriculture--They're responsible for putting food on the tables.
Plantations--Crops that don't feed your population, but are otherwise useful. Cotton, Cactus, Sugar Cane, etc.
Ranches--Breeding, care, and slaughter of Livestock. Sheep, Cows, Pigs, Chickens, and more.....?
Kennels/Stables--Breeding and care of pets. Dogs, Cats, Horses, and more........?
Apiculture/Lepidopticulture--The breeding and care of Bees and Butterflies.
Arboriculture--The care, breeding, harvesting, and processing of wood, saplings, fruit, and all other tree products.
Outliers--You're not just building a City-State. You're also building all the Cities that pay tribute to your Capital. You're going to be an Emperor, after all!
Agricultural--Feed your nation.
Residential--Who doesn't love a commute
Commercial--Trade hubs
Fortifications--Military bases. Armories, barracks, ICBM silos?
Magical--A place for magical experiments, far from your capital, in case you make catastrophic mistakes? a Portal Nexus?
Technological--Power Generation? AE Storage? Massive Ore Processing Facility? Roving Quarry?
Fortifications--What, you thought you could just leave a massive empire alone, and those nasty mobs would play nice? Take a bath, hippy! This covers offense, defense, and everything in between. From Watchmen to mobile TNT cannons, it's all going to be covered here.
Regulars--Meat for the grinder.
Watchmen--Sound the alarm if trouble comes near
Royal Guard--Somebody needs to help keep you safe.
Technology--Quarries, Minecarts, Pistons, Drills, Solar Panels, and more. If it's technological, it belongs here.
Dirt Hovel
No tools, no wood, mo' problems. Survive with just your fists and your wits, and fight to survive.
Not a full list, see the Wiki for full list.
Skip this Stage
Residential:
Build a Dirt Hovel out of Dirt, Sand, Gravel, or Clay.
Agriculture
Get some food. Plants that require tilled soil may only be planted in Testificate Villages.
Residential
Build a Dirt Hovel out of Clay
For Bonus points, build 3 Hovels. The people who dwell in these Hovels will be your Elders in the Wooden Settlement stage.
Furnish all Dwellings. This can be Crafting Benches, Filled Item Frames, Paintings, etc.
Commercial
Build a Granary building to store all your food.
Technology
Get as many Tinker's Construct books as you can.
Magic
Build a shrine to the Bearded Creator
Build a shrine to Jeb.
Get an Ars Magica Arcane Compendium
Transportation
Connect all buildings together via pathways
Agriculture
Farms
Plant some crops. Crops that need tilled soil may only be planted in Testificate Villages.
Ranches (and Kennels/Cables)
Tame 3 wolves
Tame 3 Horses
You've survived. For now. But people are settling down around you. Use your Wooden Tools and help them survive too.
3) Stone Hamlet
Your small hamlet is beginning to thrive. Your new Stone Tools are just what the doctor ordered, and the Stone you're mining below the surface is just the thing to reinforce the buildings in the village.
4) Iron Village
It's time to put the metals you've found in your mining forays beneath the town to good use. Start down the path of Magic, the path of Technology, or both, with the help of your new metal tools, but don't forget your people. Make sure that they are healthy, happy, safe, and well educated.
5) Redstone Discovery
Your newly educated populace is rapidly discovering more and more ways to use Magic and Technology, and how to apply them to their everyday lives. Essence, Aura, Mega-Joules, Electrical Units.....the terms fly quickly and the terms fly furiously. There are few citizens whose lives and livelihoods the new discoveries do not touch.
6) Gold City
Having come to terms with the new discoveries, your citizens have pushed themselves to further refining their discoveries. People are coming from all over just to see what you have rediscovered of the ancient arts of Technology and Magic. Many are coming to stay, while others are content to build embassies. There are whispers from what few tomes of the Ancients that have been recovered of a hellish landscape that lies not that far from our own. Of horrors--and treasures. What could that possibly mean?
7) Glowstone Upgrade
You have breached the Nether. And while you stare into it, it lobs fire and lava right back at you through the Portal! It will take nerves of steel to settle and conquer this savage place. It will not be easy, but you know that it can be worth it.
8) Lapis Lazuli Stronghold
It's time for an upgrade! Your civilization is booming, and you are expanding. It's time to build a new, Royal City just for you!
9) Emerald Kingdom
Will your Kingdom stand, or will it Wither?
10) Diamond Capital
Your Empire stands as a Beacon of hope in a harsh world. How do you suppose it will End?
Post-Challenge) Nether Star Imperium
That's a niccccce Empire you have there.
Though there are 10 Stages to the Challenge, there are 5 major upgrade points in the Challenge, where you get a significant boost beyond what you've had before.
2) Iron Village: The use of ALL Metals is unlocked. No, you don't need to wait for the Gold stage to start using Gold. Limited use of Redstone, mainly Redstone Dust and some vanilla machines is available as well.
3) Redstone Discovery: Tech mods begin to kick in
4) Gold City: Diamonds are unlocked
5): Glowstone Expansion: The Nether is unlocked.
This is a small taste of the massive undertaking I have begun. I have big plans for it, and am adding new stuff all the time. Whether it's being inspired by the Fantasy City Build and adding in new, Minecraft/Dwarf Fortress amalgam races to add a little spice, or adding in Bonus Points for bragging rights, I keep trying to push the limits of what I'm capable of. Then there's the whiny Nobles who insist on being treated extremely well, the problem of Criminals, and possibly even Rebellions?
Lore:
Long ago, when the Seed was first named, there lived a man. He was a simple man, and worked by the sweat of his brow. Over the course of his life, he attracted a large following, and eventually founded Cities and Kingdoms. His men delved beneath the earth, their Mineshafts seeking the riches of the ground. They built Strongholds deep underground, and mastered the art of creating new worlds. He and his mystics discovered the Nether, and then found a way to travel there. They built massive Fortresses to keep his people safe.
When at last his work was complete, he was named the Nether Star Emperor, and for a time he rested. Secure in the knowledge that his fair laws were applied equally to all his subjects, human and Testificate alike, across his entire world. and the worlds beyond.
But trouble brewed. Some of his Kingdoms decided to rebel, that THEY wanted to become the Nether Star Emperor. The war saw terrible magics cast from both sides. But in the end, the Emperor Ended the wars. From this point on, he was known as the Ender Emperor--the man that ended the fighting. His elite warriors that fought at his side became known as his Ender Men.
Years later, trouble again brewed. Some of his Ender Men were jealous of his power, and decided to challenge his throne yet again.
The Empire split apart as the Ender Emperor fought his Endermen, twisted by horrible magics. They summoned dragons, and harnessed the proud beasts with magic. This was the evolution of the Ender Dragons. The Emperor denounced the magics his foes unleashed, and returned to his former title of Nether Star Emperor, only to see one of the rebels take up the title of Ender Emperor. The two Emperors clashed in one of the last Written Ages that remained in the last battle of the war.
With the last of his strength, the Nether Star Emperor destroyed nearly the entire Age, wiping out all Linking Books that connected the two Ages. The Nether Star Emperor and all of his men were killed, and most of the Ender Emperor's men were killed as well--trapped in a void of an age, wrecked by the foul magics they had conjured.
But the Endermen found their way back to this world. They found they could not speak as they once could, and grew jealous of the forms that they had formerly had.
The Empire, without the Emperor, withered and died. The magics that had been unleashed were largely lost. But their effects remained--the dead did not always stay dead. They sometimes returned to life as zombies or even as skeletons. The creatures known as Creepers, created by one or both sides during the war as living weapons, continue to roam the land in their lonely wanderings. There are few creatures that have been unaffected by the sheer volume of magic that was unleashed.
But the Nether Star Emperor was not entirely vanquished. His physical body utterly destroyed, it's said that he still travels the Overworld, looking for the human or Testificate that might one day raise up a city, a Kingdom, or an Empire that might equal his own. The one to slay the final Ender Dragon that still lingers where he met his End.
It's said that he possesses books--and that through them teaches what needs to be done to bring the kingdom back to its former glory.
Note: This list is nowhere near complete, and is just a rough suggestion if you want to add some flavor to your challenge.
The Rules on the Wiki are the base rules. Each Race modifies the required number of buildings needed. Apply the changes required to the base rules to find what you will actually need to build.
This can and probably will be changed before it is finalized. I try to have one main race and a sub-race that is the polar opposite--the exception being Goblins and Kobolds. They were inspired by Dwarf Fortress' Goblins and the Dwarf Fortress Kobolds. The Kobolds are sort of the Goblin sub-race.
Humans
Humans: Greedy, Expansionistic, and Militaristic, they want to own or lay claim to every last Chunk on this Jeb-forsaken Cube. Their militaries tend to be 125% stronger than the average, and tend to have more Outliers than any other Race. Unfortunately, in their mad dash to have everything, they are very sloppy in their Agricultural techniques, and have to build 125% more Food Sources per population.
Humans have 125% more soldiers in their Military (Includes Watchmen)
Starting at Iron village, Humans build 2 Outliers every other Stage (Iron Village, Gold City, Lapis Lazuli, Diamond Capital).
Humans suck at farming. They need 125% more Food Sources per population than any other Race.
Human Sub-Race: Investment Bankers
Investment Bankers are the most hated creatures on the face of this Cube. These humans care only for themselves, and build massive, opulent Estates for themselves. They tax whatever poor workers happen to live in their towns, and keep them all in poverty.
Investment Bankers may not make Outliers
Investment Bankers quadruple the number of Nobles in a given Stage.
If there are no Nobles in a given Stage (from Wooden Settlement on), there must be at least 2-4 Baron/esses.
All Buildings in Investment Bankers towns must be built to Slum standards.
All Dwellings in Investment Bankers towns must be based on the "Settler's Shack" "Refugee Refugee Refuge" or "Settler's Shanty"
Testificates--Pacifist, Agricultural
Testificates are a quiet, hard-working people. They are always willing to lend a helping hand, and will gladly help anyone in need. They are by far the most skilled healers on this Cube, so they are at peace with nearly every single other Race out there. They are content to farm their land, and smelt what little ore they need for their tasks. Both their farming fields and Furnaces are free for all to use.
Testificates may not build any Military
Testificates may not build Walls
Testificates only need half as many Food Sources per population than the standard.
Up to 4 Testificates may live in any Dwelling (Max 2 per Bedroom)
Testificate Sub-Race: Witches
The Testificate Witches have gotten a bad rap since the Great Ending War. It is true that many fought with the Endermen and the Ender Dragon, but many forget that many Witches also fought against those self-same forces. They spend their days in Magical pursuits, and tend to try to hide their settlements. Nearly any Race that happens across the Witches attack them, so the Witches tend to make the first strike.
Witches may start Magic at the Wooden Settlement Stage.
Witches may be used to found a Capital.
The Maximum Population for a Witch Settlement is 75. Any more than that and other Races tend to come together and wipe them out. Once the Settlement Population Cap is reached, an Outlier must be founded to progress.
Witches may not have Nobles.
Witch Player Characters may not have Estates. Witches have to pool all their resources in order to survive.
Dwarves--Drunken, Surly Midgets (Industrial, Xenophobic)
Dwarves are a newer race to the Cube. Nobody knows quite when they appeared, but everyone agrees that they build the finest weapons around. They are most commonly spotted by their short height and voluminous amounts of body hair. 90% of a newborn Dwarf's body weight is hair, though that ratio tends to even out at about 50/50 when fully grown. Dwarves are very fond of alcohol, and can literally make alcohol out of anything. Grass, Wheat, Barley, Pebbles, Dirt, Stone, Clay. Anything. Dwarves are actually born drunk, and need alcohol to get through the working day. They are very protective of their Mountainhomes, and while they do not generally venture out much, they defend their Mountainhomes to the Death.
You must build 7 Hovels in the Dirt Hovel stage.
Dwarves may not build traditional Outliers.
Dwarven Outliers must be built to the Iron Village stage after a brief Hovel stage.
Dwarven Outliers may only be built in the Gold City, Emerald Megalopolis, and Diamond Capital stages.
Only 7 Dwarves are sent out to colonize each new Mountainhome. Migrants come by the Creeperload once it is successful, however.
The Dwarven Capital and Outliers are known as the "Mountainhomes."
Dwarves may start with Technology mods at the Wooden Settlement Stage.
Dwarves may use tools, weapons, and armor that are one Stage higher than their current stage. (Wooden Tools in Hovel Stage, Stone Tools in Wooden Settlement, etc).
90% of all Dwarven Buildings must be underground.
All Entrances to Dwarf Fortresses should be thoroughly trapped against intruders.
Dwarves should have 125% more military than standard.
Dwarf Sub-race: Sober Dwarves
Every so often, the most horrible thing imaginable happens to Dwarves--they lose all alcohol from their bodies, and become sober. This is a most terrible affliction, and Sober Dwarves are instantly called "Boring" or "Squares" and cast out from the Mountainhomes. Sadly, once Sober, Dwarves are immune to the effects of alcohol. Sober Dwarves are far more friendly than standard Dwarves, though they maintain their Technological edge, and their ability to make superior tools.
7 Hovels are required in the Dirt Hovel stage.
Sober Dwarves build half the standard military
Sober Dwarves may start Technology at the Wooden Settlement Stage.
Sober Dwarves may use tools, weapons, and armor that are one Stage higher than their current stage. (Wooden Tools in Hovel Stage, Stone Tools in Wooden Settlement, etc).
Sober Dwarves follow standard Outlier ruleset
Sober Dwarves build 1 extra Outlier in the Iron Village, Gold city Stages (from standard ruleset).
Sober Dwarves may build above or below the surface--up to you.
Elves--Frumpy, Hippy Tree-huggers
Elves are amongst the most stuck-up creatures that walk this cube, second only to Investment Bankers and Used Kar Kobolds. They are blessed with an extraordinarily long life, and for some reason have become overly attached to nature. Because they live so long, they learn skills far faster than the average person, and don't need as many people per Settlement. Also, they institute a tree-cutting quota to themselves and anyone they trade with.
Double the amount of nobles in any given Stage.
1 Baron/ess must move into the Wooden Settlement.
2 Barons/ess must move into the Stone Hamlet.
2 Baron/ess and a Count/ess move into the Iron Village.
2 Baron/ess and 2 Count/esses move in during the Redstone Discovery.
Elves need only half the Agricultural Resources per person than the standard ruleset.
only 1 Tree may be cut down in the Dirt Hovel stage.
Only 4 Trees may be cut down in the Wooden Settlement.
Only 10 Trees may be cut down in the Stone Hamlet
Only 15 Trees maybe cut down in the Iron Village.
Only 20 Trees may be cut down in the Redstone Discovery.
Only 25 Trees may be cut down in the Gold City.
Only 30 Trees may be cut down in the Glowstone Expansion.
Only 45 Trees may be cut down in any subsequent stage.
Elf Sub-race: Necrotic Elves
Another race left to suffer after the Great Ending War, the Necrotic Elves were ensorcelled by both sides to become masters of the Necromantic arts. Their skin was permanently stained black or grey, their lifespan shortened to that of a mere human, and were hunted nearly to extinction in the years since the Great Ending War. However, because of the powers granted to them as a direct tradeoff during the War, and the fact that Elves are not naturally peaceful like the Testificates, they have proven to be far more resilient than the Witches. Their magical powers are incredible, but as a result Technology tends to malfunction when Necrotic Elves are around. They were among the most powerful of the enchanted races in the Great Ending War, and remain to be a powerful, albeit rare, force to be reckoned with.
Necrotic Elves may begin Magic at the Dirt Hovel Stage.
Necrotic Elves may not begin Tech until the Gold City Stage.
Necrotic Elves build 150% more military than standard.
Necrotic Elves must build walls around everything they build in every stage.
Pigmen: Endangered Forerunners
The Pigmen race was nearly wiped out in the Great Ending War, but were among the first of the Races to walk the face of this Cube. both sides used their Magics on the Pigmen to make them stronger but different. There are only a few pockets of Pigmen left anywhere on this Cube. What few Pigmen remain are incredibly powerful in the Magical arts, and still remember the ancient Crafting secrets.
Pigmen may use Tools 2 Stages above their Current Stage.
Pigmen may use Magic starting at the Dirt Hovel Stage.
Pigmen may only build an Outlier during the Gold City and Diamond Capital Stages.
Pigmen build only 50% of standard constructions.
Pigmen may build only 25% of the standard Residences.
Pigmen Sub-Race: Zombie Pigmen
Out of all the races that were scarred by the Great Ending War, the Zombie Pigmen are actually the best off of them all. They still retain their mental faculties, are effectively immortal unless slain in battle, and retain much of the Magical potential they had as Pigmen. Though the fact that they are now Zombies does lessen their Magical Potential somewhat. Though they have been largely driven out of the Overworld because of their Zombie appearance, they are content to live in the Nether, and welcome all travelers. However, if attacked, the entire Zombie Pigmen community will attack the offending party. Never underestimate the fury of a Zombie Pigman.
Zombie Pigmen may only be used as an Outlier Race at or after Glowstone Expansion.
Zombie Pigmen build 150% magic than standard
Zombie Pigmen learn magic 150% faster than standard.
Zombie Pigmen build 125% more military than Standard.
Zombie Pigmen standard armament is Iron Armor with a Golden Helmet, enchanted Golden Sword.
Goblins: Pillaging Murder Machines
Goblins do not set down very many roots. They are motivated by only one thing: War. They love it. They crave it. They would do anything to have it. While they will attack nearby weak races, they prefer to fight people at or above their current strength level.
Goblins Must build 175% more Agriculture per population.
Goblins may only build Slums
Goblins may use Tools that are a Stage Higher than they are (Wood Tools in Dirt Hovel, Stone Tools in Wood Settlement, etc)
Goblins may not build walls.
Goblins build 150% more military than standard.
Goblin "Sub-race": Kobolds
While not technically the same race as Goblins, Kobolds are generally considered the same as Goblins--a nuisance. Kobolds are weak creatures that survive by stealing from stronger parties They are generally scared off by a show of force, but are quick to exploit any weaknesses they find.
Kobolds may not build Outliers
Kobolds have a population cap of 50.
Kobolds must build 200% more Agriculture than standard
Kobolds are generally found harassing trade routes between other race's Outliers.
Kobolds aren't really intended as a Player race.
Kobolds are intended to be used interchangeably with Bandits in the Crime section.
You'd be surprised.
And I know this isn't for everyone. I'm good with that. But even if you only do the first 3-5 stages, you'll still have a really decent build to show off. The whole point of this Challenge is more to help you have fun, and kickstart your creativity. Which is why the Rule of Cool is so damn important to me. Because while I am trying to crush your soul if you do Hardcore because of all the building, I sincererly hope you have fun doing it.
But there are a good number of people that like this challenge, basd on the 349 posts in the original forum thread. To my knowledge The Mobius Archives is the only Youtuber doing a Let's Play at this particular moment (66 episodes over the last 4 months, in the Iron Village stage). Though there have been a couple spinoffs of my spinoff, most notably a group of people using a Resonant Rise modpack with a custom ruleset for multiplayer.
I'm not expecting the huge numbers of people that seem to be doing the Fantasy City Build, but if I can get a handful of people to start building again, I'll be happy.
I turn around and I see this:
A sweet Volcano and a Natura Redwood.
Erm, YES.
My Settlement Center is TOTALLY going to be in the Redwood, and when I build my actual house (Settlement Shanty), it's going smack dab in the middle of the Volcano.
Because, didn't I say? It's hollow!
Just had to share this because, well, I RARELY see a Natura Redwood anywhere. Makes up for the fact that I am fairly sure I forgot to turn on Biomes O Plenty world creation.
Oh well.
I got myself 4 Cooked Pork because the dumb pigs decided to play with Lava.
P.S: To make the city more "alive", I'm going to use TMI to get stacks of Villager Eggs and spawn them for each residential building I have (minus my own). This won't affect as much as it sounds like, because Emeralds are pretty much impossible to come by early-game.
Looking for user by the name of "luizinho". If someone finds him, PLEASE TELL ME.
Actually, you might want to check out the Custom NPCs mod.
http://www.minecraft...m-npcs-splanmp/
You can set up as many NPCs as you want, have them stay in one spot, move around, even fight hostile mobs and give them items to equip! It takes a little bit to figure out how to work it, but it goes a long way towards making your town feel not as empty.
Also, you can give them any skin you want. From Testificate to Doctor Who to........whatever. And you can change their size.
But I am trying to make sure that people who only play Vanilla have something to do. Some Stages have significantly less than others, but I'm trying to make sure that modded and vanilla minecrafters both have a decent amount of stuff to do.
Thanks, will do so when I start this mod.
Looking for user by the name of "luizinho". If someone finds him, PLEASE TELL ME.
I'll probably start doing it in Vanilla (not much of a mod person) but second time around I'll use some mods. I'm being pretty ambitious for having not started yet, aren't I? xD
Here's an example, including some Race-specific rules that I tacked on at the end.
Hopefully this will help everyone play this challenge far more easily.
Also, started up a page on the wiki for Community showcases. ATM it only has Let's Plays, but I have a few pictures in the FTB thread that I will be adding soon.
http://refugeetorege...llenge Progress
I also did a bit more of my own Challenge. I varied my building style up a bit, just to help show you guys that you don't have to do a 3-high [insert kind of dirt here] hovel that squats on the ground. Have fun with it!
Some houses I'm rather proud of from my current Challenge build. The Sand and Gravel Hovels measure 5x5x2 on the inside, and follow standard hovel rules regarding supports. If you're wracking your brain to figure out how the hell this could work, well, there's a hint in the picture, but you'll have to figure out the rest.
Oh, and all of the buildings either have windows now, or will have windows by the time that I'm done with them--and won't collapse, either. Posting these here as a proof-of-concept, but I don't want to just hand out the secret, given that it's one that has lasted a long time in the Dirt Hovel ruleset, and I'm not aware of anyone else really doing it.
Three distinct Building styles for the three Elders of Hardcore. They aren't furnished yet--there's much cow breeding to be done before I can get enough item frames to decorate them properly, but I do have jobs for all of them picked out.
The Dirt house in the middle will be the Mining Elder, since I actually built his house over an entrance to a cave, sealing it from the surface. When I have access to pickaxes I will be putting up a few in item holders all over his house, and building an airlock where there is currently only floor, to keep mobs from getting in. I'm particularly proud of myself for letting myself go with the terrain with this one. Though, to be honest, I did accentuate it slightly by piling some dirt on top a bit in the back.
It's not much, but I set up a small square where the three Elder's paths meet, and plan to decorate it nicely. Not sure if I want to give the Gravel Hovel a specialty like I have given the other two, but if I do he'd probably focus more on the military, given the crenellations on his roof that I gave him.
You may not be able to see it in the photo below, but I have three different kinds of berries growing around the sand Elder's house. He's going to be the Agriculture Elder in my headcanon. For the sand house I wanted to go for a semi-Egyptian theme, thus the pyramid on the roof (and a gravel capstone), and sort of sphinx-arms coming out the front. The *arms* are going to be extended one more block out, I think. Not sure where the arch that goes up comes from. I think it was either from watching Mulan or from Skyrim.
Looking for user by the name of "luizinho". If someone finds him, PLEASE TELL ME.
In Normal Difficulty the Elders come into play in Wooden Settlement, and you only build your Hovel in the Dirt Hovel stage.
In Hardcore you can (if you want) build hovels for the people that will become Elders in the Wooden Settlement stage. Technically they aren't Elders at the moment in my Challenge, but they'll become Elders next stage.
going to play with the ftb 1.6.4 horizons pack with some other mods instaled
Short Answer:
Use this challenge with whatever mods (or no mods) that you want to. It's all about having fun building, instead of focusing purely on power grind and/or "teching up"
That said, I very much want more, more, many more magic mods to even out the disparity between the number of magic and technology mods.
Of course, there are a few mods for this challenge that I highly recommend.
a couple NPC mods like Custom NPCs or Better than Villagers. I personally prefer Custom NPCs because I like the Testificates. Oh crap, BTV isn't updated past 1.2.5?
I personally consider Bibliocraft mandatory for myself, and Openblocks/Extrautilities are high on my priority list. I like Better Storage for the giant crate storage (and it's built-in Storage PVP). I LOVE Underground Biomes, but not the lag it causes when it spawns new chunks. I'm a Bee guy, so I consider Forestry/Extra Bees/Magic Bees to be important. And Thaumcraft. and Calaclavia's MFFS (inchworm drive FTW), and Steve's Carts/Railcraft. As far as Tech mods go, Buildcraft, maybe IC2, TE, TiC, Nuclear Control (I love me some big-ass displays), Backpacks.....most of it pretty standard.
I haven't spent much time with them, but Witchery, Ars Magica 2 (yay not so much building spam!!!!!!), and Blood Magic to be fascinating mods that I'm sure I will be using a lot of once I start experimenting with them.
I'm actually thinking of dropping Factorization now that I've discovered JABBA though. I only ever used it for the barrels.
If you had to make me pick a particular mod pack, at this particular moment in time I'd say either go with DW20--he usually has some REALLY good mods, and spotlights nearly every single one--or Resonant Rise. Because holy crap that has an excellent collection of mods. Though you're going to want a really hefty computer to pull this one off. around 170 mods or so IIRC.
OOH, and Dimensional Doors. It's in heavy beta mode for 1.6 atm, but it's a great mod.
Houseboats, pleasure yachts, oil derricks, and all kinds of fishing.....it's what I'd like to focus on.
Quick note on Minecraft physics--in the Minecraft world, there is 0 reason to build a ship with a keel that goes beneath the water, and every reason to build ships with flat bottoms where the bottom is the block above the water. Namely, that if they actually moved, water would be destroyed in the Minecraft Cube, anyway. Whether you want to build Minecraft realistic ships or IRL realistic ships is up to you.
I plan on including a lot of fishing ideas, from fishing huts/villages to lighthouses, ships in a harbor, Harbor defense ports, Calclavia (or other mod) Inchworm ships that can actually roam the oceans (probably flat-keeled to deal with Minecraft physics), to ships that can't really move and are more like buildings. Default ruleset will run more along the line of the 1800's-era shipping where nearly every ship was armed.
To that end, I have been inspired by watching videos of lately, and totally want to include something like that. Say, in later stages in port towns they must be defended by a *moored* ship that is capable of sending a broadside off of either their port or starboard sides with TNT cannons. Said ships would by necessity be a bit bulkier than mere model ships, but I think they'd be pretty neat to have. Especially if you had a flat-keeled inchworm ship of the line with 2-block thick Obsidian armor complete with TNT cannons and arrow Dispensers ready to be activated to ward off swimming boarders.
The TNT cannon concept is actually something I've wanted to do for a long time in the challenge. It's briefly mentioned in one or two stages, but not really. TNT Cannon testing Outlier anyone? It can be far out of the way, and it can literally be a place where you wreck the local landscape as you practice cannons. Or, if you know TNT cannons, for show, etc.
Also, I'd like to put in rules for zeppelins and/or airships. With and without TNT cannons ready to rain destruction on the world below. With or without inchworm/other drives. Because who doesn't love giant blimps/hot air balloons/etc? In Minecraft physics, it seems to me that balloons/zeppelins make far more sense than airplanes. Given that gravity/thrust doesn't work the same as IRL. But that's just me.
And, of course, when you have airships, you'll need airship docking facilities.
Most of this would be completely optional.
If anyone has any suggestions, feel free to post them here.
EDIT: Also, I feel like swapping a couple rules around.
You can use any weapons, tools, or armor from chests (Dungeons/villages/etc) that you find. This includes iron+ tools/weapons/armor. You may not craft their replacements, but feel free to use them. The exceptions to this would be portal guns, gravity guns, and Dartcraft gloves.
the *lore* would be that while you found an incredible artifact that was for some reason left behind/lying around so you could steal it/etc, you can't build it yourself. Whether because the knowledge is lost, you don't yet have the expertise, etc. Whatever you want to tell yourself.
Also, I hadn't really done much with horses until the last few days and I hadn't realized how important saddles were. So. If you have Dartcraft installed and you have all the resources you need to make a Saddle via Force Crystals and Ingots *that you find in Dungeon/Treasure chests* feel free to do so, even if you technically aren't in the right stage to be working with metals.
Hint: Dartcraft+Chocobo mod=craftable Horse saddles at any stage.
I'm also tentatively placing Dartcraft in the Magic section, because while it does have some technological elements to it, it seems like magic a lot more. Arthur C. Clarke quotes be damned.
Again, a mod I don't have much experience with.
So......what new things have I been putting into the mod since early December.....?
Three new pages. One dealing with Transportation, another dealing with the Nobles, another dealing with Criminals.
None of them are seriously developed yet, and, like everything else in this challenge, is currently under construction.
Transportation especially is sparse, and is having to do with ships on the water, airships, minecarts, pathways in/between cities, and horses (and similar mounts) stationed in strategic places on the borders of cities.
Next up: Crime and Nobility. The two are actually tied together. Mid-Challenge, the option of only doing Houses changes to three housing types--Houses, Apartments, and Slums.
Houses doesn't do anything special, and takes up the most room. Apartments essentially doubles the population density, and the more Apartments you have, the more Land Lords (Nobles) move into your City. For every house replaced with Apartments you need to build 2 Apartments. The last new housing type, Slums, is a VERY tiny dwelling, and increases the amount of either Criminals or Crime Lords. For every House replaced by Slums, you need to build 3 Slums.
Let's start with Crime.
As of now there are 3 different kinds of Crime Lords, and 3 different kinds of Criminals, though I do want to bump that up to 5 different kinds of Criminals. Each of these can be spawned by having too many Slums.
Note that these totals are not cumulative. You may pick any variety of these that you want. You could have nothing but Bosses, and no Common Criminals, or have a countryside completely overrun with Common Criminals and no Crime Lords. As long as the total number of Houses replaced by Slums matches the number of Criminals you've added into your town, you're good.
Crime Lords:
[The/A] Boss--low-level operator that generally oversees the day-to-day operations. (1 per 5 Houses replaced by Slums)
Mr. Big--mid-level Crime Lord (1 per 10 Houses replaced by Slums)
Godfather--Leads his criminal syndicate. (1 per 25 Houses replaced by Slums)
Common Criminals (4 per 2 Houses replaced by Slums)
--Bandits
--Pirates
--Smugglers
--Assassins (In the Future sometime)
--Thieves (In the Future sometime)
All the Common Criminals follow the same basic pattern, as far as their basic spawning patterns. They spawn in groups of 4 (or multiples of 4), and once they get 12 members, they get a small building of their own. From there, as they gain members, they get bigger and bigger bases.
4 Criminals--New Group
12 Criminals--Camp
24 Members--Fortress
50 Members--Stronghold
150 Members--Stronghold spawns a Criminal Outlier
And yes, the Stronghold/Outlier idea was indeed inspired by the very first Assassin's Creed.
in addition, the Smugglers and Pirates get nautical ships. Bandits don't, mainly because they tend to operate on the land, and smugglers/pirates can operate on either land or water.
THAT said, sometime in the future once I get more stages polished off I want to come back and add airships especially for landlocked races.
Current ships are:
Pirates:
Pirate Sloop--Crew of 12 Members. First is automatically built at Pirate Camp
Pirate Frigate--Crew of 24 Members. First is automatically built at Pirate Fort
Pirate Galleon--Crew of 36 Members. First is automatically built at Pirate Stronghold
Pirate Ship of the Line--Crew of 50 Members. Built Automatically at Pirate Outlier.
the Stronghold, Outliers should be defended by TNT Cannons, and the Ship of the Line should be armed with them as well, if not even the Galleon.
Smugglers get ships just like the pirates, but I haven't come up with names, and their ships will essentially be similar to the pirates, though likely will require fewer crew, smaller, and less heavily armed. After all, Smugglers need to be fast, not necessarily deadly.
The Smuggler ship types (from least amount of crew to most) will be something like Sloop, Frigate, Cutter, Clipper
Let's see......Fishing!
that's new.
Basically it's a new Agricultural section. They have to be near water (or live on the water). Though there is a cap of how many Fishermen can be in the exact same vicinity to prevent overfishing. Basically this post over on FTB (where I tend to post most of my updates, and can be found most reliably.
Also on that post--a rewrite of a new race that I may or may not have mentioned over here before--Merdorfs. Half dwarves, half Merfolk (who are currently extinct because lore). The Merdorfs are basically the fishing race.
What else....
I'm going to be swapping out the Recruit/Regular/Veteran categorization of the militia/army soldiers for soldier "classes" that may in fact be heavily inspired by Fire Emblem.
Right. Nobles. Land Lords
Basically they're similar to the Crime Lords. The number of Land Lords (above those dictated by the Stage) you get is decided by the number of Houses replaced by Apartments.
Unlike Criminals, there's no common Nobles. Those are just citizens. However, there are the mercenaries that serve the Nobles.
Current Land Lords are:
Baron/ess (1 per 10 Houses replaced by Apartments, have roughly 10 mercs as personal guards)
Count/ess (1 per 20 Houses replaced by Apartments, have roughly 25 mercs as personal guards)
Marquis/Marquess (1 per 30 Houses replaced by Apartments, have roughly 50 mercs as personal guards)
Duke/Duchess (1 per 40 Houses replaced by Apartments, have roughly 80 mercs as personal guard)
Again, like the Criminals, you can pick and choose. You could get nothing but Barons, or only Dukes.
Mercenaries, if they're part of the same company, band together like the Criminals, and can eventually form Strongholds and Outliers around the Strongholds, just like the Criminals. However, some Nobles prefer to have their mercs live on their estates. Only mercs not living on a Noble's estate count towards the Stronghold/Outlier number. In addition, the numbers required for the Stronghold, etc are much (almost 3x) higher.
These are highly trained, professional soldiers, after all, not a bunch of scruffy criminals preying on helpless travellers.
In addition, I have plans for Prince/ss and King/Queen Nobles, but those would only appear if sufficient numbers of Nobles and/or Outliers rebelled against the Capital.
That should just about catch you up to what I've been doing for the last couple weeks. I'll try to keep this thread updated too, but I know it's not going to be getting the attention of the FTB forums thread.
Apologies for any spelling mistakes. Keyboard isn't wanting to behave today. Pretty sure I got most of them.